Series Editors W Hansmann W Purgathofer F. Sillion N. Magnenat -Thalmann D. Thalmann B. Amaldi (eds.) Computer Animation and Simulation 2000 Proceedings of the Eurographies Workshop in Interlaken, Switzerland, August 21- 22,2000 Eurographies Springer-Verlag Wien GmbH Prof. Dr. Nadia Magnenat-Thalmann MIRA Lab, University ofGeneva, Geneva. Switzerland Dr. Daniel Thalmann Computer Graphics Laboratory, Swiss Federal Institute ofTechnology, Lausanne, Switzerland Dr. Bruno Amaldi Institut de Recherche an Informatique et Systemes Aleatoires, Rennes, France This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concemed, specifically those of translation, reprinting, re-use of illustrations, broadcasting, reproduction by photocopying machines or similar means, and storage in data banks. © 2000 Springer-Verlag Wien Originally published by Springer-Verlag Wien New York in 2000 Typesetting: Camera-ready by authors Graphie design: Ecke Bonk Printed on acid-free and chlorine-free bleached paper SPIN: 10778566 With 110 partly coloured Figures ISSN 0946-2767 ISBN 978-3-211-83549-4 ISBN 978-3-7091-6344-3 (eBook) DOI 10.1007/978-3-7091-6344-3 Preface This volume contains the research papers presented at the Eleventh Eurographics Workshop on Computer Animation and Simulation which took place in Interlaken, Switzerland, August 21-22, 2000. The workshop is an international forum for research in human animation, physically-based modeling, motion control, animation systems, and other key aspects of animation and simulation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 3 members of the international program committee and additional reviewers. Based on the reviews, 14 papers were accepted and the authors were invited to submit a final version for the workshop. We wish to especially thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist. We are grateful to the Eurographics Association and especially to Werner Purgathofer from the Technical University of Vienna, for his support in publishing the workshop as a volume of the Springer-Verlag Eurographics Series. We also thank the Eurographics '2000 organisers, especially David Duce, and Heinrich Miiller from the EG board. We are also very grateful to lerrin Celebi for the organization of the review process and and Josiane Bottarelli for the registration process. Nadia Magnenat-Thalmann Daniel Thalmann Bruno Arnaldi (Co-Chairs) Program Committee Nadia Magnenat-Thalmann (University of Geneva, Switzerland) Daniel Thalmann (EPFL, Switzerland) Bruno Arnaldi (IRISAJINRIA Rennes, France) Norm Badler (University of Pennsylvania, USA) Ronan Boulic (EPFL, Switzerland) Marie-Paule Cani (IMAG, France) Michael Cohen (Microsoft, USA) Sabine Coquillard (lNRIA, France) James Hahn (Georges Washington University) Gerard Hegron (Ecole des Mines de Nantes, France) Jessica Hodgins (Georgia Institute of Technology, USA) Prem Kalra (Indian Institute of Technology, Delhi, India) Heedong Ko (Korea Institute of Science and Technology) Hansrudi Noser (University of Zurich, Switzerland) Igor Pandzic (University of Geneva, Switzerland) Werner Purgathofer (Technical University of Wie n, Austria) Ming Ouhyoung (National Taiwan University) Frank van Reeth (Limburgs University Center, Belgium) Pascal Volino (University of Geneva, Switzerland) Reviewers Amaury Aubel (EPFL, Switzerland) Gilles Debunne (lMAG, France) Sunil Hadap (University of Geneva, Switzerland) Marcelo Kallmann (EPFL, Switzerland) Laurent Maccozet (University of Geneva, Switzerland) James Stewart (IMAG, France) Alexander Wilkie (Technical University of Wien, Austria) Michael Wimmer (Technical University of Wien, Austria) Contents 1. Facial Animation and Ageing A Parametric Tongue Model for Animated Speech .......................... 3 Scott A. King and Richard E. Parent Simulation of Skin Aging and Wrinkles with Cosmetics Insight ....... 15 Laurence Boissieux. Gergo Kiss. Nadia Magnenat Thalmann and PremKalra A Low Bit-rate Web-enabled Synthetic Head with Speech-driven Facial Animation ................................................................................... 29 I-Chen Lin. Chien-Feng Huang and Ming Ouhyoung 2. Character Animation A Grasp-based Motion Planning Algorithm for Character Animation .............................................................................. 43 Maciej Kalisiak and Michiel van de Panne Motion Tracking with Dynamic Simulation ................................ 59 Masaki Oshita and Akifomi Makinouchi ACE: A Platform for the Real Time Simulation of Virtual Human Agents ................................................................. 73 Marcelo Kallmann. Jean-Sebastien Monzani. Angela Caicedo and Daniel Thalmann 3. Hair Modelling Interactive Hair Styler based on Fluid Flow ................................ 87 Sunil Hadap and Nadia Magnenat-Thalman Real-Time Animation of Human Hair Modeled in Strip .................. 101 Chuan Koon Koh and Zhiyong Huang x 4. Deformable Models Controlling Anisotropy in Mass-Spring Systems ........................ 113 David Bourguignon and Marie-Paule Cani Realistic Deformation of Human Body Shapes ........................... 125 Amaury Aubel and Daniel Thalmann Implicit-Explicit Schemes for Fast Animation with Particle Systems ... 137 Bernhard Eberhardt, OlafE tzmuj3 and Michael Hauth 5. Modelling and Simulation An Accurate Model of Wave Refraction Over Shallow Water .......... 155 Manuel N. Gamito and F. Kenton Musgrave Animation and Simulation Techniques for VR-Training ................ 173 Systems in Endoscopic Surgery Huseyin K. (:akmak and Uwe Kuhnapfel Using Cartesian Product for Animation ..................................... 187 Xavier Skapin and Pascal Lienhardt Appendix: Colour Illustrations ............................................ 203 1 Facial Animation and Ageing A Parametric Tongue Model for Animated Speech. Scott A. King and Richard E. Parent Graphics Animation and Visualization Environment (GRAVE) Computer and Information Science Department The Ohio State University [email protected], [email protected] Abstract We present a tongue model for use in computer-animated speech. The model is capable of representing tongue shapes during the production of English vowels and consonants as well as general motion of the tongue. Geometrically, the model is composed of a NURBS surface with 60 control points and an 8 x I3 grid of bi-cubic patches. We also present a parameterization of the model that requires only 6 parameters for use during speech production. Keywords Facial animation, speech synthesis. 1.1 Introduction For nearly thirty years computer graphics researchers [12, 16, 21] have been working on synthetic talking heads. Computer generated talking heads are useful for human-computer interfaces, entertainment, training, automated kiosks, and many other applications. The tongue has received very little attention in previous research. The justification for this oversight is that the tongue has limited visibility, only plays a role in distinguishing some of the visemes and is an extremely complex organ. During development of a text-to-audiovisual-speech system [9] we implemented a simple tongue model, for the above reasons. However, this simple tongue model detracts from the realism and a more realistic tongue model was necessary. The only tongue model in the literature that approaches realism [15] is too complex to animate easily (with 18 parameters) and is extremely slow to render as it uses implicit surfaces. We required a tongue model that could represent the myriad different shapes of the tongue during speech, was efficient, and required as few parameters as possible. To that end we have developed a geometric model of the tongue, discussed in section 3, capable of representing a highly deformable structure. We also developed a parameterization for the tongue, presented in section 4, that requires only 6 parameters and can be used with any tongue model. We created a linear implementation of the tongue model discussed in section 5, that allows real-time animation of the tongue. 1.2 Previous Work In order to achieve more realism, several researchers recognized the need to represent the tongue in a facial animation system. These systems have used a range of methods to simulate the tongue including a simple geometric tongue with rigid motion, a human sculpted tongue in keyframe positions, finite elements, and a highly complex model using soft objects. Some of the first uses of tongues in computer facial animation were in the creation of animated shorts. Reeves [18] describes the use of a teardrop shaped collection of 12 bi-cubic patches to model the tongue in Tin Toy, Pixar's academy award winning short. Although the tongue was modeled, it was usually left in the back of the mouth. Klieser [10] sculpts a face in phonemic positions then interpolates between them, N. Magnenat-Thalmann et al. (eds.), Computer Animation and Simulation 2000 © Springer-Verlag/Wien 2000