Expressive rendering and animation

Facial expression is a rather complex system. It results from muscle contraction. Wrinkles often appear on the face and tend to occur as the results of some facial expressions. They are definitely part of the expression. FACS describes, for each AU, not only the changes due to muscle contraction but also wrinkle appearance. As facial actions can be extremely subtle, we aim to measure how wrinkles can enhance the recognition of facial action at a perceptual level in this work.


Radoslaw Niewiadomski, Jing Huang, and Catherine Pelachaud. Effect of facial cues on identification. In The 25th Annual Conference on Computer Animation and Social Agents (CASA 2012), page 4, Singapore, 2012


We detailed how to animate a human character using its skeleton, by controlling a very small number of articulations, while using a novel Inverse Kinematics method to optimize the global skeleton’s structure. We also show how to combine these standard deformation pipelines with our novel Expressive animation solution, that improves state-of-the-art’s methods. We show the benefits of this technique in the context of human-machine interaction systems, where realism is a key to the comfort of the interaction between a human and an embodied conversational agent.


Jing Huang and Catherine Pelachaud. Expressive body animation pipeline for virtual agent. In Yukiko Nakano, Michael Neff, Ana Paiva, and Marilyn Walker, editors, Intelligent Virtual Agents, 12th International Conference on Intelligent Virtual Agents, volume 7502 of Lecture Notes in Computer Science, pages 355–362. Springer Berlin Heidelberg, 2012

Jing Huang and Catherine Pelachaud. An efficient energy transfer inverse kinematics solution. In Proceedings of Motion In Game 2012, volume 7660, pages 278–289, Berlin, Heidelberg, 2012. LNCS


Etoile Plugin System: a dynamic linked plug-in system. It uses a graph-node flow to control different modules in the system. Rendering, physics and certain multi-media components have been integrated.


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