Center for Human Modeling and Simulation

Document Type

Conference Paper

Date of this Version

May 1994

Comments

Copyright 1994 IEEE. Reprinted from Proceedings Computer Animation '94, May 1994, pages 40-49.
Publisher URL: http://dx.doi.org/10.1109/CA.1994.324008

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Abstract

A geometric and kinematic model for describing the global shape and the predominant motions of the human tongue, to be applied in computer animation, is discussed. The model consists of a spatial configuration of moving points that form the vertices of a mesh of 9 3-D triangles. These triangles are interpreted as charge centres (the so-called skeleton) for a potential field, and the surface of the tongue is modelled as an equi-potential surface of this field. In turn, this surface is approximated by a triangular mesh prior to rendering. As to the motion of the skeleton, precautions are taken in order to achieve (approximate) volume conservation; the computation of the triangular mesh describing the surface of the tongue implements penetration avoidance with respect to the palate. Further, the motions of the skeleton derive from a formal speech model which also controls the motion of the lips to arrive at a visually plausible speech synchronous mouth model.

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Date Posted: 24 July 2007

This document has been peer reviewed.