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Abstract—

In this paper, a real-time system to create a talking head from a video sequence
without any user intervention is presented. In the proposed system, a probabilistic
approach, to decide whether or not extracted facial features are appropriate for creating a
three-dimensional (3-D) face model, is presented. Automatically extracted two-
dimensional facial features from a video sequence are fed into the proposed probabilistic
framework before a corresponding 3-D face model is built to avoid generating an
unnaturalor nonrealistic 3-D face model. To extract face shape, we also present a face
shape extractor based on an ellipse model controlled by three anchor points, which is
accurate and computationally cheap. To create a 3-D face model, a least-square approach
is presented to find a coefficient vector that is necessary to adapt a generic 3-D model
into the extracted facial features. Experimental results show that the proposed system can
efficiently build a 3-D face model from a video sequence without any user intervention
for various Internet applications including virtual conference and a virtual story teller that
do not require much head movements or high-quality facial animation.
Index Terms—MPEG-4 facial object, probabilistic approach, speech-driven talking
heads, talking heads, virtual face.
I. INTRODUCTION

ADVANCES in computing power and numerical algorithms in graphics and image-


processing make it possible to build a realistic three-dimensional (3-D) face from a video
sequence by using a regular PC camera. However, in most reported systems, user
intervention is generally required to provide feature points at the initialization stage . In
the initialization stage, feature points in two orthogonal frames or in multiple frames have
to be provided carefully to generate a photo-realistic 3-D face model. These techniques
can build high quality face models but they are computationally expensive and time
consuming. For various multimedia applications such as video conferencing,e-commerce,
and virtual anchors, integrating talking heads are highly required to enrich their human-
computer interface.To provide talking head solutions for these multimedia
applications,which do not require high quality animation, fast and easy ways to build a 3-
3-D face model have been investigated to generate many different face models in a short
time period.However, user intervention is still required to provide several corresponding
points in two frames from a video sequence, or feature points in a single frontal image .In
this paper, we present a real-time system that extracts facial features automatically and
builds a 3-D face model without any user intervention from a video sequence.
Approaches for creating a 3-D face model can be classified into two groups. Methods in
the first group use a generic 3-D model, usually generated by a 3-D scanner, and deform
the 3-D model by calculating coordinates of all vertices in the 3-D model. Lee et al.
considered deformation of vertices in a 3-D model as an interpolation of the
displacements of the given control points. They used Dirichlet Free-From Deformation
technique to calculate new 3-D coordinates of a deformed 3-D model. Pighin et al. also
considered model deformation as an interpolation problem and used radial basis functions
to find new 3-D coordinates for vertices in a generic 3-D model. However, methods in
the second group use multiple 3-D face models to find 3-D coordinates of all vertices in a
new 3-D model based on given feature points. They combine multiple 3-D models to
generate a new 3-D model by calculating parameters to combine them. Blanz et al. [8]
used a laser scanner (Cyberware) to generate a 3-D model database. They considered a
new face model as a linear combination of the shapes of 3-D faces in the database. Liu et
al. [4] simplified the idea of linear combination of 3-D models by designing key 3-D
faces that can be used to build a new 3-D model by combining the key 3-D faces linearly,
eliminating the need for a large 3-D face database. The merit of these approaches used in
the second group is that linearly created face objects can eliminate a wrong face that is
not natural, which is a very important aspect to create a 3-D face model without user
intervention. Emerging Internet applications equipped with a talking head system such as
merchandise narrator , virtual anchors , and e-commerce do not require high quality facial
animation, e.g., the one used in Shrek or Toy Story, etc. Furthermore, movement of a 3-D
face model in those applications, i.e., rotation along the x and y directions, can be
restricted within 5–10 degrees. In other words, although the movement of a talking head
is limited, users still do not feel uncomfortable in these applications. Recent approaches
of creating a 3-D face model from a single image are applicable to those Internet
applications , . Valle et al. used manually extracted feature points and an interpolation
technique based on a radial basis function to obtain coordinates of polygon mesh of a 3-D
model. Kuo et al. used the anthropometric and a priori information to estimate the depth
of a 3-D face model. Lin et al. used a two-dimensional (2-D) mesh model to animate a
talking head by mesh warping. They manually adjust control points of mesh to fit
eyes, nose, and mouth into an input image. All these approaches,
based on a single image to obtain a 3-D face model, are
computationally cheap and fast, which are suitable to generate
multiple face models in a short time. Although depth information of a
created 3-D model from these approaches is not as accurate as other
labor-intensive approaches, such as , textured 3-D face models should
be good enough for various Internet applications that do not require
high quality facial animation. In this paper, we present a real-time
system that extracts facial features automatically and builds a 3-D face
model without any user intervention. The main contribution of this
paper can be summarized as follows. Firstly, we propose a face shape
extractor, which is easy and accurate for various face shapes. We
believe face shape is one of the most important facial features in
creating a 3-D face model. Our face-shape extractor uses a model of an
ellipse controlled by three anchor points, extracting various face
shapes successfully. Secondly, we present a probabilisticnetwork to
maximally use facial feature evidence in deciding if extracted facial
features are suitable for creating a 3-D face model. To create a 3-D
model from a video sequence without any user intervention, we need
to keep on extracting facial features and checking if the extracted
features are good enough to build a 3-D model in a systematical
way.We propose facial feature net, a face shape net, and a topology
net to verify correctness of extracted facial features, which also enable
the algorithm to extract facial features more accurately. Thirdly,
atleast-square approach to create a 3-D face model based on extracted
facial features is presented. Our approach for 3-D model adaptation is
similar to Liu’s approach in a sense that a 3-D model is described as a
linear combination of a neutral face and some deformation vectors.
The differences are that we use a least-square approach to find
coefficients for the deformation vectors and we build a 3-D face model
from a video sequence with no user input. Lastly, a talking head
system is presented by combining an audio-to-visual conversion
technique based on constrained optimization [25] and the proposed
automatic scheme of 3-D model creation.The organization of this paper
is as follows. In Section II, the proposed face shape extractor based on
an ellipse model controlled by three anchor points is presented. The
detailed explanation of the probabilistic network is described in Section
III. In Section IV, the proposed least-square approach to create a 3-D
face model is described. In Section V, experimental results as well as
implementation of the proposed real-time talking head system are
described. Finally, conclusions and future work are given in Section VI.

II. FACE SHAPE EXTRACTOR


Face shape is one of the most important features in creating a 3-D face
model. In this section, we propose a novel idea to extract face shape,
which is easy and accurate for various face shapes. Based on the study
of anthropometry of the head and face , a face can be classified into
one of the several types of shapes, i.e., long-narrow, square,
triangular, and trapezoid, etc., as shown in Fig. 1. Our face-shape
extractor uses a model of an ellipse controlled by three anchor points
as shown in Fig. 1(d) and (e). The idea behind the proposed model is
that we can control shape of a face by fixing the bottom anchor point
P2 and moving the left and right anchor points , P1 and P3 up and down as
shown in Fig. 1(d) and (e).

Fig. 1. Modeling of different faces using an ellipse: (a) square; (b)


triangular; (c) trapezoid; (d) long-narrow; and (e) same size in width
and height.
For different faces as shown in Fig. 1, an ellipse that contains three anchor points, left,
right, and down, can describe various face shapes correctly and smoothly, although each
ellipse requires different parameters.For instance, to describe a long-narrow face the left
and right anchor points need to be moved up as shown in Fig. 1(d).Based on this
observation, shape extraction is considered as a problem to find parameters for an ellipse
that produces maximum boundary energy under a constraint that the ellipse must contain
the three anchor points P1 , P2 and P3 The detailed steps of the face
shape extraction can be described as follows.
1) Find three anchor points P1 , P2 and P3 at 180, 270, and 0 degree
directions.
2) Draw an ellipse using the detected three anchor points. If we use x 2

/a 2 +y 2/b 2
as an ellipse, a is the distance between x position of P1 and P2 and b
is distance between y position of P1 and P3(If face shape is
symmetric)
3) Add intensity of pixels that are lower than the left and right anchor
points on the ellipse and record the sum.
4) Move the left and right anchor points up and down to find
parameters of an ellipse that produces maximum boundary energy for
the face shape from an edge image [see Fig. 2(e)] using (1).After
positions of facial components such as mouth and eyes are known as
shown in Fig. 2(a) using various methods , the proposed face shape
extractor is ready to start. We assume that a human face has a
homogeneous color distribution,

Fig. 2. Detecting three anchor points. (a) Extract facial


features first. (b) Calculate intensity average for inside of a face: 1) draw lines from the
corner of left eye
and from nose center and find a intersection point C and 2) find average intensity of
pixels within a rectangular window (size = 20_20) centered at the point C.
(Three anchor points P1,P2 and P3 . (d) An ellipse shaped search window
and search direction. (e) An edge image.
which means statistics, e.g., means and variances, can be used as
criteria to decide if a region is inside or outside of the face (if statistics
for the inside of a face is known). As it starts, the search procedure for
three anchor points, it calculates statistics first. It calculates an
intensity average for the inside of a face by using a window as shown
in Fig. 2(b). By locating a point that has a quite different intensity
average from the previously calculated average of the inside of a face,
three anchor points can be found. In our implementation, threshold
Tfs=0.5* (average intensity of the inside of a face) isselected
experimentally to locate the anchor points. Because the search
procedure for three anchor points highly depends on color
distributions, it is sensitive to color distributions of background objects.
To overcome this weak point, the threshold Tfs is adjusted adaptively in
our procedure (please refer to Section V for details). To find an
optimalface shape, (1) is used to find parameters a and b of an ellipse.

where E(x,y) is the intensity of an edge image [Fig. 2(e)] and denotes
a subset of pixels on an ellipse, whose pixels are located lower than
the left and right anchor points.
III. PROBABILITY NETWORKS
Probabilistic approaches have been successfully used to locate human
faces from a scene and to track deformations of local features . Cipolla
et al. proposed a probabilistic framework to combine different facial
features and face groups, achieving a high confidence rate for face
detection from a complicated scene. Huang et al. used a probabilistic
network for local feature tracking by modeling locations and velocities
of selected features points. In our automated system, a probabilistic
framework is adopted to maximally use facial feature evidence for
deciding correctness of extracted facial features before a 3-D face
model is built. Fig. 3 shows the selected FDPs for the proposed
probabilistic framework. The network hierarchy used in our approach is
shown in Fig. 4, which consists of a facial feature net, a face shape net,
and a topology net. The facial feature net has a mouth net and eye net
as its subnets. The detail of each subnet is shown in Fig. 5. In the
networks, each node represents a random variable and each arrow
denotes conditional dependency between two nodes. In a study of face
anthropometry , data are collected by measuring distances and angles
among selected key points from a human face, e.g., corners of eyes,
mouth and ears, to describe the variability of a human face. Based on
the study, we are characterizing a frontal face by measuring distances
and covariance between key points chosen from the study. All nodes in
the proposed probability networks are classified into four groups:
Mouth=[D(8.1,2.2),D(8.4,8.3),D(2.3,8.2)], Eyes=
[D(3.12,3.7),D(3.12,3.8),D(3.8,3.11),D(3.13,3.9)],Topology=[D(2.1,9.15
),D(2.1,3.8),D(9.15,2.2)],and Face
Shape=[D(2.2,2.1),D(10.7,10.8)],where D(P1,P2) is a distance between
FDPs P1 and P2 defined in MPEG-4 standard . In our network, the
distance between two feature points is defined as a random variable
for each node. For instance, we model D(3.5, 3.6), the distance
between centers of the left and right eyes, and D(2.1, 9.15), the
distance of selected two points FDP 2.1 and FDP 9.15, shown in Fig.
5(b), as a 2-D Gaussian distribution, estimating means, standard
deviations, and correlation coefficients. Fig. 5(c) shows graphical
illustrations of the relationship between two nodes in the proposed.
probability networks. For example, the distance between FDP
3.5 and FDP 3.6, and the length between FDP 8.4 and FDP 8.3
(width of mouth), are modeled as a 2-D Gaussian distribution where
denote the distance between two
selected FDPs, the means, and standard deviation of D1 respectively.
denotes the correlation coefficients between two nodes D1 and D2 . To
model 2-D Gaussian distributions of D(3.5, 3.6) and distances of
selected paired points, a database from is used in our simulations. The
reason we model probability distributions based on FDP3.5 and FDP3.6
is that the left and right eye centers are the features that can be
detected most reliably and accurately from a video sequence
according to our implementation. The chain rule and conditional
independence relationship are applied to calculate the joint probability
of each network. For
instance, the probability of the face shape net is defined as a joint
probability of all three nodes, D(3.5, 3.6), D(2.2, 2.1), and D(10.7,
10.8), as follows:

In the same manner, probabilities of other networks can be


defined as follows:
in our implementation , P(Face Shape Net) is used to verify face shape
extracted from our face shape extractor, and P(Mouth Net) is used to
check extracted mouth features. P(Topology Net) is used for deciding if
facial components, i.e., eyes, nose, and mouth, are located correctly
along the vertical axis. P(Facial Features, Face Shape, Topology) of (8)
is used as a decision criterion for the correctness of extracted facial
features for building a 3-D face model.
IV. A LEAST-SQUARE APPROACH TO ADAPT A
3-D FACE MODEL
Our system is devoted to creating a 3-D face model without any user
intervention from a video sequence, which means we need an
algorithm that is robust and stable to build a photo-realistic and
natural 3-D face model. Recent approach proposed by Liu et al. shows
that combining multiple 3-D models linearly is a promising way to
generate a photo-realistic 3-D model. In this approach, a new face
model is described as a linear combination of key 3-D face models,
e.g., big mouth, small eyes, etc. The strong point of this approach is
that the multiple face models constrain the shape of a new 3-D face,
preventing algorithms from producing an unrealistic 3-D face model.
Our approach is similar with Liu’s approach in the sense that a 3-D
model is described as a linear combination of a neutral face and some
deformation vectors. The main differences are that: 1) we use atleast-
square approach to find the coefficient vector for creating a
new 3-D face model rather than an iterative approach and
2) we build a 3-D face model from a video sequence with no user input.
A. The 3-D Model Our 3-D model is a modified version of the 3-D face
model developed by Parke and Waters [28]. We have developed a 3-D
model editor to build a complete head and shoulder model including
ears and teeth. Fig. 6(a) shows the modified 3-D model used in our
system. It has 1294 polygons and it is good enough for realistic facial
animation. Based on this 3-D model and the 3-D model editor, 16 face
models have been designed for the proposed system (more face
models can be added to make a better 3-D model), because eight
position vectors and eight shape vectors (please see Section IV-B) are
a minimal requirement to describe a 3-D face in a sense that shapes
and locations of mouth, nose, eyes are the most important features to
describe a human frontal face. These face models are combined
linearly based on automatically extracted facial features such as shape
of face, location of eyes, nose and mouth, and size of these features,
etc. If we denote the face geometry by a vector F=(v1,…,vn)T , where
vi=(Xi,Yi,Zi) T are the vertices, and a deformation vector
that contains the amount of variation for size and location of vertices
on a 3-D model, the face geometry can be described as where F0 is a
neutral face vector and is a coefficient vector, i.e c=(c1,c2,….,cm) that
decides the amount of variation needed to be applied to vertices on
the neutral face model
B. The 3-D Model Adaptation
Finding an optimal 3-D model that is best matched with the input video
sequences can be considered as a problem to find a coefficient vector
that minimizes mean-square errors between projected 3-D feature
points onto 2-D and feature points from input face. We assume that all
feature points are equally important because locations as well as
shapes of facial components
such as mouth, eyes, and nose are all critical to model a 3-D face from
a frontal face. In our system, all coefficients are decided at once by
solving the following least-square formulation:

where n denotes the number of extracted features and is the number


of the deformation vector . Vj is an extracted feature from an input
image, which has (x,y) location, F0j
is the corresponding vertex on a neutral 3-D model projected onto 2-D,
and Dij means the corresponding vertex on a deformation vector Di
projected onto 2-D using current camera parameters. Fig. 6(a) shows
the neutral 3-D face model and Fig. 6(b)–(f) show examples of 3-D face
models used to calculate deformation vectors in our implementation.
For instance, by subtracting a wide 3-D face model, as shown in Fig.
6(b), from a neutral 3-D face model, shown in Fig. 6(a), a deformation
vector for wide face is obtained. For the deformation vectors , eight
shape vectors (wide face, thin face, big (and small) mouth, nose and
eyes) and eight position vectors (minimum (and maximum) horizontal
and vertical translation for eyes and minimum (and maximum) vertical
translation for mouth and nose) are designed in our implementation.
To solve the least-square problem the singular value decomposition
(SVD) is used in our implementation.
V. IMPLEMENTATION AND EXPERIMENTAL RESULTS
A. Automatic Creation of a 3-D Face Model
In this section, the detailed implementation of the proposed real-time
talking head system is presented. To create a photo-realistic 3-D model
from a video sequence without any user intervention, the proposed
algorithms have to be integrated carefully. We assume that user
should be in a neutral face as defined in , looking at the camera, and
rotating in the x and y directions. The proposed algorithms catch the
best facial orientation,i.e., simply a frontal face, by extracting and
verifying facial features.By analyzing video sequences, two
requirements for the real-time system have been established, because
input is not a single image but a video sequence. First, locating face
should not be called every frame. Once face is located, face location in
the following frames is likely to be the same or very close to it. Second,
facial features obtained in previous frames should be
exploited to provide a better result in current frame. Fig. 7 shows the
detailed block diagram of the proposed realtime system. The proposed
system starts with finding a face location from a video sequence by
using a method based on a normalized RG color space and frame
difference. After detecting face location, a valley detection filter, which
was proposed in , is used to find rough positions of facial
components.After applying a valley detection filter, rough location of
facial components, i.e., eyes, nose, and mouth, is located by examining
its intensity distribution projected in vertical and horizontal directions.
Then, exact location for nose is obtained by recursive thresholding
because the nose holes always have the lowest intensity around the
nose. A threshold value is increased recursively until we reach the
number of pixels that corresponds to nose holes. To find the exact
location of mouth and eyes, several approaches can be used. We use a
pseudo moving difference method to find exact location of facial
components, which is simple and computationally cheap. Based on the
extracted feature location, a search area for extracting face shape can
be found (readers are referred to fordetails.).Within this search area,
we use the face shape extractor to extract face shape. After feature
extraction is done, the extracted features are fed into the proposed
probabilistic networks to verify the correctness and suitability before a
corresponding 3-D face model is built. The proposed probabilistic
network acts as a quality control agent in creating a 3-D face model in
the proposed system. Based on the output of the probability networks,
Tfs is adjusted adaptively to extract face shape more accurately. If only
face shape is bad, which means extracted features are correct except
face shape, the algorithm adjusts thresholds, Tfs and extracts face
shape again without moving into the next frame [see Fig. 11(c) and
(d)]. If extracted face shape is bad again, the algorithm moves to the
next frame and starts from detecting rough location, without detecting
face location. If all features are bad, the algorithm moves to the next
frame, locates face, and extracts all features again.
B. Speech-Driven Talking Head System
After a virtual face is built an audio-to-visual conversion technique
based on constrained optimization is combined with the virtual face to
make a complete talking head system. There are several research
results available for audio-to-visual conversion . In our system, we
have selected the constrained optimization technique that is robust in
noisy environments . Our talking head system aims at generating FDPs
and FAPs for MPEG-4 talking head applications with no user input. FDPs
are obtained automatically from a video sequence, captured by a
camera connected to a PC, based on the proposed automatic scheme
of facial feature extraction and a 3-D model adaptation. FAPs are
generated from an audio-to-visual conversion based on the constrained
optimization technique. Fig. 8 shows the block diagram of the encoder
for the proposed talking head system. The FDPs and FAPs, created
without any user intervention, are
coded as an MPEG-4 bit stream and sent to a decoder via Internet.
Because the coded bit stream contains FDPs and FAPs, no animation
artifacts are expected in the decoder. For transmitting speech via
Internet, G.723.1, a dual rate speech coder for multimedia
communications, is used. G.723.1, the most widely used standard
codec for Internet telephony, is selected because of its capability of
lowbit rate codingworking at 5.3 and 6.3 kb/s (please see [29] for a
detailed explanation about G.723.1). In initialization stage 3-D
coordinates and texture information for an adapted 3-D model is sent
to the decoder via TCP protocol. Then, coded speech and animation
parameters are sent to the decoder
via UDP protocol in our implementation. Fig. 9(a) and (b) show screen
shots of encoder and decoder implemented in our talking head system.
The performance of the proposed talking head system has been
evaluated subjectively and the results are
shown in Section V-C.
CHOI AND HWANG: AUTOMATIC CREATION OF A TALKING HEAD FROM A VIDEO SEQUENCE
C. Experimental Results
The proposed automatic system, creating a 3-D face model from a
video sequence without any user intervention, produces facial features
including face shape about 9 fps (frames per second) on Pentium III
600-MHz PC. Twenty feature points as shown in Fig. 3, and 16
deformation vectors were used in our implementation [n=20 and
m=16 for(10)]. Users are required to provide a frontal view with a
rotation angle less than 5 degrees. Twenty video sequences were
recorded, making approximately 2000 frames in total. The proposed
face shape extractor was tested for the captured video sequences that
have different types of faces. Fig. 10 shows some examples of
extracted face shapes for different face shapes and orientation. The
proposed face shape extractor achieved a detection rate of 64% for
1180 selected frames from the testing video sequences. Most errors
come from the similar color distribution between face and background
and failure to detect facial components such as eyes and mouth. Fifty
frontal face images of the PICS database from the University of Stirling
(http:// pics.psych.stir.ac.uk/) were used to build the proposed
probabilistic network and the Expectation Maximization (EM) algorithm
was used to model 2-D Gaussian distributions. The proposed
probabilistic network was tested as a quality control agent in our real-
time talking head system. Fig. 11(a) and (b) show examples of rejected
facial features from the probabilistic network, preventing the creation
of unrealistic faces.T fs the threshold value for face shape extraction,
was adjusted automatically from 0.5 (average intensity of the inside of
a face) to 1.0 (average intensity of the inside of a face) to improve
accuracy based on the results of the probabilistic network. If only
P(Face Shape Net) is low,Tfs was increased to find a more clear
boundary of the face [please see P2 in Fig. 2(c).]. Fig. 11(c) and (d) shows
examples of feature extraction improved via adjusting threshold
values. According to the simulation results the proposed probabilistic
networks were successfully combined with our automatic system to
create a 3-D face model. Fig. 12 shows examples of successfully
created 3-D face models. By using the probabilistic network approach
the chance of creating unrealistic faces due to wrong facial features
was reduced significantly. The performance of the proposed talking
head system was evaluated subjectively. Twelve people participated in
the subjective assessments. The 5-point scale was used for the
subjective evaluations. Table I shows results from the subjective test
and gives an idea of how good the proposed talking head system is,
even though it is created without any user intervention. People were
asked “how realistic an adapted 3-D model is” and “how natural its
talking head is” to see the performance of the proposed system. They
were also
asked to measure audio quality, audio-visual synchronization, and
overall performances. Overall results from the subjective evaluations
show that the proposed automatic scheme produces
TABLE I
SUBJECTIVE EVALUATIONS OF THE PROPOSED TALKING HEAD SYSTEM

a 3-D model that is quite realistic and good enough for various Internet
applications that do not require high-quality facialanimation.

VI. CONCLUSIONS AND FUTURE WORK


We have presented an implementation of an automatic system to
create a talking head from a video sequence without any user
intervention. In the proposed system, we have presented: 1) anovel
scheme to extract face shape based on an ellipse model
controlled by three anchor points;
2) a probabilistic network to verify if extracted features are good
enough to build a 3-D face model;
3) a least-square approach to adapt a generic 3-D model into
extracted features from input video; and 4) a talking head system that
generates FAPs and FDPs without any user intervention for MPEG-4
facial animation systems. Based on an ellipse model controlled by
three anchor points, an accurate and computationally cheap method
for face shape extraction was developed. A least-square approach was
used to calculate a required coefficient vector to adapt a generic
model to fit an input face. Probability networks were successfully
combined with our automatic system to maximally use facial feature
evidence in deciding if extracted facial features are suitable for
creating a 3-D
face model. Creating a 3-D face model with no user intervention is a
very difficult task. In this paper, an automatic scheme to build a 3-D
face model from a video sequence is presented. Although we assume
that user should be in a neutral face and looking at the
input camera, we believe this is a basic requirement to build a 3-D face
model in an automatic fashion. The created 3-D model is allowed to
rotate less than 10 degrees along x and y directions because z
coordinates of vertices on the 3-D model are not calculated from input
features. The proposed speech-driven talking head system, generating
FDPs and FAPs for MPEG-4 talkingm head applications, is suitable for
various Internet applications including virtual conference and a virtual
story teller that do not require much head movements or high quality
facial animation. For future research, more accurate mouth and eye
extractionscheme can be considered to improve quality of a created 3-
D model and to handle nonneutral faces and faces with mustache. The
current approach based on a simple parametric curve has limitations
on the shapes of mouth and eyes. In addition, to build a complete 3-D
face model, extracting hair from the head and modeling its style
should be considered in future research.

ACKNOWLEDGMENT
The authors wish to thank the anonymous reviewers for their valuable
comments.
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Kyoung-Ho Choi (M’03) received the B.S. and M.S.


degrees in electrical and electronics engineering from
Inha University, Korea, in 1989 and 1991, respectively,
and the Ph.D. degree in electrical engineering
from the University of Washington, Seattle, in 2002.
In January 1991, he joined the Electronics and
Telecommunications Research Institute (ETRI),
where he was a Leader of the Telematics Content
Research Team. He was also a Visiting Scholar at
Cornell University, Ithaca, NY, in 1995. In March
2005, he joined the Department of Information
and Electronic Engineering, Mokpo National University, Chonnam,
Korea.
His research interests include telematics, multimedia signal processing
and
systems, mobile computing, MPE4/7/21, multimedia-GIS, and audio-to-
visual
conversion and audiovisual interaction..
Dr. Choi was selected as an Outstanding Researcher at ETRI in 1992.
Jenq-Neng Hwang (F’03) received the B.S. and
M.S. degrees, both in electrical engineering, from the
National Taiwan University, Taipei, Taiwan, R.O.C.,
in 1981 and 1983, respectively, and the Ph.D.
degree from the University of Southern California in
December 1988.
He spent 1983–1985 in obligatory military services.
He was then a Research Assistant in the Signal
and Image Processing Institute, Department of
Electrical Engineering, University of Southern California.
He was also a visiting student at Princeton
University, Princeton, NJ, from 1987 to 1989. In the summer of 1989,
he
joined the Department of Electrical Engineering, University of
Washington,
Seattle, where he is currently a Professor. He has published more than
180
journal, conference paper, and book chapters in the areas of
image/video signal
processing, computational neural networks, multimedia system
integration,
and networking. He is the co-author of the Handbook of Neural
Networks for
Signal Processing (Boca Raton, FL: CRC Press, 2001).
Dr. Hwang served as the Secretary of the Neural Systems and
Applications
Committee of the IEEE Circuits and Systems Society from 1989 to
1991, and
was a member of Design and Implementation of the SP Systems
Technical Committee
of the IEEE SP Society. He is also a Founding Member of the Multimedia
SP Technical Committee of IEEE SP Society. He served as the Chairman
of the
Neural Networks SP Technical Committee of the IEEE SP Society from
1996
to 1998, and the Society’s representative to the IEEE Neural Network
Council
from 1997 to 2000. He served as Associate Editor for the IEEE
TRANSACTIONS
ON SIGNAL PROCESSING and IEEE TRANSACTIONS ON NEURAL
NETWORKS, and
is currently an Associate Editor for the IEEE TRANSACTIONS ON
CIRCUITS AND
SYSTEMS FOR VIDEO TECHNOLOGY. He is also on the editorial board of
the
Journal of VLSI Signal Processing Systems for Signal, Image, and Video
Technology.
He was a Guest Editor for the IEEE TRANSACTIONS ON MULTIMEDIA,
Special Issue on Multimedia over IP in March/June 2001, the
Conference Program
Chair for the 1994 IEEE Workshop on Neural Networks for Signal
Processing
held in Ermioni, Greece, in September 1994, the General Co-Chair of
the International Symposium on Artificial Neural Networks held in
Hsinchu,
Taiwan, R.O.C., in December 1995, the Chair of the Tutorial Committee
for the
IEEE International Conference on Neural Networks (ICNN’96) held in
Washington,
DC, in June 1996, and the Program Co-Chair of the International
Conference
on Acoustics, Speech, and Signal Processing (ICASSP) held in Seattle,
WA, in 1998. He received the 1995 IEEE Signal Processing (SP)
Society’s Annual
Best Paper Award (with S.-R. Lay and A. Lippman) in the area of Neural
Networks for Signal Processing.

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