78 research outputs found
Animação de personagens 3D - expressão facial
Durante os últimos anos, emergiu um interesse crescente em animação 3D de caracteres e expressões faciais. EsTe facto está relacionado com a nova participação de actores virtuais em televisão, cinema e indústrias de jogos interactivos, entre outros. Nestes casos, o objectivo principal é criar personagens virtuais que simulam o corpo e todos os detalhes de movimento do rosto, da forma mais realista possível.
Neste artigo é efectuada uma revisão dos métodos mais usados na animação 3D. O método base do esqueleto é o mais utilizado para criar os movimentos principais, como o andar, por exemplo; os métodos base de mistura de formas são usados para criar deformações mais subtis. Em áreas que exigem um maior controlo e realismo, como alguns músculos do rosto, é possível adicionar camadas de deformação. Normalmente, curvas de NURBS ou grelhas de FFD são usadas para realçar algumas características do rosto. Os vários métodos têm vantagens e desvantagens. Assim, a melhor solução é combinar as diferentes técnicas
Recommended from our members
Modelling facial action units using partial differential equations.
This thesis discusses a novel method for modelling facial action units. It presents facial action units model based on boundary value problems for accurate representation of human facial expression in three-dimensions. In particular, a solution to a fourth order elliptic Partial Differential Equation (PDE) subject to suitable boundary conditions is utilized, where the chosen boundary curves are based on muscles movement defined by Facial Action Coding System (FACS). This study involved three stages: modelling faces, manipulating faces and application to simple facial animation. In the first stage, PDE method is used in modelling and generating a smooth 3D face. The PDE formulation using small sets of parameters contributes to the efficiency of human face representation. In the manipulation stage, a generic PDE face of neutral expression is manipulated to a face with expression using PDE descriptors that uniquely represents an action unit. A combination of the PDE descriptor results in a generic PDE face having an expression, which successfully modelled four basic expressions: happy, sad, fear and disgust. An example of application is given using simple animation technique called blendshapes. This technique uses generic PDE face in animating basic expressions.Ministry of Higher Education, Malaysia and Universiti Malaysia Terenggan
Virtual human modelling and animation for real-time sign language visualisation
>Magister Scientiae - MScThis thesis investigates the modelling and animation of virtual humans for real-time sign language visualisation. Sign languages are fully developed natural languages used by Deaf communities all over the world. These languages are communicated in a visual-gestural modality by the use of manual and non-manual gestures and are completely di erent from spoken languages. Manual gestures include the use of hand shapes, hand movements, hand locations and orientations of the palm in space. Non-manual gestures include the use of facial expressions, eye-gazes, head and upper body movements. Both manual and nonmanual gestures must be performed for sign languages to be correctly understood and interpreted. To e ectively visualise sign languages, a virtual human system must have models of adequate quality and be able to perform both manual and non-manual gesture animations in real-time. Our goal was to develop a methodology and establish an open framework by using various standards and open technologies to model and animate virtual humans of adequate quality to e ectively visualise sign languages. This open framework is to be used in a Machine Translation system that translates from a verbal language such as
English to any sign language. Standards and technologies we employed include H-Anim, MakeHuman, Blender, Python and SignWriting. We found it necessary to adapt and extend H-Anim to e ectively visualise sign languages. The adaptations and extensions we made to H-Anim include imposing joint rotational limits, developing exible hands and the addition of facial bones based on the MPEG-4 Facial De nition Parameters facial feature points for facial animation. By using these standards and technologies, we found
that we could circumvent a few di cult problems, such as: modelling high quality virtual humans; adapting and extending H-Anim; creating a sign language animation action vocabulary; blending between animations in an action vocabulary; sharing animation action data between our virtual humans; and e ectively visualising South African Sign Language.South Afric
Facial Modelling and animation trends in the new millennium : a survey
M.Sc (Computer Science)Facial modelling and animation is considered one of the most challenging areas in the animation
world. Since Parke and Waters’s (1996) comprehensive book, no major work encompassing the entire
field of facial animation has been published. This thesis covers Parke and Waters’s work, while also
providing a survey of the developments in the field since 1996. The thesis describes, analyses, and
compares (where applicable) the existing techniques and practices used to produce the facial
animation. Where applicable, the related techniques are grouped in the same chapter and described in
a chronological fashion, outlining their differences, as well as their advantages and disadvantages.
The thesis is concluded by exploratory work towards a talking head for Northern Sotho. Facial
animation and lip synchronisation of a fragment of Northern Sotho is done by using software tools
primarily designed for English.Computin
Towards automation of forensic facial reconstruction
Forensic facial reconstruction is a blend of art and science thus computerizing the process leads to numerous solutions. However, complete automation remains a challenge. This research concentrates on automating the first phase of forensic facial reconstruction which is automatic landmark detection by model fitting and extraction of feature points. Detection of landmarks is a challenging task since the skull orientation in a 3D scanned data cloud is generally arbitrary and unknown. To address the issue, well defined skull and mandible models with known geometric structure, features and orientation are (1) aligned and (2) fit to the scanned data. After model fitting is complete, landmarks can be extracted, within reasonable tolerance, from the dataset. Several methods exist for automatic registration (alignment); however, most suffer ambiguity or require interaction to manage symmetric 3D objects. A new alternative 3D model to data registration technique is introduced which works successfully for both symmetric and non-symmetric objects. It takes advantage of the fact that the model and data have similar shape and known geometric features. Therefore, a similar canonical frame of reference can be developed for both model and data. Once the canonical frame of reference is defined, the model can be easily aligned to data by a euclidian transformation of its coordinate system. Once aligned, the model is scaled and deformed globally to accommodate the overall size the object and bring the model in closer proximity to the data. Lastly, the model is deformed locally to better fit the scanned data. With fitting completed, landmark locations on the model can be utilized to isolate and select corresponding landmarks in the dataset. The registration, fitting and landmark detection techniques were applied to a set of six mandible and three skull body 3D scanned datasets. Results indicate the canonical axes formulation is a good candidate for automatic registration of complex 3D objects. The alternate approach posed for deformation and surface fitting of datasets also shows promise for landmark detection when using well constructed NURBS models. Recommendations are provided for addressing the algorithms limitations and to improve its overall performance
Face recognition and computer graphics for modelling expressive faces in 3D
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2007.Includes bibliographical references (leaves 47-48).This thesis addresses the problem of the lack of verisimilitude in animation. Since computer vision has been aimed at creating photo-realistic representations of environments and face recognition creates replicas of faces for recognition purposes, we research face recognition techniques to produce photo-realistic models of expressive faces that could be further developed and applied in animation. We use two methods that are commonly used in face recognition to gather information about the subject: 3D scanners and multiple 2D images. For the latter method, Maya is used for modeling. Both methods produced accurate 3D models for a neutral face, but Maya allowed us to manually build 3D models and was therefore more successful in creating exaggerated facial expressions.by Tufool Al-Nuaimi.M.Eng
3D Definition for Human Smiles
The study explored varied types of human smiles and
extracted most of the key factors affecting the smiles. These key
factors then were converted into a set of control points which could
serve to satisfy the needs for creation of facial expression for 3D
animators and be further applied to the face simulation for robots in the
future. First, hundreds of human smile pictures were collected and
analyzed to identify the key factors for face expression. Then, the
factors were converted into a set of control points and sizing
parameters calculated proportionally. Finally, two different faces
were constructed for validating the parameters via the process of
simulating smiles of the same type as the original one
ИНТЕЛЛЕКТУАЛЬНЫЙ числовым программным ДЛЯ MIMD-компьютер
For most scientific and engineering problems simulated on computers the solving of problems of the computational mathematics with approximately given initial data constitutes an intermediate or a final stage. Basic problems of the computational mathematics include the investigating and solving of linear algebraic systems, evaluating of eigenvalues and eigenvectors of matrices, the solving of systems of non-linear equations, numerical integration of initial- value problems for systems of ordinary differential equations.Для більшості наукових та інженерних задач моделювання на ЕОМ рішення задач обчислювальної математики з наближено заданими вихідними даними складає проміжний або остаточний етап. Основні проблеми обчислювальної математики відносяться дослідження і рішення лінійних алгебраїчних систем оцінки власних значень і власних векторів матриць, рішення систем нелінійних рівнянь, чисельного інтегрування початково задач для систем звичайних диференціальних рівнянь.Для большинства научных и инженерных задач моделирования на ЭВМ решение задач вычислительной математики с приближенно заданным исходным данным составляет промежуточный или окончательный этап. Основные проблемы вычислительной математики относятся исследования и решения линейных алгебраических систем оценки собственных значений и собственных векторов матриц, решение систем нелинейных уравнений, численного интегрирования начально задач для систем обыкновенных дифференциальных уравнений
- …