429 research outputs found

    The computer synthesis of expressive three-dimensional facial character animation.

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    This present research is concerned with the design, development and implementation of three-dimensional computer-generated facial images capable of expression gesture and speech. A review of previous work in chapter one shows that to date the model of computer-generated faces has been one in which construction and animation were not separated and which therefore possessed only a limited expressive range. It is argued in chapter two that the physical description of the face cannot be seen as originating from a single generic mould. Chapter three therefore describes data acquisition techniques employed in the computer generation of free-form surfaces which are applicable to three-dimensional faces. Expressions are the result of the distortion of the surface of the skin by the complex interactions of bone, muscle and skin. Chapter four demonstrates with static images and short animation sequences in video that a muscle model process algorithm can simulate the primary characteristics of the facial muscles. Three-dimensional speech synchronization was the most complex problem to achieve effectively. Chapter five describes two successful approaches: the direct mapping of mouth shapes in two dimensions to the model in three dimensions, and geometric distortions of the mouth created by the contraction of specified muscle combinations. Chapter six describes the implementation of software for this research and argues the case for a parametric approach. Chapter seven is concerned with the control of facial articulations and discusses a more biological approach to these. Finally chapter eight draws conclusions from the present research and suggests further extensions

    Visual Speech Synthesis by Morphing Visemes

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    We present MikeTalk, a text-to-audiovisual speech synthesizer which converts input text into an audiovisual speech stream. MikeTalk is built using visemes, which are a small set of images spanning a large range of mouth shapes. The visemes are acquired from a recorded visual corpus of a human subject which is specifically designed to elicit one instantiation of each viseme. Using optical flow methods, correspondence from every viseme to every other viseme is computed automatically. By morphing along this correspondence, a smooth transition between viseme images may be generated. A complete visual utterance is constructed by concatenating viseme transitions. Finally, phoneme and timing information extracted from a text-to-speech synthesizer is exploited to determine which viseme transitions to use, and the rate at which the morphing process should occur. In this manner, we are able to synchronize the visual speech stream with the audio speech stream, and hence give the impression of a photorealistic talking face

    Final Report to NSF of the Standards for Facial Animation Workshop

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    The human face is an important and complex communication channel. It is a very familiar and sensitive object of human perception. The facial animation field has increased greatly in the past few years as fast computer graphics workstations have made the modeling and real-time animation of hundreds of thousands of polygons affordable and almost commonplace. Many applications have been developed such as teleconferencing, surgery, information assistance systems, games, and entertainment. To solve these different problems, different approaches for both animation control and modeling have been developed

    Creative tools for producing realistic 3D facial expressions and animation

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    Creative exploration of realistic 3D facial animation is a popular but very challenging task due to the high level knowledge and skills required. This forms a barrier for creative individuals who have limited technical skills but wish to explore their creativity in this area. This paper proposes a new technique that facilitates users’ creative exploration by hiding the technical complexities of producing facial expressions and animation. The proposed technique draws on research from psychology, anatomy and employs Autodesk Maya as a use case by developing a creative tool, which extends Maya’s Blend Shape Editor. User testing revealed that novice users in the creative media, employing the proposed tool can produce rich and realistic facial expressions that portray new interesting emotions. It reduced production time by 25% when compared to Maya and by 40% when compared to 3DS Max equivalent tools

    A Representation of Selected Nonmanual Signals in American Sign Language

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    Computer-generated three-dimensional animation holds great promise for synthesizing utterances in American Sign Language (ASL) that are not only grammatical, but believable by members of the Deaf community. Animation poses several challenges stemming from the massive amounts of data necessary to specify the movement of three-dimensional geometry, and there is no current system that facilitates the synthesis of nonmanual signals. However, the linguistics of ASL can aid in surmounting the challenge by providing structure and rules for organizing the data. This work presents a first method for representing ASL linguistic and extralinguistic processes that involve the face. Any such representation must be capable of expressing the subtle nuances of ASL. Further, it must be able to represent co-occurrences because many ASL signs require that two or more nonmanual signals be used simultaneously. In fact simultaneity of multiple nonmanual signals can occur on the same facial feature. Additionally, such a system should allow both binary and incremental nonmanual signals to display the full range of adjectival and adverbial modifiers. Validating such a representation requires both the affirmation that nonmanual signals are indeed necessary in the animation of ASL, and the evaluation of the effectiveness of the new representation in synthesizing nonmanual signals. In this study, members of the Deaf community viewed animations created with the new representation and answered questions concerning the influence of selected nonmanual signals on the perceived meaning of the synthesized utterances. Results reveal that, not only is the representation capable of effectively portraying nonmanual signals, but also that it can be used to combine various nonmanual signals in the synthesis of complete ASL sentences. In a study with Deaf users, participants viewing synthesized animations consistently identified the intended nonmanual signals correctly

    Linguistics As Structure In Computer Animation: Toward A More Effective Synthesis Of Brow Motion In American Sign Language

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    Computer-generated three-dimensional animation holds great promise for synthesizing utterances in American Sign Language (ASL) that are not only grammatical, but well tolerated by members of the Deaf community. Unfortunately, animation poses several challenges stemming from the necessity of grappling with massive amounts of data. However, the linguistics of ASL can aid in surmounting the challenge by providing structure and rules for organizing animation data. An exploration of the linguistic and extra linguistic behavior of the brows from an animator’s viewpoint yields a new approach for synthesizing nonmanuals that differs from the conventional animation of anatomy and instead offers a different approach for animating the effects of interacting levels of linguistic function. Results of formal testing with Deaf users have indicated that this is a promising approach

    Eyes Alive

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    For an animated human face model to appear natural it should produce eye movements consistent with human ocular behavior. During face-to-face conversational interactions, eyes exhibit conversational turn-taking and agent thought processes through gaze direction, saccades, and scan patterns. We have implemented an eye movement model based on empirical models of saccades and statistical models of eye-tracking data. Face animations using stationary eyes, eyes with random saccades only, and eyes with statistically derived saccades are compared, to evaluate whether they appear natural and effective while communicating

    A physically-based muscle and skin model for facial animation

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    Facial animation is a popular area of research which has been around for over thirty years, but even with this long time scale, automatically creating realistic facial expressions is still an unsolved goal. This work furthers the state of the art in computer facial animation by introducing a new muscle and skin model and a method of easily transferring a full muscle and bone animation setup from one head mesh to another with very little user input. The developed muscle model allows muscles of any shape to be accurately simulated, preserving volume during contraction and interacting with surrounding muscles and skin in a lifelike manner. The muscles can drive a rigid body model of a jaw, giving realistic physically-based movement to all areas of the face. The skin model has multiple layers, mimicking the natural structure of skin and it connects onto the muscle model and is deformed realistically by the movements of the muscles and underlying bones. The skin smoothly transfers underlying movements into skin surface movements and propagates forces smoothly across the face. Once a head model has been set up with muscles and bones, moving this muscle and bone set to another head is a simple matter using the developed techniques. The developed software employs principles from forensic reconstruction, using specific landmarks on the head to map the bone and muscles to the new head model and once the muscles and skull have been quickly transferred, they provide animation capabilities on the new mesh within minutes
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