138 research outputs found

    Lip syncing method for realistic expressive 3D face model

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    Lip synchronization of 3D face model is now being used in a multitude of important fields. It brings a more human, social and dramatic reality to computer games, films and interactive multimedia, and is growing in use and importance. High level of realism can be used in demanding applications such as computer games and cinema. Authoring lip syncing with complex and subtle expressions is still difficult and fraught with problems in terms of realism. This research proposed a lip syncing method of realistic expressive 3D face model. Animated lips requires a 3D face model capable of representing the myriad shapes the human face experiences during speech and a method to produce the correct lip shape at the correct time. The paper presented a 3D face model designed to support lip syncing that align with input audio file. It deforms using Raised Cosine Deformation (RCD) function that is grafted onto the input facial geometry. The face model was based on MPEG-4 Facial Animation (FA) Standard. This paper proposed a method to animate the 3D face model over time to create animated lip syncing using a canonical set of visemes for all pairwise combinations of a reduced phoneme set called ProPhone. The proposed research integrated emotions by the consideration of Ekman model and Plutchik’s wheel with emotive eye movements by implementing Emotional Eye Movements Markup Language (EEMML) to produce realistic 3D face model. © 2017 Springer Science+Business Media New Yor

    Lip syncing method for realistic expressive three-dimensional face model

    Get PDF
    Lip synchronization of 3D face model is now being used in a multitude of important fields. It brings a more human and dramatic reality to computer games, films and interactive multimedia, and is growing in use and importance. High level realism can be used in demanding applications such as computer games and cinema. Authoring lip syncing with complex and subtle expressions is still difficult and fraught with problems in terms of realism. Thus, this study proposes a lip syncing method of realistic expressive 3D face model. Animated lips require a 3D face model capable of representing the movement of face muscles during speech and a method to produce the correct lip shape at the correct time. The 3D face model is designed based on MPEG-4 facial animation standard to support lip syncing that is aligned with input audio file. It deforms using Raised Cosine Deformation function that is grafted onto the input facial geometry. This study also proposes a method to animate the 3D face model over time to create animated lip syncing using a canonical set of visemes for all pairwise combinations of a reduced phoneme set called ProPhone. Finally, this study integrates emotions by considering both Ekman model and Plutchik’s wheel with emotive eye movements by implementing Emotional Eye Movements Markup Language to produce realistic 3D face model. The experimental results show that the proposed model can generate visually satisfactory animations with Mean Square Error of 0.0020 for neutral, 0.0024 for happy expression, 0.0020 for angry expression, 0.0030 for fear expression, 0.0026 for surprise expression, 0.0010 for disgust expression, and 0.0030 for sad expression

    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

    Face modeling and animation language for MPEG-4 XMT framework

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    This paper proposes FML, an XML-based face modeling and animation language. FML provides a structured content description method for multimedia presentations based on face animation. The language can be used as direct input to compatible players, or be compiled within MPEG-4 XMT framework to create MPEG-4 presentations. The language allows parallel and sequential action description, decision-making and dynamic event-based scenarios, model configuration, and behavioral template definition. Facial actions include talking, expressions, head movements, and low-level MPEG-4 FAPs. The ShowFace and iFACE animation frameworks are also reviewed as example FML-based animation systems

    Face Modeling and Animation Language for MPEG-4 XMT Framework

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    A Cloud-Based Extensible Avatar For Human Robot Interaction

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    Adding an interactive avatar to a human-robot interface requires the development of tools that animate the avatar so as to simulate an intelligent conversation partner. Here we describe a toolkit that supports interactive avatar modeling for human-computer interaction. The toolkit utilizes cloud-based speech-to-text software that provides active listening, a cloud-based AI to generate appropriate textual responses to user queries, and a cloud-based text-to-speech generation engine to generate utterances for this text. This output is combined with a cloud-based 3D avatar animation synchronized to the spoken response. Generated text responses are embedded within an XML structure that allows for tuning the nature of the avatar animation to simulate different emotional states. An expression package controls the avatar's facial expressions. The introduced rendering latency is obscured through parallel processing and an idle loop process that animates the avatar between utterances. The efficiency of the approach is validated through a formal user study

    Affective Computing

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    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing

    Automatic Video Self Modeling for Voice Disorder

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    Video self modeling (VSM) is a behavioral intervention technique in which a learner models a target behavior by watching a video of him- or herself. In the field of speech language pathology, the approach of VSM has been successfully used for treatment of language in children with Autism and in individuals with fluency disorder of stuttering. Technical challenges remain in creating VSM contents that depict previously unseen behaviors. In this paper, we propose a novel system that synthesizes new video sequences for VSM treatment of patients with voice disorders. Starting with a video recording of a voice-disorder patient, the proposed system replaces the coarse speech with a clean, healthier speech that bears resemblance to the patient’s original voice. The replacement speech is synthesized using either a text-to-speech engine or selecting from a database of clean speeches based on a voice similarity metric. To realign the replacement speech with the original video, a novel audiovisual algorithm that combines audio segmentation with lip-state detection is proposed to identify corresponding time markers in the audio and video tracks. Lip synchronization is then accomplished by using an adaptive video re-sampling scheme that minimizes the amount of motion jitter and preserves the spatial sharpness. Results of both objective measurements and subjective evaluations on a dataset with 31 subjects demonstrate the effectiveness of the proposed techniques
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