4 research outputs found
Auto Lip-Sync Pada Karakter Virtual 3 Dimensi Menggunakan Blendshape
Proses pembuatan karakter virtual 3D yang dapat berbicara seperti manusia merupakan tantangan tersendiri bagi animator. Problematika yang muncul adalah dibutuhkan waktu lama dalam proses pengerjaan serta kompleksitas dari berbagai macam fonem penyusun kalimat. Teknik auto lip-sync digunakan untuk melakukan pembentukan karakter virtual 3D yang dapat berbicara seperti manusia pada umumnya. Preston blair phoneme series dijadikan acuan sebagai pembentukan viseme dalam karakter. Proses pemecahan fonem dan sinkronisasi audio dalam software 3D menjadi tahapan akhir dalam proses pembentukan auto lip-sync dalam karakter virtual 3D. Auto Lip-Sync on 3D Virtual Character Using Blendshape. Process of making a 3D virtual character who can speak like humans is a challenge for the animators. The problem that arise is that it takes a long time in the process as well as the complexity of the various phonemes making up sentences. Auto lip-sync technique is used to make the formation of a 3D virtual character who can speak like humans in general. Preston Blair phoneme series used as the reference in forming viseme in character. The phonemes solving process and audio synchronization in 3D software becomes the final stage in the process of auto lip-sync in a 3D virtual character
A Facial Expression Parameterization by Elastic Surface Model
We introduce a novel parameterization of facial expressions by using
elastic surface model. The elastic surface model has been used as a deformation
tool especially for nonrigid organic objects. The parameter of
expressions is either retrieved from existing articulated face models or obtained
indirectly by manipulating facial muscles. The obtained parameter
can be applied on target face models dissimilar to the source model to create
novel expressions. Due to the limited number of control points, the animation
data created using the parameterization require less storage size without
affecting the range of deformation it provides. The proposed method can be
utilized in many ways: (1) creating a novel facial expression from scratch, (2)
parameterizing existing articulation data, (3) parameterizing indirectly by muscle
construction, and (4) providing a new animation data format which requires less
storage
Sintesis Ekspresi Wajah Realistik Berbasis Feature-Point Cluster Menggunakan Radial Basis Function
Meningkatnya permintaan produk animasi oleh rumah produksi dan
stasiun televisi menuntut adanya perubahan yang signifikan di dalam proses
produksi animasi. Penelitian animasi ekspresi pada wajah khususnya mengenai
proses rigging dan pemindahan ekspresi semakin banyak. Pendekatan tradisional
animasi ekspresi wajah sangat tergantung pada animator dalam pembuatan gerakan
kunci dan rangkaian gerakan ekspresi wajah. Hal ini menyebabkan produksi
animasi wajah untuk satu wajah tidak dapat digunakan ulang secara langsung untuk
wajah lainnya karena kekhususannya tersebut. Oleh karena itu proses otomatisasi
pembentukan area pembobotan pada model wajah 3D dengan pendekatan cluster
berikut proses duplikasi gerak yang adaptif terhadap bentuk wajah untuk
mempersingkat proses produksi animasi sangat penting.
Prinsip animasi dipandang sebagai salah satu solusi dan panduan untuk
pembuatan animasi gerak wajah yang ekspresif dan hidup. Sintesis ekspresi wajah
realistik dapat dibuat dengan basis feature-point cluster menggunakan radial basis
function. Otomatisasi pembentukan area gerak di wajah hasil proses clustering
berdasarkan letak fitur titik dan proses retargeting menggunakan radial basis
function untuk melakukan sintesis ekspresi wajah realistik merupakan kebaruan
yang diangkat pada penelitian ini.
Berdasarkan semua tahapan eksperimentasi yang dilakukan dapat
disimpulkan bahwa sintesis ekspresi wajah realistik dengan basis feature-point
cluster menggunakan radial basis function dapat diterapkan pada beragam model
wajah 3D dan dapat secara adaptif peka terhadap bentuk wajah dari masing-masing
model 3D yang memiliki jumlah fitur penanda yang sama. Hasil persepsi visual
evaluasi penerapan sintesis ekspresi wajah realistik menunjukkan hasil ekspresi
terkejut memiliki persentasi paling tinggi mudah dikenali, yaitu: 89,32%. Ekspresi
senang: 84,63 %, ekspresi sedih: 77,32%, ekspresi marah: 76,64%, ekspresi jijik:
76,45%, serta ekspresi takut: 76,44%. Rerata persentase wajah mudah dikenali
sebesar 80,13%.
================================================================================================================== The increasing demand of animated movies by production houses and
television stations needs a significant change in the animation production process.
Computer facial animation research on the process of rigging and expression
transfer is growing. The traditional approach of facial animation is highly
dependent on the animator in making the key and the sequence of facial expression
movements. This causes the production of facial animation for one face can not be
reused directly for the other face because of its uniqueness. Therefore, the process
of automating the formation of weighted areas on 3D face model with cluster
approach and adaptive motion transfer process to face shape is very important to
shorten the production process of animation.
The principle of animation is seen as one of the solutions and guidelines
for the creation of animated facial expression expressively. The synthesis of
realistic facial expression can be made on the basis of a feature-point cluster using
a radial basis function. Automation process for formatting the motion area in the
face by clustering process based on the location of the feature-point and retargeting
process using radial basis function to perform synthesis of realistic facial expression
is the novelty of this research.
Based on all experimentation stages, it can be concluded that the synthesis
of realistic facial expression based on a feature-point cluster using radial basis
function can be applied to various 3D face models and can be adaptively sensitive
to the facial shape of each 3D model which has the same number of marker features.
The results of visual perception evaluation from the synthesis of realistic facial
expression show that surprise expression has the highest percentage and easily
recognizable, 89,32%. Happy expression: 84,63%, sad expression: 77,32%, angry
expression: 76,64%, disgust expression: 76,45%, and a fear expression: 76,44%.
The average percentage of faces is easily recognizable at 80,13%