3,482 research outputs found
A Survey of Computer Graphics Facial Animation Methods: Comparing Traditional Approaches to Machine Learning Methods
Human communications rely on facial expression to denote mood, sentiment, and intent. Realistic facial animation of computer graphic models of human faces can be difficult to achieve as a result of the many details that must be approximated in generating believable facial expressions. Many theoretical approaches have been researched and implemented to create more and more accurate animations that can effectively portray human emotions. Even though many of these approaches are able to generate realistic looking expressions, they typically require a lot of artistic intervention to achieve a believable result. To reduce the intervention needed to create realistic facial animation, new approaches that utilize machine learning are being researched to reduce the amount of effort needed to generate believable facial animations. This survey paper summarizes over 20 research papers related to facial animation and compares the traditional animation approaches to newer machine learning methods as well as highlights the strengths, weaknesses, and use cases of each different approach
Neural Volumetric Blendshapes: Computationally Efficient Physics-Based Facial Blendshapes
Computationally weak systems and demanding graphical applications are still
mostly dependent on linear blendshapes for facial animations. The accompanying
artifacts such as self-intersections, loss of volume, or missing soft tissue
elasticity can be avoided by using physics-based animation models. However,
these are cumbersome to implement and require immense computational effort. We
propose neural volumetric blendshapes, an approach that combines the advantages
of physics-based simulations with realtime runtimes even on consumer-grade
CPUs. To this end, we present a neural network that efficiently approximates
the involved volumetric simulations and generalizes across human identities as
well as facial expressions. Our approach can be used on top of any linear
blendshape system and, hence, can be deployed straightforwardly. Furthermore,
it only requires a single neutral face mesh as input in the minimal setting.
Along with the design of the network, we introduce a pipeline for the
challenging creation of anatomically and physically plausible training data.
Part of the pipeline is a novel hybrid regressor that densely positions a skull
within a skin surface while avoiding intersections. The fidelity of all parts
of the data generation pipeline as well as the accuracy and efficiency of the
network are evaluated in this work. Upon publication, the trained models and
associated code will be released
THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001
It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present
Wishes: Modeling Characters and Environments for a Visual Narrative
Wishes showcases character and environmental models designed for an original short animation. The story begins when a wishing coin comes to life and tries to interfere with the wish of its owner. The narrative, a quintessential romance, derives a timeless appeal from its locale, Paris. The design is inspired by digital artists like Cecille Carre, directors like Pete Docter, and painters like Eugene J. Paproski. Overall concepts and production of the models spanned five months
The computer synthesis of expressive three-dimensional facial character animation.
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
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