62 research outputs found

    Coarticulation and speech synchronization in MPEG-4 based facial animation

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    In this paper, we present a novel coarticulation and speech synchronization framework compliant with MPEG-4 facial animation. The system we have developed uses MPEG-4 facial animation standard and other development to enable the creation, editing and playback of high resolution 3D models; MPEG-4 animation streams; and is compatible with well-known related systems such as Greta and Xface. It supports text-to-speech for dynamic speech synchronization. The framework enables real-time model simplification using quadric-based surfaces. Our coarticulation approach provides realistic and high performance lip-sync animation, based on Cohen-Massaro’s model of coarticulation adapted to MPEG-4 facial animation (FA) specification. The preliminary experiments show that the coarticulation technique we have developed gives overall good and promising results when compared to related techniques

    LUCIA: An open source 3D expressive avatar for multimodal h.m.i.

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    LUCIA is an MPEG-4 facial animation system developed at ISTC-CNR . It works on standard Facial Animation Parameters and speaks with the Italian version of FESTIVAL TTS. To achieve an emotive/expressive talking head LUCIA was build from real human data physically extracted by ELITE optotracking movement analyzer. LUCIA can copy a real human by reproducing the movements of passive markers positioned on his face and recorded by the ELITE device or can be driven by an emotional XML tagged input text, thus realizing a true audio/visual emotive/expressive synthesis. Synchronization between visual and audio data is very important in order to create the correct WAV and FAP files needed for the animation. LUCIA\u27s voice is based on the ISTC Italian version of FESTIVAL-MBROLA packages, modified by means of an appropriate APML/VSML tagged language. LUCIA is available in two dif-ferent versions: an open source framework and the "work in progress" WebGL

    A FACIAL ANIMATION FRAMEWORK WITH EMOTIVE/EXPRESSIVE CAPABILITIES

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    LUCIA is an MPEG-4 facial animation system developed at ISTC-CNR.. It works on standard Facial Animation Parameters and speaks with the Italian version of FESTIVAL TTS. To achieve an emotive/expressive talking head LUCIA was build from real human data physically extracted by ELITE optotracking movement analyzer. LUCIA can copy a real human by reproducing the movements of passive markers positioned on his face and recorded by the ELITE device or can be driven by an emotional XML tagged input text, thus realizing a true audio/visual emotive/expressive synthesis. Synchronization between visual and audio data is very important in order to create the correct WAV and FAP files needed for the animation. LUCIA\u27s voice is based on the ISTC Italian version of FESTIVAL-MBROLA packages, modified by means of an appropriate APML/VSML tagged language. LUCIA is available in two different versions: an open source framework and the "work in progress" WebG

    FacEMOTE: Qualitative Parametric Modifiers for Facial Animations

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    We propose a control mechanism for facial expressions by applying a few carefully chosen parametric modifications to preexisting expression data streams. This approach applies to any facial animation resource expressed in the general MPEG-4 form, whether taken from a library of preset facial expressions, captured from live performance, or entirely manually created. The MPEG-4 Facial Animation Parameters (FAPs) represent a facial expression as a set of parameterized muscle actions, given as intensity of individual muscle movements over time. Our system varies expressions by changing the intensities and scope of sets of MPEG-4 FAPs. It creates variations in “expressiveness” across the face model rather than simply scale, interpolate, or blend facial mesh node positions. The parameters are adapted from the Effort parameters of Laban Movement Analysis (LMA); we developed a mapping from their values onto sets of FAPs. The FacEMOTE parameters thus perturb a base expression to create a wide range of expressions. Such an approach could allow real-time face animations to change underlying speech or facial expression shapes dynamically according to current agent affect or user interaction needs

    Facial Modelling and animation trends in the new millennium : a survey

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    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

    Visual prosody in speech-driven facial animation: elicitation, prediction, and perceptual evaluation

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    Facial animations capable of articulating accurate movements in synchrony with a speech track have become a subject of much research during the past decade. Most of these efforts have focused on articulation of lip and tongue movements, since these are the primary sources of information in speech reading. However, a wealth of paralinguistic information is implicitly conveyed through visual prosody (e.g., head and eyebrow movements). In contrast with lip/tongue movements, however, for which the articulation rules are fairly well known (i.e., viseme-phoneme mappings, coarticulation), little is known about the generation of visual prosody. The objective of this thesis is to explore the perceptual contributions of visual prosody in speech-driven facial avatars. Our main hypothesis is that visual prosody driven by acoustics of the speech signal, as opposed to random or no visual prosody, results in more realistic, coherent and convincing facial animations. To test this hypothesis, we have developed an audio-visual system capable of capturing synchronized speech and facial motion from a speaker using infrared illumination and retro-reflective markers. In order to elicit natural visual prosody, a story-telling experiment was designed in which the actors were shown a short cartoon video, and subsequently asked to narrate the episode. From this audio-visual data, four different facial animations were generated, articulating no visual prosody, Perlin-noise, speech-driven movements, and ground truth movements. Speech-driven movements were driven by acoustic features of the speech signal (e.g., fundamental frequency and energy) using rule-based heuristics and autoregressive models. A pair-wise perceptual evaluation shows that subjects can clearly discriminate among the four visual prosody animations. It also shows that speech-driven movements and Perlin-noise, in that order, approach the performance of veridical motion. The results are quite promising and suggest that speech-driven motion could outperform Perlin-noise if more powerful motion prediction models are used. In addition, our results also show that exaggeration can bias the viewer to perceive a computer generated character to be more realistic motion-wise

    Animating TTS Messages in Android using Open-Source Tools

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    ABSTRACT We describe in this paper how to use open-source resources to design and implement an Android application that renders a three-dimensional model of a human head to animate the lip movements of human speech from input text. The application utilizes the Android Text-To-Speech (TTS) engine[1] to convert any input text, which can be entered by the user in a text box or chosen from a menu of predefined messages, to human speech in English. Animation of the speech is carried out by a 3D graphics model of a human head composed of polygon meshes We use Java language to develop a parse

    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

    Realistic and expressive talking head : implementation and evaluation

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