144 research outputs found

    Modeling Caricature Expressions by 3D Blendshape and Dynamic Texture

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    The problem of deforming an artist-drawn caricature according to a given normal face expression is of interest in applications such as social media, animation and entertainment. This paper presents a solution to the problem, with an emphasis on enhancing the ability to create desired expressions and meanwhile preserve the identity exaggeration style of the caricature, which imposes challenges due to the complicated nature of caricatures. The key of our solution is a novel method to model caricature expression, which extends traditional 3DMM representation to caricature domain. The method consists of shape modelling and texture generation for caricatures. Geometric optimization is developed to create identity-preserving blendshapes for reconstructing accurate and stable geometric shape, and a conditional generative adversarial network (cGAN) is designed for generating dynamic textures under target expressions. The combination of both shape and texture components makes the non-trivial expressions of a caricature be effectively defined by the extension of the popular 3DMM representation and a caricature can thus be flexibly deformed into arbitrary expressions with good results visually in both shape and color spaces. The experiments demonstrate the effectiveness of the proposed method.Comment: Accepted by the 28th ACM International Conference on Multimedia (ACM MM 2020

    High-fidelity Interpretable Inverse Rig: An Accurate and Sparse Solution Optimizing the Quartic Blendshape Model

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    We propose a method to fit arbitrarily accurate blendshape rig models by solving the inverse rig problem in realistic human face animation. The method considers blendshape models with different levels of added corrections and solves the regularized least-squares problem using coordinate descent, i.e., iteratively estimating blendshape weights. Besides making the optimization easier to solve, this approach ensures that mutually exclusive controllers will not be activated simultaneously and improves the goodness of fit after each iteration. We show experimentally that the proposed method yields solutions with mesh error comparable to or lower than the state-of-the-art approaches while significantly reducing the cardinality of the weight vector (over 20 percent), hence giving a high-fidelity reconstruction of the reference expression that is easier to manipulate in the post-production manually. Python scripts for the algorithm will be publicly available upon acceptance of the paper

    Genetic algorithms reveal identity independent representation of emotional expressions

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    People readily and automatically process facial emotion and identity, and it has been reported that these cues are processed both dependently and independently. However, this question of identity independent encoding of emotions has only been examined using posed, often exaggerated expressions of emotion, that do not account for the substantial individual differences in emotion recognition. In this study, we ask whether people's unique beliefs of how emotions should be reflected in facial expressions depend on the identity of the face. To do this, we employed a genetic algorithm where participants created facial expressions to represent different emotions. Participants generated facial expressions of anger, fear, happiness, and sadness, on two different identities. Facial features were controlled by manipulating a set of weights, allowing us to probe the exact positions of faces in high-dimensional expression space. We found that participants created facial expressions belonging to each identity in a similar space that was unique to the participant, for angry, fearful, and happy expressions, but not sad. However, using a machine learning algorithm that examined the positions of faces in expression space, we also found systematic differences between the two identities' expressions across participants. This suggests that participants' beliefs of how an emotion should be reflected in a facial expression are unique to them and identity independent, although there are also some systematic differences in the facial expressions between two identities that are common across all individuals. (PsycInfo Database Record (c) 2023 APA, all rights reserved)

    Video-Based Character Animation

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    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1

    Accurate and Interpretable Solution of the Inverse Rig for Realistic Blendshape Models with Quadratic Corrective Terms

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    We propose a new model-based algorithm solving the inverse rig problem in facial animation retargeting, exhibiting higher accuracy of the fit and sparser, more interpretable weight vector compared to SOTA. The proposed method targets a specific subdomain of human face animation - highly-realistic blendshape models used in the production of movies and video games. In this paper, we formulate an optimization problem that takes into account all the requirements of targeted models. Our objective goes beyond a linear blendshape model and employs the quadratic corrective terms necessary for correctly fitting fine details of the mesh. We show that the solution to the proposed problem yields highly accurate mesh reconstruction even when general-purpose solvers, like SQP, are used. The results obtained using SQP are highly accurate in the mesh space but do not exhibit favorable qualities in terms of weight sparsity and smoothness, and for this reason, we further propose a novel algorithm relying on a MM technique. The algorithm is specifically suited for solving the proposed objective, yielding a high-accuracy mesh fit while respecting the constraints and producing a sparse and smooth set of weights easy to manipulate and interpret by artists. Our algorithm is benchmarked with SOTA approaches, and shows an overall superiority of the results, yielding a smooth animation reconstruction with a relative improvement up to 45 percent in root mean squared mesh error while keeping the cardinality comparable with benchmark methods. This paper gives a comprehensive set of evaluation metrics that cover different aspects of the solution, including mesh accuracy, sparsity of the weights, and smoothness of the animation curves, as well as the appearance of the produced animation, which human experts evaluated

    Genetic algorithms reveal identity independent representation of emotional expressions.

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    People readily and automatically process facial emotion and identity, and it has been reported that these cues are processed both dependently and independently. However, this question of identity independent encoding of emotions has only been examined using posed, often exaggerated expressions of emotion, that do not account for the substantial individual differences in emotion recognition. In this study, we ask whether people's unique beliefs of how emotions should be reflected in facial expressions depend on the identity of the face. To do this, we employed a genetic algorithm where participants created facial expressions to represent different emotions. Participants generated facial expressions of anger, fear, happiness, and sadness, on two different identities. Facial features were controlled by manipulating a set of weights, allowing us to probe the exact positions of faces in high-dimensional expression space. We found that participants created facial expressions belonging to each identity in a similar space that was unique to the participant, for angry, fearful, and happy expressions, but not sad. However, using a machine learning algorithm that examined the positions of faces in expression space, we also found systematic differences between the two identities' expressions across participants. This suggests that participants' beliefs of how an emotion should be reflected in a facial expression are unique to them and identity independent, although there are also some systematic differences in the facial expressions between two identities that are common across all individuals. (PsycInfo Database Record (c) 2023 APA, all rights reserved)

    Distributed Solution of the Inverse Rig Problem in Blendshape Facial Animation

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    The problem of rig inversion is central in facial animation as it allows for a realistic and appealing performance of avatars. With the increasing complexity of modern blendshape models, execution times increase beyond practically feasible solutions. A possible approach towards a faster solution is clustering, which exploits the spacial nature of the face, leading to a distributed method. In this paper, we go a step further, involving cluster coupling to get more confident estimates of the overlapping components. Our algorithm applies the Alternating Direction Method of Multipliers, sharing the overlapping weights between the subproblems. The results obtained with this technique show a clear advantage over the naive clustered approach, as measured in different metrics of success and visual inspection. The method applies to an arbitrary clustering of the face. We also introduce a novel method for choosing the number of clusters in a data-free manner. The method tends to find a clustering such that the resulting clustering graph is sparse but without losing essential information. Finally, we give a new variant of a data-free clustering algorithm that produces good scores with respect to the mentioned strategy for choosing the optimal clustering
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