1,220 research outputs found
Improvements on a simple muscle-based 3D face for realistic facial expressions
Facial expressions play an important role in face-to-face communication. With the development of personal computers capable of rendering high quality graphics, computer facial animation has produced more and more realistic facial expressions to enrich human-computer communication. In this paper, we present a simple muscle-based 3D face model that can produce realistic facial expressions in real time. We extend Waters' (1987) muscle model to generate bulges and wrinkles and to improve the combination of multiple muscle actions. In addition, we present techniques to reduce the computation burden on the muscle mode
Regimes of wrinkling in pressurized elastic shells
We consider the point-indentation of a pressurized elastic shell. It has
previously been shown that such a shell is subject to a wrinkling instability
as the indentation depth is quasi-statically increased. Here we present
detailed analysis of this wrinkling instability using a combination of
analytical techniques and finite element simulations. In particular, we study
how the number of wrinkles observed at the onset of instability grows with
increasing pressurization. We also study how, for fixed pressurization, the
number of wrinkles changes both spatially and with increasing indentation depth
beyond onset. This `Far from threshold' analysis exploits the largeness of the
wrinkle wavenumber that is observed at high pressurization and leads to
quantitative differences with the standard `Near threshold' stability analysis.Comment: 21 pages, 8 figs. Minor typos correcte
Structure-aware Editable Morphable Model for 3D Facial Detail Animation and Manipulation
Morphable models are essential for the statistical modeling of 3D faces.
Previous works on morphable models mostly focus on large-scale facial geometry
but ignore facial details. This paper augments morphable models in representing
facial details by learning a Structure-aware Editable Morphable Model (SEMM).
SEMM introduces a detail structure representation based on the distance field
of wrinkle lines, jointly modeled with detail displacements to establish better
correspondences and enable intuitive manipulation of wrinkle structure.
Besides, SEMM introduces two transformation modules to translate expression
blendshape weights and age values into changes in latent space, allowing
effective semantic detail editing while maintaining identity. Extensive
experiments demonstrate that the proposed model compactly represents facial
details, outperforms previous methods in expression animation qualitatively and
quantitatively, and achieves effective age editing and wrinkle line editing of
facial details. Code and model are available at
https://github.com/gerwang/facial-detail-manipulation.Comment: ECCV 202
Extending Implicit Skinning with Wrinkles
We propose a wrinkle system that takes as input the fields created in the implicit skinning framework, calculates the angle between their gradients and builds a scalar angle field. Its gradient resembles plausible wrinkle directions. The system is procedural and works as a post process by projecting vertices in a wrinkle field constituted of convolution surfaces
Enhancing Mesh Deformation Realism: Dynamic Mesostructure Detailing and Procedural Microstructure Synthesis
Propomos uma solução para gerar dados de mapas de relevo dinâmicos para simular deformações em superfícies macias, com foco na pele humana. A solução incorpora a simulação de rugas ao nível mesoestrutural e utiliza texturas procedurais para adicionar detalhes de microestrutura estáticos. Oferece flexibilidade além da pele humana, permitindo a geração de padrões que imitam deformações em outros materiais macios, como couro, durante a animação.
As soluções existentes para simular rugas e pistas de deformação frequentemente dependem de hardware especializado, que é dispendioso e de difícil acesso. Além disso, depender exclusivamente de dados capturados limita a direção artística e dificulta a adaptação a mudanças. Em contraste, a solução proposta permite a síntese dinâmica de texturas que se adaptam às deformações subjacentes da malha de forma fisicamente plausível.
Vários métodos foram explorados para sintetizar rugas diretamente na geometria, mas sofrem de limitações como auto-interseções e maiores requisitos de armazenamento. A intervenção manual de artistas na criação de mapas de rugas e mapas de tensão permite controle, mas pode ser limitada em deformações complexas ou onde maior realismo seja necessário.
O nosso trabalho destaca o potencial dos métodos procedimentais para aprimorar a geração de padrões de deformação dinâmica, incluindo rugas, com maior controle criativo e sem depender de dados capturados. A incorporação de padrões procedimentais estáticos melhora o realismo, e a abordagem pode ser estendida além da pele para outros materiais macios.We propose a solution for generating dynamic heightmap data to simulate deformations for soft surfaces, with a focus on human skin. The solution incorporates mesostructure-level wrinkles and utilizes procedural textures to add static microstructure details. It offers flexibility beyond human skin, enabling the generation of patterns mimicking deformations in other soft materials, such as leater, during animation.
Existing solutions for simulating wrinkles and deformation cues often rely on specialized hardware, which is costly and not easily accessible. Moreover, relying solely on captured data limits artistic direction and hinders adaptability to changes. In contrast, our proposed solution provides dynamic texture synthesis that adapts to underlying mesh deformations.
Various methods have been explored to synthesize wrinkles directly to the geometry, but they suffer from limitations such as self-intersections and increased storage requirements. Manual intervention by artists using wrinkle maps and tension maps provides control but may be limited to the physics-based simulations.
Our research presents the potential of procedural methods to enhance the generation of dynamic deformation patterns, including wrinkles, with greater creative control and without reliance on captured data. Incorporating static procedural patterns improves realism, and the approach can be extended to other soft-materials beyond skin
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
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A Statistical Model for Synthesis of Detailed Facial Geometry
Detailed surface geometry contributes greatly to the visual realism of 3D face models. However, acquiring high-resolution face geometry is often tedious and expensive. Consequently, most face models used in games, virtual reality, or computer vision look unrealistically smooth. In this paper, we introduce a new statistical technique for the analysis and synthesis of small three-dimensional facial features, such as wrinkles and pores. We acquire high-resolution face geometry for people across a wide range of ages, genders, and races. For each scan, we separate the skin surface details from a smooth base mesh using displaced subdivision surfaces. Then, we analyze the resulting displacement maps using the texture analysis/synthesis framework of Heeger and Bergen, adapted to capture statistics that vary spatially across a face. Finally, we use the extracted statistics to synthesize plausible detail on face meshes of arbitrary subjects. We demonstrate the effectiveness of this method in several applications, including analysis of facial texture in subjects with different ages and genders, interpolation between high-resolution face scans, adding detail to low-resolution face scans, and adjusting the apparent age of faces. In all cases, we are able to re-produce fine geometric details consistent with those observed in high resolution scans.Engineering and Applied Science
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