1,371 research outputs found

    A Facial Expression Parameterization by Elastic Surface Model

    Get PDF
    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

    Automatic 3D facial modelling with deformable models.

    Get PDF
    Facial modelling and animation has been an active research subject in computer graphics since the 1970s. Due to extremely complex biomechanical structures of human faces and peoples visual familiarity with human faces, modelling and animating realistic human faces is still one of greatest challenges in computer graphics. Since we are so familiar with human faces and very sensitive to unnatural subtle changes in human faces, it usually requires a tremendous amount of artistry and manual work to create a convincing facial model and animation. There is a clear need of developing automatic techniques for facial modelling in order to reduce manual labouring. In order to obtain a realistic facial model of an individual, it is now common to make use of 3D scanners to capture range scans from the individual and then fit a template to the range scans. However, most existing template-fitting methods require manually selected landmarks to warp the template to the range scans. It would be tedious to select landmarks by hand over a large set of range scans. Another way to reduce repeated work is synthesis by reusing existing data. One example is expression cloning, which copies facial expression from one face to another instead of creating them from scratch. This aim of this study is to develop a fully automatic framework for template-based facial modelling, facial expression transferring and facial expression tracking from range scans. In this thesis, the author developed an extension of the iterative closest points (ICP) algorithm, which is able to match a template with range scans in different scales, and a deformable model, which can be used to recover the shapes of range scans and to establish correspondences between facial models. With the registration method and the deformable model, the author proposed a fully automatic approach to reconstructing facial models and textures from range scans without re-quiring any manual interventions. In order to reuse existing data for facial modelling, the author formulated and solved the problem of facial expression transferring in the framework of discrete differential geometry. The author also applied his methods to face tracking for 4D range scans. The results demonstrated the robustness of the registration method and the capabilities of the deformable model. A number of possible directions for future work were pointed out

    Example Based Caricature Synthesis

    Get PDF
    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    FacEMOTE: Qualitative Parametric Modifiers for Facial Animations

    Get PDF
    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

    Generating anatomical substructures for physically-based facial animation.

    Get PDF
    Physically-based facial animation techniques are capable of producing realistic facial deformations, but have failed to find meaningful use outside the academic community because they are notoriously difficult to create, reuse, and art-direct, in comparison to other methods of facial animation. This thesis addresses these shortcomings and presents a series of methods for automatically generating a skull, the superficial musculoaponeurotic system (SMAS – a layer of fascia investing and interlinking the mimic muscle system), and mimic muscles for any given 3D face model. This is done toward (the goal of) a production-viable framework or rig-builder for physically-based facial animation. This workflow consists of three major steps. First, a generic skull is fitted to a given head model using thin-plate splines computed from the correspondence between landmarks placed on both models. Second, the SMAS is constructed as a variational implicit or radial basis function surface in the interface between the head model and the generic skull fitted to it. Lastly, muscle fibres are generated as boundary-value straightest geodesics, connecting muscle attachment regions defined on the surface of the SMAS. Each step of this workflow is developed with speed, realism and reusability in mind

    CASA 2009:International Conference on Computer Animation and Social Agents

    Get PDF
    • …
    corecore