4,366 research outputs found

    Improvements on a simple muscle-based 3D face for realistic facial expressions

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    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

    Learning Face Age Progression: A Pyramid Architecture of GANs

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    The two underlying requirements of face age progression, i.e. aging accuracy and identity permanence, are not well studied in the literature. In this paper, we present a novel generative adversarial network based approach. It separately models the constraints for the intrinsic subject-specific characteristics and the age-specific facial changes with respect to the elapsed time, ensuring that the generated faces present desired aging effects while simultaneously keeping personalized properties stable. Further, to generate more lifelike facial details, high-level age-specific features conveyed by the synthesized face are estimated by a pyramidal adversarial discriminator at multiple scales, which simulates the aging effects in a finer manner. The proposed method is applicable to diverse face samples in the presence of variations in pose, expression, makeup, etc., and remarkably vivid aging effects are achieved. Both visual fidelity and quantitative evaluations show that the approach advances the state-of-the-art.Comment: CVPR 2018. V4 and V2 are the same, i.e. the conference version; V3 is a related but different work, which is mistakenly submitted and will be submitted as a new arXiv pape

    FEM modeling and animation of human faces

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    A fast and robust patient specific Finite Element mesh registration technique: application to 60 clinical cases

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    Finite Element mesh generation remains an important issue for patient specific biomechanical modeling. While some techniques make automatic mesh generation possible, in most cases, manual mesh generation is preferred for better control over the sub-domain representation, element type, layout and refinement that it provides. Yet, this option is time consuming and not suited for intraoperative situations where model generation and computation time is critical. To overcome this problem we propose a fast and automatic mesh generation technique based on the elastic registration of a generic mesh to the specific target organ in conjunction with element regularity and quality correction. This Mesh-Match-and-Repair (MMRep) approach combines control over the mesh structure along with fast and robust meshing capabilities, even in situations where only partial organ geometry is available. The technique was successfully tested on a database of 5 pre-operatively acquired complete femora CT scans, 5 femoral heads partially digitized at intraoperative stage, and 50 CT volumes of patients' heads. The MMRep algorithm succeeded in all 60 cases, yielding for each patient a hex-dominant, Atlas based, Finite Element mesh with submillimetric surface representation accuracy, directly exploitable within a commercial FE software

    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

    Example Based Caricature Synthesis

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    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

    A Survey of Computer Graphics Facial Animation Methods: Comparing Traditional Approaches to Machine Learning Methods

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    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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