2,191 research outputs found

    A multimedia testbed for facial animation control

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    This paper presents an open testbed for controlling facial animation. The adopted controlling means can act at different levels of abstraction (specification). These means of control can be associated with different interactive devices and media thereby allowing a greater flexibility and freedom to the animator. Possibility of integration and mixing of control means provides a general platform where a user can experiment with his choice of control method. Experiments with input accessories like the keyboard of a music sinthesizer and gestures from the DataGlove are illustrated.59-7

    Space-by-time manifold representation of dynamic facial expressions for emotion categorization

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    Visual categorization is the brain computation that reduces high-dimensional information in the visual environment into a smaller set of meaningful categories. An important problem in visual neuroscience is to identify the visual information that the brain must represent and then use to categorize visual inputs. Here we introduce a new mathematical formalism—termed space-by-time manifold decomposition—that describes this information as a low-dimensional manifold separable in space and time. We use this decomposition to characterize the representations used by observers to categorize the six classic facial expressions of emotion (happy, surprise, fear, disgust, anger, and sad). By means of a Generative Face Grammar, we presented random dynamic facial movements on each experimental trial and used subjective human perception to identify the facial movements that correlate with each emotion category. When the random movements projected onto the categorization manifold region corresponding to one of the emotion categories, observers categorized the stimulus accordingly; otherwise they selected “other.” Using this information, we determined both the Action Unit and temporal components whose linear combinations lead to reliable categorization of each emotion. In a validation experiment, we confirmed the psychological validity of the resulting space-by-time manifold representation. Finally, we demonstrated the importance of temporal sequencing for accurate emotion categorization and identified the temporal dynamics of Action Unit components that cause typical confusions between specific emotions (e.g., fear and surprise) as well as those resolving these confusions

    Statistical modelling for facial expression dynamics

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    PhDOne of the most powerful and fastest means of relaying emotions between humans are facial expressions. The ability to capture, understand and mimic those emotions and their underlying dynamics in the synthetic counterpart is a challenging task because of the complexity of human emotions, different ways of conveying them, non-linearities caused by facial feature and head motion, and the ever critical eye of the viewer. This thesis sets out to address some of the limitations of existing techniques by investigating three components of expression modelling and parameterisation framework: (1) Feature and expression manifold representation, (2) Pose estimation, and (3) Expression dynamics modelling and their parameterisation for the purpose of driving a synthetic head avatar. First, we introduce a hierarchical representation based on the Point Distribution Model (PDM). Holistic representations imply that non-linearities caused by the motion of facial features, and intrafeature correlations are implicitly embedded and hence have to be accounted for in the resulting expression space. Also such representations require large training datasets to account for all possible variations. To address those shortcomings, and to provide a basis for learning more subtle, localised variations, our representation consists of tree-like structure where a holistic root component is decomposed into leaves containing the jaw outline, each of the eye and eyebrows and the mouth. Each of the hierarchical components is modelled according to its intrinsic functionality, rather than the final, holistic expression label. Secondly, we introduce a statistical approach for capturing an underlying low-dimension expression manifold by utilising components of the previously defined hierarchical representation. As Principal Component Analysis (PCA) based approaches cannot reliably capture variations caused by large facial feature changes because of its linear nature, the underlying dynamics manifold for each of the hierarchical components is modelled using a Hierarchical Latent Variable Model (HLVM) approach. Whilst retaining PCA properties, such a model introduces a probability density model which can deal with missing or incomplete data and allows discovery of internal within cluster structures. All of the model parameters and underlying density model are automatically estimated during the training stage. We investigate the usefulness of such a model to larger and unseen datasets. Thirdly, we extend the concept of HLVM model to pose estimation to address the non-linear shape deformations and definition of the plausible pose space caused by large head motion. Since our head rarely stays still, and its movements are intrinsically connected with the way we perceive and understand the expressions, pose information is an integral part of their dynamics. The proposed 3 approach integrates into our existing hierarchical representation model. It is learned using sparse and discreetly sampled training dataset, and generalises to a larger and continuous view-sphere. Finally, we introduce a framework that models and extracts expression dynamics. In existing frameworks, explicit definition of expression intensity and pose information, is often overlooked, although usually implicitly embedded in the underlying representation. We investigate modelling of the expression dynamics based on use of static information only, and focus on its sufficiency for the task at hand. We compare a rule-based method that utilises the existing latent structure and provides a fusion of different components with holistic and Bayesian Network (BN) approaches. An Active Appearance Model (AAM) based tracker is used to extract relevant information from input sequences. Such information is subsequently used to define the parametric structure of the underlying expression dynamics. We demonstrate that such information can be utilised to animate a synthetic head avatar. Submitte

    Geometric Expression Invariant 3D Face Recognition using Statistical Discriminant Models

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    Currently there is no complete face recognition system that is invariant to all facial expressions. Although humans find it easy to identify and recognise faces regardless of changes in illumination, pose and expression, producing a computer system with a similar capability has proved to be particularly di cult. Three dimensional face models are geometric in nature and therefore have the advantage of being invariant to head pose and lighting. However they are still susceptible to facial expressions. This can be seen in the decrease in the recognition results using principal component analysis when expressions are added to a data set. In order to achieve expression-invariant face recognition systems, we have employed a tensor algebra framework to represent 3D face data with facial expressions in a parsimonious space. Face variation factors are organised in particular subject and facial expression modes. We manipulate this using single value decomposition on sub-tensors representing one variation mode. This framework possesses the ability to deal with the shortcomings of PCA in less constrained environments and still preserves the integrity of the 3D data. The results show improved recognition rates for faces and facial expressions, even recognising high intensity expressions that are not in the training datasets. We have determined, experimentally, a set of anatomical landmarks that best describe facial expression e ectively. We found that the best placement of landmarks to distinguish di erent facial expressions are in areas around the prominent features, such as the cheeks and eyebrows. Recognition results using landmark-based face recognition could be improved with better placement. We looked into the possibility of achieving expression-invariant face recognition by reconstructing and manipulating realistic facial expressions. We proposed a tensor-based statistical discriminant analysis method to reconstruct facial expressions and in particular to neutralise facial expressions. The results of the synthesised facial expressions are visually more realistic than facial expressions generated using conventional active shape modelling (ASM). We then used reconstructed neutral faces in the sub-tensor framework for recognition purposes. The recognition results showed slight improvement. Besides biometric recognition, this novel tensor-based synthesis approach could be used in computer games and real-time animation applications

    Issues in Facial Animation

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    Our goal is to build a system of 3-D animation of facial expressions of emotion correlated with the intonation of the voice. Up till now, the existing systems did not take into account the link between these two features. Many linguists and psychologists have noted the importance of spoken intonation for conveying different emotions associated with speakers\u27 messages. Moreover, some psychologists have found some universal facial expressions linked to emotions and attitudes. We will look at the rules that control these relations (intonation/emotions and facial expressions/emotions) as well as the coordination of these various modes of expressions. Given an utterance, we consider how the message (what is new/old information in the given context) transmitted through the choice of accents and their placement, are conveyed through the face. The facial model integrates the action of each muscle or group of muscles as well as the propagation of the muscles\u27 movement. It is also adapted to the FACS notation (Facial Action Coding System) created by P. Ekman and W. Friesen to describe facial expressions. Our first step will be to enumerate and to differentiate facial movements linked to emotions from the ones linked to conversation. Then, we will examine what the rules are that drive them and how their different actions interact

    Audiovisual Generation of Social Attitudes from Neutral Stimuli

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    International audienceThe focus of this study is the generation of expressive audiovisual speech from neutral utterances for 3D virtual actors. Taking into account the segmental and suprasegmental aspects of audiovisual speech, we propose and compare several computational frameworks for the generation of expressive speech and face animation. We notably evaluate a standard frame-based conversion approach with two other methods that postulate the existence of global prosodic audiovisual patterns that are characteristic of social attitudes. The proposed approaches are tested on a database of " Exercises in Style " [1] performed by two semi-professional actors and results are evaluated using crowdsourced perceptual tests. The first test performs a qualitative validation of the animation platform while the second is a comparative study between several expressive speech generation methods. We evaluate how the expressiveness of our audiovisual performances is perceived in comparison to resynthesized original utterances and the outputs of a purely frame-based conversion system

    Photorealistic retrieval of occluded facial information using a performance-driven face model

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    Facial occlusions can cause both human observers and computer algorithms to fail in a variety of important tasks such as facial action analysis and expression classification. This is because the missing information is not reconstructed accurately enough for the purpose of the task in hand. Most current computer methods that are used to tackle this problem implement complex three-dimensional polygonal face models that are generally timeconsuming to produce and unsuitable for photorealistic reconstruction of missing facial features and behaviour. In this thesis, an image-based approach is adopted to solve the occlusion problem. A dynamic computer model of the face is used to retrieve the occluded facial information from the driver faces. The model consists of a set of orthogonal basis actions obtained by application of principal component analysis (PCA) on image changes and motion fields extracted from a sequence of natural facial motion (Cowe 2003). Examples of occlusion affected facial behaviour can then be projected onto the model to compute coefficients of the basis actions and thus produce photorealistic performance-driven animations. Visual inspection shows that the PCA face model recovers aspects of expressions in those areas occluded in the driver sequence, but the expression is generally muted. To further investigate this finding, a database of test sequences affected by a considerable set of artificial and natural occlusions is created. A number of suitable metrics is developed to measure the accuracy of the reconstructions. Regions of the face that are most important for performance-driven mimicry and that seem to carry the best information about global facial configurations are revealed using Bubbles, thus in effect identifying facial areas that are most sensitive to occlusions. Recovery of occluded facial information is enhanced by applying an appropriate scaling factor to the respective coefficients of the basis actions obtained by PCA. This method improves the reconstruction of the facial actions emanating from the occluded areas of the face. However, due to the fact that PCA produces bases that encode composite, correlated actions, such an enhancement also tends to affect actions in non-occluded areas of the face. To avoid this, more localised controls for facial actions are produced using independent component analysis (ICA). Simple projection of the data onto an ICA model is not viable due to the non-orthogonality of the extracted bases. Thus occlusion-affected mimicry is first generated using the PCA model and then enhanced by accordingly manipulating the independent components that are subsequently extracted from the mimicry. This combination of methods yields significant improvements and results in photorealistic reconstructions of occluded facial actions

    Generation, Estimation and Tracking of Faces

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    This thesis describes techniques for the construction of face models for both computer graphics and computer vision applications. It also details model-based computer vision methods for extracting and combining data with the model. Our face models respect the measurements of populations described by face anthropometry studies. In computer graphics, the anthropometric measurements permit the automatic generation of varied geometric models of human faces. This is accomplished by producing a random set of face measurements generated according to anthropometric statistics. A face fitting these measurements is realized using variational modeling. In computer vision, anthropometric data biases face shape estimation towards more plausible individuals. Having such a detailed model encourages the use of model-based techniques—we use a physics-based deformable model framework. We derive and solve a dynamic system which accounts for edges in the image and incorporates optical flow as a motion constraint on the model. Our solution ensures this constraint remains satisfied when edge information is used, which helps prevent tracking drift. This method is extended using the residuals from the optical flow solution. The extracted structure of the model can be improved by determining small changes in the model that reduce this error residual. We present experiments in extracting the shape and motion of a face from image sequences which exhibit the generality of our technique, as well as provide validation
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