1,097 research outputs found

    Learning an Inverse Rig Mapping for Character Animation

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    Learning Inverse Rig Mappings by Nonlinear Regression

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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

    Comparing and Evaluating Real Time Character Engines for Virtual Environments

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    As animated characters increasingly become vital parts of virtual environments, then the engines that drive these characters increasingly become vital parts of virtual environment software. This paper gives an overview of the state of the art in character engines, and proposes a taxonomy of the features that are commonly found in them. This taxonomy can be used as a tool for comparison and evaluation of different engines. In order to demonstrate this we use it to compare three engines. The first is Cal3D, the most commonly used open source engine. We also introduce two engines created by the authors, Piavca and HALCA. The paper ends with a brief discussion of some other popular engines

    A Majorization-Minimization Based Method for Nonconvex Inverse Rig Problems in Facial Animation: Algorithm Derivation

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    Automated methods for facial animation are a necessary tool in the modern industry since the standard blendshape head models consist of hundreds of controllers and a manual approach is painfully slow. Different solutions have been proposed that produce output in real-time or generalize well for different face topologies. However, all these prior works consider a linear approximation of the blendshape function and hence do not provide a high-enough level of details for modern realistic human face reconstruction. We build a method for solving the inverse rig in blendshape animation using quadratic corrective terms, which increase accuracy. At the same time, due to the proposed construction of the objective function, it yields a sparser estimated weight vector compared to the state-of-the-art methods. The former feature means lower demand for subsequent manual corrections of the solution, while the latter indicates that the manual modifications are also easier to include. Our algorithm is iterative and employs a Majorization Minimization paradigm to cope with the increased complexity produced by adding the corrective terms. The surrogate function is easy to solve and allows for further parallelization on the component level within each iteration. This paper is complementary to an accompanying paper, Rackovi\'c et al. (2023), where we provide detailed experimental results and discussion, including highly-realistic animation data, and show a clear superiority of the results compared to the state-of-the-art methods

    Rig Inversion by Training a Differentiable Rig Function

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    Rig inversion is the problem of creating a method that can find the rig parameter vector that best approximates a given input mesh. In this paper we propose to solve this problem by first obtaining a differentiable rig function by training a multi layer perceptron to approximate the rig function. This differentiable rig function can then be used to train a deep learning model of rig inversion.Comment: Presented at Siggraph Asia '22 in Daegu, South Kore

    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

    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

    Lessons from digital puppetry - Updating a design framework for a perceptual user interface

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    While digital puppeteering is largely used just to augment full body motion capture in digital production, its technology and traditional concepts could inform a more naturalized multi-modal human computer interaction than is currently used with the new perceptual systems such as Kinect. Emerging immersive social media networks with their fully live virtual or augmented environments and largely inexperienced users would benefit the most from this strategy. This paper intends to define digital puppeteering as it is currently understood, and summarize its broad shortcomings based on expert evaluation. Based on this evaluation it will suggest updates and experiments using current perceptual technology and concepts in cognitive processing for existing human computer interaction taxonomy. This updated framework may be more intuitive and suitable in developing extensions to an emerging perceptual user interface for the general public
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