2,750 research outputs found

    Creative tools for producing realistic 3D facial expressions and animation

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    Creative exploration of realistic 3D facial animation is a popular but very challenging task due to the high level knowledge and skills required. This forms a barrier for creative individuals who have limited technical skills but wish to explore their creativity in this area. This paper proposes a new technique that facilitates users’ creative exploration by hiding the technical complexities of producing facial expressions and animation. The proposed technique draws on research from psychology, anatomy and employs Autodesk Maya as a use case by developing a creative tool, which extends Maya’s Blend Shape Editor. User testing revealed that novice users in the creative media, employing the proposed tool can produce rich and realistic facial expressions that portray new interesting emotions. It reduced production time by 25% when compared to Maya and by 40% when compared to 3DS Max equivalent tools

    THREE DIMENSIONAL MODELING AND ANIMATION OF FACIAL EXPRESSIONS

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    Facial expression and animation are important aspects of the 3D environment featuring human characters. These animations are frequently used in many kinds of applications and there have been many efforts to increase the realism. Three aspects are still stimulating active research: the detailed subtle facial expressions, the process of rigging a face, and the transfer of an expression from one person to another. This dissertation focuses on the above three aspects. A system for freely designing and creating detailed, dynamic, and animated facial expressions is developed. The presented pattern functions produce detailed and animated facial expressions. The system produces realistic results with fast performance, and allows users to directly manipulate it and see immediate results. Two unique methods for generating real-time, vivid, and animated tears have been developed and implemented. One method is for generating a teardrop that continually changes its shape as the tear drips down the face. The other is for generating a shedding tear, which is a kind of tear that seamlessly connects with the skin as it flows along the surface of the face, but remains an individual object. The methods both broaden CG and increase the realism of facial expressions. A new method to automatically set the bones on facial/head models to speed up the rigging process of a human face is also developed. To accomplish this, vertices that describe the face/head as well as relationships between each part of the face/head are grouped. The average distance between pairs of vertices is used to place the head bones. To set the bones in the face with multi-density, the mean value of the vertices in a group is measured. The time saved with this method is significant. A novel method to produce realistic expressions and animations by transferring an existing expression to a new facial model is developed. The approach is to transform the source model into the target model, which then has the same topology as the source model. The displacement vectors are calculated. Each vertex in the source model is mapped to the target model. The spatial relationships of each mapped vertex are constrained

    Capture, Learning, and Synthesis of 3D Speaking Styles

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    Audio-driven 3D facial animation has been widely explored, but achieving realistic, human-like performance is still unsolved. This is due to the lack of available 3D datasets, models, and standard evaluation metrics. To address this, we introduce a unique 4D face dataset with about 29 minutes of 4D scans captured at 60 fps and synchronized audio from 12 speakers. We then train a neural network on our dataset that factors identity from facial motion. The learned model, VOCA (Voice Operated Character Animation) takes any speech signal as input - even speech in languages other than English - and realistically animates a wide range of adult faces. Conditioning on subject labels during training allows the model to learn a variety of realistic speaking styles. VOCA also provides animator controls to alter speaking style, identity-dependent facial shape, and pose (i.e. head, jaw, and eyeball rotations) during animation. To our knowledge, VOCA is the only realistic 3D facial animation model that is readily applicable to unseen subjects without retargeting. This makes VOCA suitable for tasks like in-game video, virtual reality avatars, or any scenario in which the speaker, speech, or language is not known in advance. We make the dataset and model available for research purposes at http://voca.is.tue.mpg.de.Comment: To appear in CVPR 201

    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

    3DCGキャラクタの表現の改善法と実時間操作に関する研究

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    早大学位記番号:新8176早稲田大

    Facial Capture Lip-Sync

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    Facial model lip-sync is a large field of research within the animation industry. The mouth is a complex facial feature to animate, thus multiple techniques have arisen to simplify this process. These techniques, however, can lead to unappealing flat animation that lack full facial expression or eerie over-expressive animations that make the viewer uneasy. This thesis proposes an animation system that produces natural speech movements while conveying facial expression and compares them to previous techniques. This system used a text input of the dialogue to generate a phoneme-to-blend shape map to automate the facial model. An actor was motion captured to record the audio, provide speech motion data, and to directly control the facial expression in the regions of the face other than the mouth. The actor\u27s speech motion and the phoneme-to-blend shape map worked in conjunction to create a final lip-synced animation that viewers compared to phonetic driven animation and animation created with just motion capture. In this comparison, this system\u27s resultant animation was the least favorite, while the dampened motion capture animation gained the most preference
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