1,076 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

    Artimate: an articulatory animation framework for audiovisual speech synthesis

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    We present a modular framework for articulatory animation synthesis using speech motion capture data obtained with electromagnetic articulography (EMA). Adapting a skeletal animation approach, the articulatory motion data is applied to a three-dimensional (3D) model of the vocal tract, creating a portable resource that can be integrated in an audiovisual (AV) speech synthesis platform to provide realistic animation of the tongue and teeth for a virtual character. The framework also provides an interface to articulatory animation synthesis, as well as an example application to illustrate its use with a 3D game engine. We rely on cross-platform, open-source software and open standards to provide a lightweight, accessible, and portable workflow.Comment: Workshop on Innovation and Applications in Speech Technology (2012

    Visibility Constrained Generative Model for Depth-based 3D Facial Pose Tracking

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    In this paper, we propose a generative framework that unifies depth-based 3D facial pose tracking and face model adaptation on-the-fly, in the unconstrained scenarios with heavy occlusions and arbitrary facial expression variations. Specifically, we introduce a statistical 3D morphable model that flexibly describes the distribution of points on the surface of the face model, with an efficient switchable online adaptation that gradually captures the identity of the tracked subject and rapidly constructs a suitable face model when the subject changes. Moreover, unlike prior art that employed ICP-based facial pose estimation, to improve robustness to occlusions, we propose a ray visibility constraint that regularizes the pose based on the face model's visibility with respect to the input point cloud. Ablation studies and experimental results on Biwi and ICT-3DHP datasets demonstrate that the proposed framework is effective and outperforms completing state-of-the-art depth-based methods

    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

    FML: Face Model Learning from Videos

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    Monocular image-based 3D reconstruction of faces is a long-standing problem in computer vision. Since image data is a 2D projection of a 3D face, the resulting depth ambiguity makes the problem ill-posed. Most existing methods rely on data-driven priors that are built from limited 3D face scans. In contrast, we propose multi-frame video-based self-supervised training of a deep network that (i) learns a face identity model both in shape and appearance while (ii) jointly learning to reconstruct 3D faces. Our face model is learned using only corpora of in-the-wild video clips collected from the Internet. This virtually endless source of training data enables learning of a highly general 3D face model. In order to achieve this, we propose a novel multi-frame consistency loss that ensures consistent shape and appearance across multiple frames of a subject's face, thus minimizing depth ambiguity. At test time we can use an arbitrary number of frames, so that we can perform both monocular as well as multi-frame reconstruction.Comment: CVPR 2019 (Oral). Video: https://www.youtube.com/watch?v=SG2BwxCw0lQ, Project Page: https://gvv.mpi-inf.mpg.de/projects/FML19

    2D-to-3D facial expression transfer

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    © 20xx IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.Automatically changing the expression and physical features of a face from an input image is a topic that has been traditionally tackled in a 2D domain. In this paper, we bring this problem to 3D and propose a framework that given an input RGB video of a human face under a neutral expression, initially computes his/her 3D shape and then performs a transfer to a new and potentially non-observed expression. For this purpose, we parameterize the rest shape --obtained from standard factorization approaches over the input video-- using a triangular mesh which is further clustered into larger macro-segments. The expression transfer problem is then posed as a direct mapping between this shape and a source shape, such as the blend shapes of an off-the-shelf 3D dataset of human facial expressions. The mapping is resolved to be geometrically consistent between 3D models by requiring points in specific regions to map on semantic equivalent regions. We validate the approach on several synthetic and real examples of input faces that largely differ from the source shapes, yielding very realistic expression transfers even in cases with topology changes, such as a synthetic video sequence of a single-eyed cyclops.Peer ReviewedPostprint (author's final draft
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