666 research outputs found
Coarticulation and speech synchronization in MPEG-4 based facial animation
In this paper, we present a novel coarticulation and speech synchronization framework compliant with MPEG-4 facial animation. The system we have developed uses MPEG-4 facial animation standard and other development to enable the creation, editing and playback of high resolution 3D models; MPEG-4 animation streams; and is compatible with well-known related systems such as Greta and Xface. It supports text-to-speech for dynamic speech synchronization. The framework enables real-time model simplification using quadric-based surfaces. Our coarticulation approach provides realistic and high performance lip-sync animation, based on Cohen-Massaro’s model of coarticulation adapted to MPEG-4 facial animation (FA) specification. The preliminary experiments show that the coarticulation technique we have developed gives overall good and promising results when compared to related techniques
Lip syncing method for realistic expressive 3D face model
Lip synchronization of 3D face model is now being used in a multitude of important fields. It brings a more human, social and dramatic reality to computer games, films and interactive multimedia, and is growing in use and importance. High level of realism can be used in demanding applications such as computer games and cinema. Authoring lip syncing with complex and subtle expressions is still difficult and fraught with problems in terms of realism. This research proposed a lip syncing method of realistic expressive 3D face model. Animated lips requires a 3D face model capable of representing the myriad shapes the human face experiences during speech and a method to produce the correct lip shape at the correct time. The paper presented a 3D face model designed to support lip syncing that align with input audio file. It deforms using Raised Cosine Deformation (RCD) function that is grafted onto the input facial geometry. The face model was based on MPEG-4 Facial Animation (FA) Standard. This paper proposed a method to animate the 3D face model over time to create animated lip syncing using a canonical set of visemes for all pairwise combinations of a reduced phoneme set called ProPhone. The proposed research integrated emotions by the consideration of Ekman model and Plutchik’s wheel with emotive eye movements by implementing Emotional Eye Movements Markup Language (EEMML) to produce realistic 3D face model. © 2017 Springer Science+Business Media New Yor
Interactive speech-driven facial animation
One of the fastest developing areas in the entertainment industry is digital animation. Television programmes and movies frequently use 3D animations to enhance or replace actors and scenery. With the increase in computing power, research is also being done to apply these animations in an interactive manner. Two of the biggest obstacles to the success of these undertakings are control (manipulating the models) and realism. This text describes many of the ways to improve control and realism aspects, in such a way that interactive animation becomes possible. Specifically, lip-synchronisation (driven by human speech), and various modeling and rendering techniques are discussed. A prototype that shows that interactive animation is feasible, is also described.Mr. A. Hardy Prof. S. von Solm
Creative tools for producing realistic 3D facial expressions and animation
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
Facial Modelling and animation trends in the new millennium : a survey
M.Sc (Computer Science)Facial modelling and animation is considered one of the most challenging areas in the animation
world. Since Parke and Waters’s (1996) comprehensive book, no major work encompassing the entire
field of facial animation has been published. This thesis covers Parke and Waters’s work, while also
providing a survey of the developments in the field since 1996. The thesis describes, analyses, and
compares (where applicable) the existing techniques and practices used to produce the facial
animation. Where applicable, the related techniques are grouped in the same chapter and described in
a chronological fashion, outlining their differences, as well as their advantages and disadvantages.
The thesis is concluded by exploratory work towards a talking head for Northern Sotho. Facial
animation and lip synchronisation of a fragment of Northern Sotho is done by using software tools
primarily designed for English.Computin
Expressive Modulation of Neutral Visual Speech
The need for animated graphical models of the human face is commonplace in
the movies, video games and television industries, appearing in everything from
low budget advertisements and free mobile apps, to Hollywood blockbusters
costing hundreds of millions of dollars. Generative statistical models of
animation attempt to address some of the drawbacks of industry standard
practices such as labour intensity and creative inflexibility.
This work describes one such method for transforming speech animation curves
between different expressive styles. Beginning with the assumption that
expressive speech animation is a mix of two components, a high-frequency
speech component (the content) and a much lower-frequency expressive
component (the style), we use Independent Component Analysis (ICA) to
identify and manipulate these components independently of one another. Next
we learn how the energy for different speaking styles is distributed in terms of
the low-dimensional independent components model. Transforming the
speaking style involves projecting new animation curves into the lowdimensional
ICA space, redistributing the energy in the independent
components, and finally reconstructing the animation curves by inverting the
projection.
We show that a single ICA model can be used for separating multiple expressive
styles into their component parts. Subjective evaluations show that viewers can
reliably identify the expressive style generated using our approach, and that they
have difficulty in identifying transformed animated expressive speech from the
equivalent ground-truth
Lip syncing method for realistic expressive three-dimensional face model
Lip synchronization of 3D face model is now being used in a multitude of important fields. It brings a more human and dramatic reality to computer games, films and interactive multimedia, and is growing in use and importance. High level realism can be used in demanding applications such as computer games and cinema. Authoring lip syncing with complex and subtle expressions is still difficult and fraught with problems in terms of realism. Thus, this study proposes a lip syncing method of realistic expressive 3D face model. Animated lips require a 3D face model capable of representing the movement of face muscles during speech and a method to produce the correct lip shape at the correct time. The 3D face model is designed based on MPEG-4 facial animation standard to support lip syncing that is aligned with input audio file. It deforms using Raised Cosine Deformation function that is grafted onto the input facial geometry. This study also proposes a method to animate the 3D face model over time to create animated lip syncing using a canonical set of visemes for all pairwise combinations of a reduced phoneme set called ProPhone. Finally, this study integrates emotions by considering both Ekman model and Plutchik’s wheel with emotive eye movements by implementing Emotional Eye Movements Markup Language to produce realistic 3D face model. The experimental results show that the proposed model can generate visually satisfactory animations with Mean Square Error of 0.0020 for neutral, 0.0024 for happy expression, 0.0020 for angry expression, 0.0030 for fear expression, 0.0026 for surprise expression, 0.0010 for disgust expression, and 0.0030 for sad expression
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