250 research outputs found
What a Feeling: Learning Facial Expressions and Emotions.
People with Autism Spectrum Disorders (ASD) find it difficult to understand facial expressions. We present a new approach that targets one of the core symptomatic deficits in ASD: the ability to recognize the feeling states of others. What a Feeling is a videogame that aims to improve the ability of socially and emotionally impaired individuals to recognize and respond to emotions conveyed by the face in a playful way. It enables people from all ages to interact with 3D avatars and learn facial expressions through a set of exercises. The game engine is based on real-time facial synthesis. This paper describes the core mechanics of our learning methodology and discusses future evaluation directions
Lessons from digital puppetry - Updating a design framework for a perceptual user interface
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
Video-driven Neural Physically-based Facial Asset for Production
Production-level workflows for producing convincing 3D dynamic human faces
have long relied on an assortment of labor-intensive tools for geometry and
texture generation, motion capture and rigging, and expression synthesis.
Recent neural approaches automate individual components but the corresponding
latent representations cannot provide artists with explicit controls as in
conventional tools. In this paper, we present a new learning-based,
video-driven approach for generating dynamic facial geometries with
high-quality physically-based assets. For data collection, we construct a
hybrid multiview-photometric capture stage, coupling with ultra-fast video
cameras to obtain raw 3D facial assets. We then set out to model the facial
expression, geometry and physically-based textures using separate VAEs where we
impose a global MLP based expression mapping across the latent spaces of
respective networks, to preserve characteristics across respective attributes.
We also model the delta information as wrinkle maps for the physically-based
textures, achieving high-quality 4K dynamic textures. We demonstrate our
approach in high-fidelity performer-specific facial capture and cross-identity
facial motion retargeting. In addition, our multi-VAE-based neural asset, along
with the fast adaptation schemes, can also be deployed to handle in-the-wild
videos. Besides, we motivate the utility of our explicit facial disentangling
strategy by providing various promising physically-based editing results with
high realism. Comprehensive experiments show that our technique provides higher
accuracy and visual fidelity than previous video-driven facial reconstruction
and animation methods.Comment: For project page, see https://sites.google.com/view/npfa/ Notice: You
may not copy, reproduce, distribute, publish, display, perform, modify,
create derivative works, transmit, or in any way exploit any such content,
nor may you distribute any part of this content over any network, including a
local area network, sell or offer it for sale, or use such content to
construct any kind of databas
A multi-resolution approach for adapting close character interaction
Synthesizing close interactions such as dancing and fighting between characters is a challenging problem in computer animation. While encouraging results are presented in [Ho et al. 2010], the high computation cost makes the method unsuitable for interactive motion editing and synthesis. In this paper, we propose an efficient multiresolution approach in the temporal domain for editing and adapting close character interactions based on the Interaction Mesh framework. In particular, we divide the original large spacetime optimization problem into multiple smaller problems such that the user can observe the adapted motion while playing-back the movements during run-time. Our approach is highly parallelizable, and achieves high performance by making use of multi-core architectures. The method can be applied to a wide range of applications including motion editing systems for animators and motion retargeting systems for humanoid robots
Example based retargeting human motion to arbitrary mesh models
Ankara : The Department of Computer Engineering and the Graduate School of Engineering and Science of Bilkent University, 2013.Thesis (Master's) -- Bilkent University, 2013.Includes bibliographical references leaves 51-55.Animation of mesh models can be accomplished in many ways, including character
animation with skinned skeletons, deformable models, or physic-based simulation.
Generating animations with all of these techniques is time consuming
and laborious for novice users; however adapting already available wide-range
human motion capture data might simplify the process signi cantly. This thesis
presents a method for retargeting human motion to arbitrary 3D mesh models
with as little user interaction as possible. Traditional motion retargeting systems
try to preserve original motion as is, while satisfying several motion constraints.
In our approach, we use a few pose-to-pose examples provided by the user to
extract desired semantics behind retargeting process by not limiting the transfer
to be only literal. Hence, mesh models, which have di erent structures and/or
motion semantics from humanoid skeleton, become possible targets. Also considering
mesh models which are widely available and without any additional structure
(e.g. skeleton), our method does not require such a structure by providing
a build-in surface-based deformation system. Since deformation for animation
purpose can require more than rigid behaviour, we augment existing rigid deformation
approaches to provide volume preserving and cartoon-like deformation.
For demonstrating results of our approach, we retarget several motion capture
data to three well-known models, and also investigate how automatic retargeting
methods developed considering humanoid models work on our models.Yaz, İlker OM.S
A framework for automatic and perceptually valid facial expression generation
Facial expressions are facial movements reflecting the internal emotional states of a character or in response to social communications. Realistic facial animation should consider at least two factors: believable visual effect and valid facial movements. However, most research tends to separate these two issues. In this paper, we present a framework for generating 3D facial expressions considering both the visual the dynamics effect. A facial expression mapping approach based on local geometry encoding is proposed, which encodes deformation in the 1-ring vector. This method is capable of mapping subtle facial movements without considering those shape and topological constraints. Facial expression mapping is achieved through three steps: correspondence establishment, deviation transfer and movement mapping. Deviation is transferred to the conformal face space through minimizing the error function. This function is formed by the source neutral and the deformed face model related by those transformation matrices in 1-ring neighborhood. The transformation matrix in 1-ring neighborhood is independent of the face shape and the mesh topology. After the facial expression mapping, dynamic parameters are then integrated with facial expressions for generating valid facial expressions. The dynamic parameters were generated based on psychophysical methods. The efficiency and effectiveness of the proposed methods have been tested using various face models with different shapes and topological representations
A tutorial on motion capture driven character animation
Motion capture (MoCap) is an increasingly important technique to create realistic human motion for animation. However MoCap data are noisy, the resulting animation is often inaccurate and unrealistic without elaborate manual processing of the data. In this paper, we will discuss practical issues for MoCap driven character animation, particularly when using commercial toolkits. We highlight open topics in this field for future research. MoCap animations created in this project will be demonstrated at the conference
- …