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Towards Human-Realistic Animation by Observing Real Human Dynamics

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Title: Towards Human-Realistic Animation by Observing Real Human Dynamics


1
Towards Human-Realistic Animation by Observing
Real Human Dynamics
  • Darren Cosker
  • Department of Computer Science,
  • University of Bath

2
Motivation
3
Overview
  • Analysis and Re-Synthesis of Facial Dynamics
  • Dynamics gt CG Puppet
  • Dynamics gt us
  • Dynamics gt Computer Vision
  • Intuitive/Automatic methods for animation
  • Voice Driven Animation/Analysis
  • Reactive Avatars

4
Analysing/Resynthesising Dynamics
Parameter Magnitude
Time
5
Analysing/Resynthesising Dynamics
  • Study effect of manipulating temporal
    characteristics of emotions, e.g. smiles

Emotion 2007
6
Analysing/ResynthesisingDynamics
7
Analysing/ResynthesisingDynamics
8
Analysing/ResynthesisingDynamics
  • What did we learn?
  • Genuine Dynamics More likeable/Trustworthy/Emp
    loyable
  • Fake Dynamics Less Likeable/Trustworthy/Employ
    able
  • Relationship between Attractiveness and Facial
    Dynamics
  • To Do! - Mock Video Game Scenario

9
Analysing Multiple Actions
  • Define facial regions local
  • to sub-facial actions
  • Construct new training
  • set of artificial images

10
Analysing Multiple Actions
  1. Create a corresponding artificial training set of
    shape vectors

11
Performance Analysis
12
Image Based Transfer
13
Performance Analysis
14
3D Model Transfer
  • Animation of a 3D facial model

15
3D Model Transfer
Dynamic knowledge easily applied to existing
pipelines
16
3D Facial Modelling
  • 4D Camera
  • Continuous 3D Scanning (Cardiff/Surrey)

17
3D Facial Modelling
(Link to 3D Example Expression)
18
3D Facial Modelling
19
Voice Driven Animation
Visual Speech Synthesis
Non-Verbal Action Synthesis
20
Perceptual Evaluation
  • Motivation How best to evaluate facial
    animation?
  • Perceptual test based on McGurk effect

ACM TAP 2005
21
Perceptual Evaluation
  • Record participant responses
  • Compare real and synthetic
  • Subtle - participants blind to real motivation
  • Isolate strengths and weaknesses

22
Reactive Full Body Avatar Animation
  • Motivation
  • Animate based on an input performance
  • Key avatar drives other avatar behaviour

23
Conclusions and Future Directions
  • Humans are very sensitive to different dynamics
  • Different interpretation depending on timing
  • Human realism will depend on understanding
    dynamic behaviours
  • Realism will also depend on the accurate
    modelling and resynthesis of dynamics - e.g.
    McGurk effect
  • Technology now allows study of 3D dynamics - our
    work has only just started!

24
  • Thanks for listening!
  • Acknowledgements
  • Eva Krumhuber, Antony Manstead, Lanthao Benedikt,
    David Marshall, Paul Rosin, Alistair Calvert,
    Cathy Holt, Daniel Mason, Gemma Whatling, Simon
    Rushton, Susan Paddock
  • RAEng, EPSRC.
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