Facial Animation - PowerPoint PPT Presentation

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Facial Animation

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Teleconferencing & Video Compression. Simulated Movement. Facial Surgery Planning ... Network of springs. p = F/k. Mesh expression examples. Muscle types modeled ... – PowerPoint PPT presentation

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Title: Facial Animation


1
Facial Animation
  • Wilson Chang
  • Paul Salmon
  • April 9, 1999
  • Computer Animation
  • University of Wisconsin-Madison

2
Papers Used
  • Bregler C.,Covell M.,Slaney M., Video Rewrite
    Driving Visual Speech with Audio. In SIGGRAPH 97
    Conference Proceedings. ACM SIGGRAPH, August 1997
  • Guenter B.,Grimm C.,Wood D., Malvar H., Pighin F,
    Making Faces. In SIGGRAPH 98 Conference
    Proceedings. ACM SIGGRAPH, July 1998
  • Pighin F, Hecker J., Lischinski D., Szeliski R.,
    Salesin D., Synthesizing Realistic Facial
    Expressions from Photographs. In SIGGRAPH 1998.
  • Waters K., A Muscle Model for Animating
    Three-Dimensional Facial Expression. In SIGGRAPH
    1987.

3
Motivation
  • Creation of Virtual Characters
  • Teleconferencing Video Compression
  • Simulated Movement
  • Facial Surgery Planning

4
Three general catagories
  • 2-D Facial Model
  • 3-D Facial Model
  • Muscular Model

5
Why facial animation is hard.
  • Humans are very good at reading expressions.
  • Any slight deviation from a correct expression
    will be immediately noticed.
  • Deep-rooted instinct.

6
2-D Facial Animation
  • Video Rewrite - modify and sync an actors lip
    motion to a new soundtrack.
  • Keyframe approach.
  • Uses vision techniques to track mouth movement.

7
Video Rewrite registration
  • Hand annotation of 26 images with 54 eigenpoints
    each.
  • Morph pairs to 351 images.
  • Learn eigenpoint model.
  • Warp images to standard reference plane.
  • Eigenpoint analysis.

8
Audio Analysis
  • Video Rewrite uses TIMIT speech database.
  • Triphones - emphasize middle.
  • teapot /SIL-T-IY/, /T-IY-P/, /IY-P-AA/,
    /P-AA-T/, /AA-T-SIL/

9
Video Synthesis
  • Triphone Footage selection
  • error ?Dp (1- ?)Ds
  • Dp poneme-context distance.
  • Ds distance between lip shapes.
  • Overall Lip Width Height
  • Inner Lip Height
  • Height of Visible Teeth

10
Finish Synthesis
  • Compress and Stretch video.
  • Align and blend mouth to face.

11
Results
  • Good Sync and natural articulation.
  • Missing Triphones result in unnatural speech

12
Making Faces
  • Motion capture.
  • 3D mesh via Cyberware scanner.
  • Deformed by
  • Position of 128 Dots
  • Manual identification - 1st frame
  • Tracked by vision techniques
  • Texture Extraction
  • Dot removal.
  • Cylindrical map.

13
Synthesizing Realistic Facial Expressions from
Photographs
  • 3D facial models derived from photographs.
  • Smooth transitioning between model expressions.
  • Adaptation from one model to another.

14
Model Fitting
  • Generic 3D mesh model.
  • Pose Recovery - using multiple subject views
  • Identify feature points.
  • Deduce camera pose.
  • Iteratively refine the generic face model.

15
Model Fitting
  • Scattered Data Interpolation
  • Interpolate mesh between feature points.
  • Uses radial basis functions.
  • Correspondence based shape refinement
  • Use less accurate correspondences.
  • Polylines for eyebrows, eyelids, lips, etc.
  • Not used in pose processing due to error.

16
Texture Extraction
  • View independent vs View dependent.
  • Weight maps- bias selection of original
    photograph
  • Self-occlusion.
  • Smoothness.
  • Positional certainty.
  • View similarity.

17
View Dependent Texture Extraction
  • Select best photographs.
  • Draw model for each photograph.
  • Blend rendered image.
  • Pros
  • adds detail.
  • Cons
  • sensitive to original photo.
  • More memory, slower.

18
View Independent Texture Extraction
  • Blend photographs to form single texture.
  • Map onto virtual cylinder.
  • Blurry

Dependent
Independent
19
Special Case Textures
  • Fine Detail - hair.
  • Occlusion - eyes, teeth.
  • Intricate Projection - ears.
  • Shadowing - eyes, teeth
  • Solutions
  • Use photo with highest visibility.
  • Simulate shadowing

20
Expression Morphing
  • Simplified by common mesh.
  • Linearly interpolated vertices.
  • Blend result of rendering with each texture.
  • Synthesize new expressions via
  • Global blend.
  • Regional blend.
  • Painterly interface.

21
Results
  • Morphed expressions with different human
    subjects

22
Muscular Modeling
  • Easy generalized across models.
  • 22 muscle groups
  • Facial Action Coding System (Ekman, Wallace) -
    Action Unit parameterization

23
Anatomy
24
Skin as Mesh
  • Nodal mobility
  • Tensile Strength of skin
  • Proximity to muscle attachment
  • Depth of tissue proximity to bone
  • Elasticity interaction with other muscles
  • Network of springs
  • p F/k

25
Mesh expression examples
26
Muscle types modeled
  • Linear/parallel muscles
  • Sphincter muscles

27
Linear/parallel muscles
28
Sphincter muscles
29
Animating
  • Not in paper
  • Build a library
  • Abstract language
  • Keyframe

30
Our conclusions
  • Good results between models.
  • Relatively inexpensive equipment.
  • Notable manual processing.
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