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Muscular Facial Models

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Geometry-Based Muscle Modeling for Facial Animation, Proceedings Graphics ... anger, disgust, fear, happiness, sadness and surprise. Muscular Facial Models. 14 ... – PowerPoint PPT presentation

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Title: Muscular Facial Models


1
Muscular Facial Models
Adriana Davidescu 16.Mai 2002
2
  • This presentation is based on two articles
  • Kähler, K.,Haber, J. and Seidel, H.- P. (2001).
    Geometry-Based Muscle Modeling for Facial
    Animation, Proceedings Graphics Interface 2001,
    pp. 37-46
  • Terzopoulos, D. and Waters, K. (1990).
    Physically-Based Facial Modeling, Analysis and
    Animation, Journal of Visualisation and Computer
    Animation 1(2), pp.73-80.

3
Introduction 1
  • Artificial face modeling has recently been based
    on an anatomical simulation of the human face.
  • First of all, a high fidelity geometric model
    captures the facial shape of a person. It is
    achieved through a range scanner.

4
Introduction 2
  • The muscles lie underneath the skin and have a
    great influence on the shape and appearance of
    the skin.
  • The next problem of artificial facial modeling is
    to adapt the muscle geometry to the already
    created facial geometric model.

5
Types of Artificial Animated Models
  • Parametric Models
  • manipulates directly the geometry of the
  • surface of the skin.
  • The MPEG-4 standard specifies a set of 68
  • facial animation parameters (FAPs), which can
  • be adapted to any suitable head model.
  • Shortcomingsthe range of possible facial
    expressions is
  • limited.

6
Types of Muscle-Based Facial Animation
  • Physics-based models
  • represent the elastic properties of the skin
    using a mass-spring system.
  • Comparing these models with the geometrical
  • modelling,the deformation of the skin is realised
  • automatically through the facial tissue,which is
  • due primarily to the volume preservation system.

7
The Strucure of the Skin
  • The skin has a layered structure
  • epidermis
  • a superficial layer of dead cells
  • dermis
  • the mechanical properties of the skin are due
    mostly to this layer.
  • it consists of collagen (72), elastin (4) and
    gelatinous ground substance (20).
  • subcutaneous fatty tissue
  • it allows to slide freely over the muscle layer

8
Head Model Components
  • Input data
  • a generic skull
  • an arbitrary triangle mesh, obtained from a
    range scanner ( for real human faces or synthetic
  • models ).
  • The mass-spring will be implemented between the
    skull and the skin mesh.

9
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10
Head Model Components 2
  • Two (three) layers
  • skin / tissue ( a mass-spring system)
  • muscle layer attached to the skull, inserted into
    skin
  • bone structure fixed skull, rotating jaw
  • Eyes, teeth, tongue as separate components

11
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12
The Trilayer Model of Skin Tissue
  • The skin mesh consists of polygons .
  • Subcutaneous fatty tissue has the elastic
    properties of the dermis and epidermis.
  • It allows skin to slide freely.
  • Springs connect the surface nodes to bone layer
    or to an underlying muscle. They imitate the
    non-linear properties of skin, i.e. they become
    stiffer under high strain.

13
The Trilayer Model of Skin Tissue
  • The muscle layer consist of fibres which are
    working in unison.
  • 268 muscles can be activated to create facial
    expressions.
  • There are about 55,000 possible facial
    expressions.These are classified in turn in 6
    primary expressions that communicate emotions
  • anger, disgust, fear, happiness, sadness and
    surprise.

14
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15
The Mass - Spring System
skin mesh
muscle layer
skull
mirrored muscles/skull attachments
16
Basic Muscle Model
  • Muscles are built from individual fibres which
    consist in turn of piecewise linear segments.
  • To each segment is added a quadric shape
    (ellipsoid).
  • The ellipsoid form preserves the volume and the
    elasticity of the muscular fibers.

17
Types of Muscles
  • linear
  • sheet (may consist of piecewise combined linear
    muscle fibres)
  • curved
  • sphincter (the muscles of the mouth)

18
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19
Terzopoulos and Waters Head Model
  • The mass-system contains 3 layers
  • cutaneous layer
  • subcutaneous fatty tissue
  • muscle layer
  • The jaw rotation is specified through a
    menu-driven interface.

20
Terzopoulos and Waters Head Model 2
  • The authors provide for the first time a 3D model
    of human face.
  • The model of the mass-system is a deformable
    lattice constructed from point masses connected
    through springs.

21
Kaehler, Haber and Seidel Head Model
  • There are only 2 layers
  • skin tissue (epidermis and dermis)
  • muscle layer
  • They make a distinction between the fixed part of
    the skull and the rotating jaw.
  • The authors design a muscle editing tool which
    allows a very quickly generation of animated
    faces.

22
Contraction
  • it is simulated as a flow over the skull
  • achieved by moving the control points
  • contraction value c 0 (relaxed muscle)
  • c 1 (contracted muscle)

23
Bulging
  • Bulging is achieved in three phases
  • (for linear muscles)
  • scaling of the height and length of each muscle
    segment (relaxed and contracted variant)
  • defining the central segment with the maximum of
    contraction
  • multiply each linear segment si with a quadratic
    function that vanishes over the first and last
    segment and has the maximum value of 1.0 over the
    central segment.

24
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25
Muscle Shaping 1
  • Muscles are sketched by hand from another face.
    They are automatically adapted to local geometry.
  • Input Parameters
  • skin thickness
  • minimum
  • maximum

thickness of the muscle layer
26
Muscle Shaping 2
  • Editing Parameters
  • the number of muscle fibers/segments per fiber
  • geometry of each segment (width, height and
    length ).
  • position of the muscle fiber control points
    (i.e.the origin and the end).

27
Muscle Shaping 3
  • Steps of building a muscle
  • shaping the grids
  • refining the grids
  • creating the muscle
  • attaching the muscle

28
Muscle Shaping 3
  • Shaping the grids
  • every grid is sketched row by row
  • the 4 corner points are defined
  • ( for a sphincter muscle is specified the centre
    of contraction )
  • adapted to the local geometry
  • displaced in a prescribed distance below the skin.

29
Muscle Shaping 3
  • Refining the grid
  • calculating the distances from each cell to the
    skin surface.
  • adjusting the maximum and minimum bounds of cell
    thickness.

30
Muscle Shaping 4
  • Creating a muscle
  • (creating sheet of muscle fibers)
  • one muscle fiber is inserted longitudinally into
    each strip of grid cells
  • each ellipsoid is adapted to the sorrounding
    cell they are slightly enlarged over rhe cell
    boundaries.

31
lateral view
refined grid
top view
32
Muscle Shaping 5
  • Attaching the muscle
  • a).To skin
  • assign skin nodes to muscle
  • springs connect skin nodes with muscles
  • creating mirror springs
  • b).To the skull and jaw
  • attach lower muscle
  • control points to jaw

33
Conclusions
  • The physically-based models are applied on human
    heads and animal models
  • its aim one parametrization for all faces
  • by reediting it can be adapted
  • it provides a rough muscle layout
  • easy to build and use.
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