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43
Spacetime faces: High resolution capture for modeling and animation
- IN ACM TRANSACTIONS ON GRAPHICS (PROC. OF ACM SIGGRAPH)
, 2004
"... We present an end-to-end system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stere ..."
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Cited by 95 (7 self)
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We present an end-to-end system that goes from video sequences to high resolution, editable, dynamically controllable face models. The capture system employs synchronized video cameras and structured light projectors to record videos of a moving face from multiple viewpoints. A novel spacetime stereo algorithm is introduced to compute depth maps accurately and overcome over-fitting deficiencies in prior work. A new template fitting and tracking procedure fills in missing data and yields point correspondence across the entire sequence without using markers. We demonstrate a datadriven, interactive method for inverse kinematics that draws on the large set of fitted templates and allows for posing new expressions by dragging surface points directly. Finally, we describe new tools that model the dynamics in the input sequence to enable new animations, created via key-framing or texture-synthesis techniques.
Face Transfer with Multilinear Models
- TO APPEAR IN SIGGRAPH 2005
, 2005
"... Face Transfer is a method for mapping videorecorded performances of one individual to facial animations of another. It extracts visemes (speech-related mouth articulations), expressions, and three-dimensional (3D) pose from monocular video or film footage. These parameters are then used to generate ..."
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Cited by 64 (1 self)
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Face Transfer is a method for mapping videorecorded performances of one individual to facial animations of another. It extracts visemes (speech-related mouth articulations), expressions, and three-dimensional (3D) pose from monocular video or film footage. These parameters are then used to generate and drive a detailed 3D textured face mesh for a target identity, which can be seamlessly rendered back into target footage. The underlying face model automatically adjusts for how the target performs facial expressions and visemes. The performance data can be easily edited to change the visemes, expressions, pose, or even the identity of the target—the attributes are separably controllable. This supports
Automatic determination of facial muscle activations from sparse motion capture marker data
- ACM TRANS. GRAPH. (SIGGRAPH PROC
, 2005
"... We built an anatomically accurate model of facial musculature, passive tissue and underlying skeletal structure using volumetric data acquired from a living male subject. The tissues are endowed with a highly nonlinear constitutive model including controllable anisotropic muscle activations based on ..."
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Cited by 46 (6 self)
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We built an anatomically accurate model of facial musculature, passive tissue and underlying skeletal structure using volumetric data acquired from a living male subject. The tissues are endowed with a highly nonlinear constitutive model including controllable anisotropic muscle activations based on fiber directions. Detailed models of this sort can be difficult to animate requiring complex coordinated stimulation of the underlying musculature. We propose a solution to this problem automatically determining muscle activations that track a sparse set of surface landmarks, e.g. acquired from motion capture marker data. Since the resulting animation is obtained via a three dimensional nonlinear finite element method, we obtain visually plausible and anatomically correct deformations with spatial and temporal coherence that provides robustness against outliers in the motion capture data. Moreover, the obtained muscle activations can be used in a robust simulation framework including contact and collision of the face with external objects.
High resolution acquisition, learning and transfer of dynamic 3-D facial expressions
- In Computer Graphics Forum
, 2004
"... Synthesis and re-targeting of facial expressions is central to facial animation and often involves significant manual work in order to achieve realistic expressions, due to the difficulty of capturing high quality dynamic expression data. In this paper we address fundamental issues regarding the use ..."
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Cited by 26 (5 self)
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Synthesis and re-targeting of facial expressions is central to facial animation and often involves significant manual work in order to achieve realistic expressions, due to the difficulty of capturing high quality dynamic expression data. In this paper we address fundamental issues regarding the use of high quality dense 3-D data samples undergoing motions at video speeds, e.g. human facial expressions. In order to utilize such data for motion analysis and re-targeting, correspondences must be established between data in different frames of the same faces as well as between different faces. We present a data driven approach that consists of four parts: 1) High speed, high accuracy capture of moving faces without the use of markers, 2) Very precise tracking of facial motion using a multi-resolution deformable mesh, 3) A unified low dimensional mapping of dynamic facial motion that can separate expression style, and 4) Synthesis of novel expressions as a combination of expression styles. The accuracy and resolution of our method allows us to capture and track subtle expression details. The low dimensional representation of motion data in a unified embedding for all the subjects in the database allows for learning the most discriminating characteristics of each individual’s expressions as that person’s “expression style”. Thus new expressions can be synthesized, either as dynamic morphing between individuals, or as expression transfer from a
Mesh Parameterization: Theory and Practice
- SIGGRAPH ASIA 2008 COURSE NOTES
, 2008
"... Mesh parameterization is a powerful geometry processing tool with numerous computer graphics applications, from texture mapping to animation transfer. This course outlines its mathematical foundations, describes recent methods for parameterizing meshes over various domains, discusses emerging tools ..."
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Cited by 20 (1 self)
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Mesh parameterization is a powerful geometry processing tool with numerous computer graphics applications, from texture mapping to animation transfer. This course outlines its mathematical foundations, describes recent methods for parameterizing meshes over various domains, discusses emerging tools like global parameterization and inter-surface mapping, and demonstrates a variety of parameterization applications.
Exchanging Faces in Images
- Computer Graphics Forum
"... Pasting somebody’s face into an existing image with traditional photo retouching and digital image processing tools has only been possible if both images show the face from the same viewpoint and with the same illumination. However, this is rarely the case for given pairs of images. We present a sys ..."
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Cited by 15 (5 self)
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Pasting somebody’s face into an existing image with traditional photo retouching and digital image processing tools has only been possible if both images show the face from the same viewpoint and with the same illumination. However, this is rarely the case for given pairs of images. We present a system that exchanges faces across large differences in viewpoint and illumination. It is based on an algorithm that estimates 3D shape and texture along with all relevant scene parameters, such as pose and lighting, from single images. Manual interaction is reduced to clicking on a set of about 7 feature points, and marking the hairline in the target image. The system can be used for image processing, virtual try-on of hairstyles, and face recognition. By separating face identity from imaging conditions, our approach provides an abstract representation of images and a novel, high-level tool for image manipulation. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Animation 1.
Identifying individuals in video by combining generative and discriminative head models
, 2005
"... The objective of this work is automatic detection and identification of individuals in unconstrained consumer video, given a minimal number of labelled faces as training data. Whilst much work has been done on (mainly frontal) face detection and recognition, current methods are not sufficiently robu ..."
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Cited by 14 (3 self)
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The objective of this work is automatic detection and identification of individuals in unconstrained consumer video, given a minimal number of labelled faces as training data. Whilst much work has been done on (mainly frontal) face detection and recognition, current methods are not sufficiently robust to deal with the wide variations in pose and appearance found in such video. These include variations in scale, illumination, expression, partial occlusion, motion blur, etc. We describe two areas of innovation: the first is to capture the 3-D appearance of the entire head, rather than just the face region, so that visual features such as the hairline can be exploited. The second is to combine discriminative and ‘generative ’ approaches for detection and recognition. Images rendered using the head model are used to train a discriminative tree-structured classifier giving efficient detection and pose estimates over a very wide pose range with three degrees of freedom. Subsequent verification of the identity is obtained using the head model in a ‘generative’ framework. We demonstrate excellent performance in detecting and identifying three characters and their poses in a TV situation comedy. 1.
Simulating speech with a physics-based facial muscle model
- In Proc. of Symposium on Computer Animation (SCA
, 2006
"... We present a physically based system for creating animations of novel words and phrases from text and audio input based on the analysis of motion captured speech examples. Leading image based techniques exhibit photo-real quality, yet lack versatility especially with regard to interactions with the ..."
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Cited by 14 (2 self)
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We present a physically based system for creating animations of novel words and phrases from text and audio input based on the analysis of motion captured speech examples. Leading image based techniques exhibit photo-real quality, yet lack versatility especially with regard to interactions with the environment. Data driven approaches that use motion capture to deform a three dimensional surface often lack any anatomical or physically based structure, limiting their accuracy and realism. In contrast, muscle driven physics-based facial animation systems can trivially integrate external interacting objects and have the potential to produce very realistic animations as long as the underlying model and simulation framework are faithful to the anatomy of the face and the physics of facial tissue deformation. We start with a high resolution, anatomically accurate flesh and muscle model built for a specific subject. Then we translate a motion captured training set of speech examples into muscle activation signals, and subsequently segment those into intervals corresponding to individual phonemes. Finally, these samples are used to synthesize novel words and phrases. The versatility of our approach is illustrated by combining this novel speech content with various facial expressions, as well as interactions with external objects.
efase: Expressive facial animation synthesis and editing with phoneme-level controls
- In Proc. of ACM SIGGGRAPH/Eurographics Symposium on Computer Animation
, 2006
"... This paper presents a novel data-driven animation system for expressive facial animation synthesis and editing. Given novel phoneme-aligned speech input and its emotion modifiers (specifications), this system automatically generates expressive facial animation by concatenating captured motion data w ..."
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Cited by 14 (8 self)
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This paper presents a novel data-driven animation system for expressive facial animation synthesis and editing. Given novel phoneme-aligned speech input and its emotion modifiers (specifications), this system automatically generates expressive facial animation by concatenating captured motion data while animators establish constraints and goals. A constrained dynamic programming algorithm is used to search for best-matched captured motion nodes by minimizing a cost function. Users optionally specify “hard constraints " (motion-node constraints for expressing phoneme utterances) and “soft constraints " (emotion modifiers) to guide the search process. Users can also edit the processed facial motion node database by inserting and deleting motion nodes via a novel phoneme-Isomap interface. Novel facial animation synthesis experiments and objective trajectory comparisons between synthesized facial motion and captured motion demonstrate that this system is effective for producing realistic expressive facial animations. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional
Multi-Scale Capture of Facial Geometry and Motion
"... We present a novel multi-scale representation and acquisition method for the animation of high-resolution facial geometry and wrinkles. We first acquire a static scan of the face including reflectance data at the highest possible quality. We then augment a traditional marker-based facial motion-capt ..."
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Cited by 14 (1 self)
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We present a novel multi-scale representation and acquisition method for the animation of high-resolution facial geometry and wrinkles. We first acquire a static scan of the face including reflectance data at the highest possible quality. We then augment a traditional marker-based facial motion-capture system by two synchronized video cameras to track expression wrinkles. The resulting model consists of high-resolution geometry, motion-capture data, and expression wrinkles in 2D parametric form. This combination represents the facial shape and its salient features at multiple scales. During motion synthesis the motion-capture data deforms the high-resolution geometry using a linear shell-based mesh-deformation method. The wrinkle geometry is added to the facial base mesh using nonlinear energy optimization. We present the results of our approach for performance replay as well as for wrinkle editing.

