3D Face Modeling and Animation

Download Report

Transcript 3D Face Modeling and Animation

3D Face
Modeling and
Animation
CMSC 3D Character Design &
Animation
Contents
•Motivation
•3D facial geometry modeling
•3D facial deformation modeling
•3D facial animation
•The iFace system
•Speech-driven talking heads
•Text-driven talking heads
•A glimpse at MP5
Motivation
Avatar-based HumanComputer Interaction
Animation
Teleconference
Recognition: Face
recognition, soft
biometrics

Facial Modeling
• Preparing the facial geometry and all the
necessary expressions can be a lot of work
• There are several categories of facial modeling
techniques
•
•
•
•
•
Traditional modeling (in an interactive 3D modeler)
Photograph & digitize (in 2D with a mouse)
Sculpt & digitize (with a 3D digitizer)
Scanning (laser)
Vision (2D image or video)
3D Facial Geometry
Modeling
Polygonal mesh
– Vertices
– Triangles,
quadrangles, etc.
– Normals
– Texture
Each mesh vertex is a
sample point of the human
facial surface
 How do we acquire the
positions of these sample
points?
3D Facial Geometry
Modeling
Sculpt & Digitize
3D Facial Geometry
Acquisition
Artist’s designs
3D scanners (active)
3D reconstruction from
2D image(s) (passive)
Laser Scans
Laser Scans
Active Acquisition
Time of flight
– Examples: DepthSense , PMD
Structured light
– Example: Kinect
Passive Stereo
Photogrammetry
Photo courtesy: Dimensional imaging
Photograph & Digitize
Beeler - Siggraph 2010
http://www.youtube.com/watch?v=JX5stsU6xfE
3D Face Reconstruction
Framework
Neutral Frontal Face
P( s3 D , t x , t y , f , ,  ,  | S 2 D )
Texture
2D Alignment
MPG4 FAT
Pose
Models
Classifier
??
New Face
Illumination
Expression
3D Facial Deformation
Modeling
Free-form deformation models
Muscle-based deformation models
Free-form Deformation
Model
The coordinates of the mesh vertices can be deformed in a
free-form manner by changing the positions of some control
points
Control points can either belong to the mesh vertices or not
Example: Piecewise Bezier Volume Deformation Model
(Tao and Huang, 1998)
Muscle-based Deformation
Model
Muscles of the face
Muscle-based
Deformation Model
Build simplified
mathematical model
that simulates muscle
actions on the facial
skin
Linear Muscle Models
Muscle Based Animation
Uses a mass-and-spring
model to simulate
facial muscles.
Muscles are of two
types: linear muscles
that pull and elliptic
muscles that squeeze.
Muscle parameters:
muscle vector and
zone of muscle effect.
Modeling the Primary
Facial Expressions


Basic facial expressions that are
considered to be generic to the human
face:
Happiness, Anger, Fear, Surprise, Disgust
and Sadness.
Synthesized Facial Expressions
Waters SIGGRAPH ‘87
Neutral
face
Anger
Happiness
Surprise
Fear
Disgust
Facial Action Coding
System (FACS)
The system was developed by Ekman and
Friesen, in 1978
FACS describes facial deformations in terms of
“Action Units” (AUs)
Some of the AUs correspond directly to actions
of facial muscles; others involve things like the
movement of the tongue or air filling the cheeks
AUs may be combined to describe any facial
expressions
FACS
FACS
•
Examples:
1. Inner Brow Raiser
2. Outer Brow Raiser
14. Dimpler
17. Chin Raiser
19. Tongue Out
20. Lip Stretcher
29. Jaw Thrust
30. Jaw Sideways
31. Jaw Clencher
(Frontalis, Pars Medialis)
(Frontalis, Pars Lateralis)
(Buccinator)
(Mentalis)
(Risoris)
FACS
•
•
Expressions are built from basic action units
Happiness:
1. Inner Brow Raiser
6. Cheek Raiser
(Frontalis, Pars Medialis)
(Orbicularis Oculi, Pars Orbitalis)
12. Lip Corner Puller
(Zygomatic Major)
14. Dimpler
(Buccinator)
MPEG4 Facial Animation Parameters
(FAPs)
MPEG4 defines 68 FAPs, categorized into 10 groups
Motion Units
Learn the basic facial
deformations from
motion capture data
(Hong, Wen, and
Huang, 2001)
The Anatomical Model

The face can be
modeled by two
layers and three
surfaces





Dermal-fatty Layer
Muscle Layer
Epidermal surface
Fascia Surface
Skull Surface
The Volume Preservation
Forces



The human skin is incompressible
Volume preservation force is needed to simulate
the wrinkles
Pressing the node upwards proportionally to the
decrement of the volume
Geometry models for other
head components


Teeth, eyes, and
neck are modeled
separately
These data are
difficult to be
captured by the
scanner
Muscle-based Animation



Estimating the muscle
activation from the motion
capture data
First, a precise anatomical
model is Produced from
Visible Human Motion
Dataset
Next, the muscles are
activated so that the
simulated location of the
marker overlaps with its
real location
3D Facial Animation
Key-frame interpolation method
– Place particular facial deformations at particular time
instants (key-frames)
– Facial deformations in-between key-frames are
obtained by a certain interpolation scheme
Two basic key-frame types
– Visemes
– Expressions
Visemes



Representational unit used to classify speech
sounds in the visual domain
Was introduced based on the interpretation of
the phoneme as a basic unit of speech in the
acoustic/auditory domain
But …
Viseme  Phoneme
Visemes
Describes the particular facial and oral positions
and movements that occur alongside the voicing
of phonemes
The analogous term for the acoustic reflection of a
phoneme would be "audieme", but this is not in
use
Visemes
Phonemes and visemes do not always share a
one-to-one correspondence
Often, several phonemes share the same viseme
Visemes




Conversely, some sounds which are hard to
distinguish acoustically are clearly distinguished
by the face
For example, acoustically speaking English /l/
and /r/ could be quite similar (especially in
clusters, such as 'grass' vs. 'glass')
Yet visual information can show a clear contrast
This is demonstrated by the more frequent
mishearing of words on the telephone than in
person
Visemes
Visemes
Facial expressions
Emotional Axes
• Emotional states can
loosely be graphed on a
2-axis system
• X=Happy/Sad
• Y=Excited/Relaxes
Wrinkles
• Wrinkles are important visual indicators of facial
expressions, and have often been overlooked in
computer animation
Speech-driven talking
heads
Text-driven talking heads