Performance-driven muscle-based facial animation

Performance-driven muscle-based facial animation
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DOI:
10.1002/vis.246
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发表时间:
2001-05-01
期刊:
JOURNAL OF VISUALIZATION AND COMPUTER ANIMATION
影响因子:
--
通讯作者:
Ko, HS
Ko, HS
中科院分区:
其他
文献类型:
--
作者:
Choe, B;Lee, H;Ko, HS

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我们描述了一个系统来合成面部表情编辑捕获的表演。为此,我们使用表情肌肉的驱动来控制面部表情。我们注意到,已经开发了许多用于编辑全身运动的算法。虽然轮胎关节角度直接影响的整体结构,肌肉驱动必须经过一个复杂的机制,以产生面部表情。因此,芸香致力于本文的一个重要部分,以建立肌肉驱动和面部表面变形之间的关系。我们使用有限元方法来模拟表情肌肉所引起的变形,对技能表面进行建模。然后,脚趾实现的逆关系,肌肉驱动参数估计,找到肌肉驱动值从表演者的脸上的标记的轨迹。一旦建立了正向和反向关系,重新定位或编辑性能就变得很容易了。我们将原始性能数据应用于具有等效肌肉结构的不同面部模型,以产生相似的表情。我们还通过变形肌肉驱动的原始数据曲线来满足动画师施加的关键帧约束,从而产生新的表达式。版权所有(C)2001约翰威利父子有限公司
We describe a system to synthesize facial expressions by editing captured performances. For this purpose, we use the actuation of expression muscles to control facial expressions. We note that there have been numerous algorithms already developed for editing gross body motion. While tire joint angle has direct effect on the configuration of the gross body, the muscle actuation has to go through a complicated mechanism to produce facial expressions. Therefore, rue devote a significant part of this paper to establishing the relationship between muscle actuation and facial surface deformation. We model the skill surface using the finite element method to simulate the deformation caused by expression muscles. Then toe implement the inverse relationship, Muscle actuation parameter estimation, to find the muscle actuation values from the trajectories of the markers on the performer's face. Once the forward and inverse relationships are established, retargeting or editing a performance becomes an easy job. We apply the original performance data to different facial models with equivalent muscle structures, to produce similar expressions. We also produce novel expressions by deforming the original data curves of muscle actuation to satisfy the key-frame constraints imposed by animators. Copyright (C) 2001 John Wiley & Sons, Ltd.