FaceZip: Automatic Texture Compression for Facial Blendshapes

FaceZip: Automatic Texture Compression for Facial Blendshapes
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发表时间:
2023
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通讯作者:
Cai Yiyi;Shin-ichi Kinuwaki;Unaffiliated;Nobuyuki Umetani
Cai Yiyi;Shin-ichi Kinuwaki;Unaffiliated;Nobuyuki Umetani
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其他
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作者:
Cai Yiyi;Shin-ichi Kinuwaki;Unaffiliated;Nobuyuki Umetani

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最近,许多电影和互动娱乐制作公司都采用了先进的捕捉系统,以获得忠实的面部几何形状和相应的纹理。然而,这是很难动画这些模型在一个可控的方式为实时应用程序。虽然Blendshape通常用于参数化面部几何形状,但动态更改几何形状的纹理具有挑战性。因为纹理数据明显大于网格的顶点坐标,所以存储所有Blendshape网格的纹理是不切实际的。我们提出了一种方法来压缩纹理数据的方式兼容blendshape的实时应用程序,如视频游戏。我们的方法利用面部纹理差异的局部性,通过混合空间上不同权重的几个纹理。与基线主成分分析相比,我们的方法实现了对原始纹理的更准确的重建。
Recently, numerous cinematic and interactive entertainment production companies have adopted advanced capture systems to acquire faithful facial geometries and corresponding textures. However, it is difficult to animate these models in a controllable manner for real-time applications. Although blendshape is typically used for parameterizing facial geometries, dynamically changing the texture of the geometry is challenging. Because texture data are significantly larger than the vertex coordinates of the meshes, storing the texture of all the blendshape meshes is impractical. We present a method to compress texture data in a manner compatible with blendshape for real-time applications such as video games. Our method takes advantage of the locality of facial texture differences by blending a few textures with spatially different weights. Our method achieved a more accurate reconstruction of the original textures compared with the baseline principal component analysis.