An Implicit Physical Face Model Driven by Expression and Style

An Implicit Physical Face Model Driven by Expression and Style
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DOI:
10.1145/3610548.3618156
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发表时间:
2023-12
期刊:
SIGGRAPH Asia 2023 Conference Papers
影响因子:
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通讯作者:
Lingchen Yang;G. Zoss;Prashanth Chandran;Paulo F. U. Gotardo;Markus Gross;B. Solenthaler;Eftychios Sifakis;D. Bradley
Lingchen Yang;G. Zoss;Prashanth Chandran;Paulo F. U. Gotardo;Markus Gross;B. Solenthaler;Eftychios Sifakis;D. Bradley
中科院分区:
其他
文献类型:
--
作者:
Lingchen Yang;G. Zoss;Prashanth Chandran;Paulo F. U. Gotardo;Markus Gross;B. Solenthaler;Eftychios Sifakis;D. Bradley

文献摘要

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3D面部动画通常通过操纵面部变形模型(或装备)来产生,这些模型传统上由表情控件参数化。通常被忽视的一个关键组成部分是表达式“风格”,如如何执行特定表达式。虽然定义角色可以执行的表达式的语义基础是常见的,但大多数角色都以自己的风格执行每个表达式。到目前为止,风格通常与表情纠缠在一起,并且在考虑面部动画时不可能将一个角色的风格转移到另一个角色。我们提出了一种新的人脸模型,基于数据驱动的隐式神经物理模型,可以分别由表情和风格驱动。在核心,我们提出了一个框架,用于同时学习多个主体的隐式基于物理的致动,从一小组身份中训练一些任意的性能捕获序列。一旦经过训练,我们的方法允许对任何经过训练的身份进行广义的基于物理的面部动画,扩展到看不见的表演。此外,它还赠款对动画样式的控制权,允许将样式从一个角色转移到另一个角色或混合不同角色的样式。最后,作为一个基于物理的模型,它能够合成物理效果,如碰撞处理,设置我们的方法除了传统的方法。
3D facial animation is often produced by manipulating facial deformation models (or rigs), that are traditionally parameterized by expression controls. A key component that is usually overlooked is expression “style", as in, how a particular expression is performed. Although it is common to define a semantic basis of expressions that characters can perform, most characters perform each expression in their own style. To date, style is usually entangled with the expression, and it is not possible to transfer the style of one character to another when considering facial animation. We present a new face model, based on a data-driven implicit neural physics model, that can be driven by both expression and style separately. At the core, we present a framework for learning implicit physics-based actuations for multiple subjects simultaneously, trained on a few arbitrary performance capture sequences from a small set of identities. Once trained, our method allows generalized physics-based facial animation for any of the trained identities, extending to unseen performances. Furthermore, it grants control over the animation style, enabling style transfer from one character to another or blending styles of different characters. Lastly, as a physics-based model, it is capable of synthesizing physical effects, such as collision handling, setting our method apart from conventional approaches.