Creating facial animation of characters via MoCap data

Creating facial animation of characters via MoCap data
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通过 MoCap 数据创建角色的面部动画

DOI:
10.1080/02664763.2012.724391
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发表时间:
2012
影响因子:
1.5
通讯作者:
T.
T.
中科院分区:
数学4区
文献类型:
--
作者:
Hirose;K.;and Higuchi;T.

文献摘要

相似文献

我们考虑了角色的3D人脸动画的生成问题。通过使用通过跟踪来自男演员/女演员的面部标记而获得的运动捕捉数据(运动捕捉数据)来实现有效的过程。在艺术动画的某些情况下,蒙面男女演员和3D角色面部动画表现出不同的表情。例如,从说话的原始面部MOCAP数据中,用户想要创建带着傻笑说话的角色面部动画。本文提出了一种新的简单易用的基于MOCAP数据的人脸动画制作系统。我们的系统是基于插值法的:一旦给定了起始帧和结束帧的字符面部表情,就根据运动捕捉数据的信息自动生成中间帧。插补过程由三个阶段组成。首先,通过融合套索信号逼近器将动画的时间轴划分为若干区间。在第二阶段,我们使用核均值聚类来获得控制点。最后,利用控制点实现插补。用户可以通过改变控制点来容易地创建各种3D角色面部表情。
We consider the problem of generating 3D facial animation of characters. An efficient procedure is realized by using the motion capture data (MoCap data), which is obtained by tracking the facial markers from an actor/actress. In some cases of artistic animation, the MoCap actor/actress and the 3D character facial animation show different expressions. For example, from the original facial MoCap data of speaking, a user would like to create the character facial animation of speaking with a smirk. In this paper, we propose a new easy-to-use system for making character facial animation via MoCap data. Our system is based on the interpolation: once the character facial expressions of the starting and the ending frames are given, the intermediate frames are automatically generated by information from the MoCap data. The interpolation procedure consists of three stages. First, the time axis of animation is divided into several intervals by the fused lasso signal approximator. In the second stage, we use the kernelk-means clustering to obtain control points. Finally, the interpolation is realized by using the control points. The user can easily create a wide variety of 3D character facial expressions by changing the control points.