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FACIAL ANIMATIONS COMPUTER GRAPHICS SEMINAR PRIIT PALUOJA HUMAN ANATOMY GENERAL FRAMEWORK OUTLINE DATA-DRIVEN TECHNIQUES CONCLUSION 2 HUMAN ANATOMY GENERAL FRAMEWORK OUTLINE DATA-DRIVEN TECHNIQUES CONCLUSION 3 HUMAN ANATOMY 4 5


  1. FACIAL ANIMATIONS COMPUTER GRAPHICS SEMINAR PRIIT PALUOJA

  2. HUMAN ANATOMY GENERAL FRAMEWORK OUTLINE DATA-DRIVEN TECHNIQUES CONCLUSION 2

  3. HUMAN ANATOMY GENERAL FRAMEWORK OUTLINE DATA-DRIVEN TECHNIQUES CONCLUSION 3

  4. HUMAN ANATOMY 4

  5. 5 Image: Wikipedia

  6. SKIN [1] 1. Age 2. Sex 3. Race 4. Thickness 5. Environment 6. Disease 6

  7. SKULL [1] 1. Age 2. Sex 3. Race 4. Geographically distant locations Image: Wikipedia 7

  8. MUSCULAR ANATOMY [1] IMAGE: WIKIPEDIA 8

  9. 9

  10. VASCULAR SYSTEMS Image: https://www.dummies.com/education/science/anatomy/veins-arteries-and-lymphatics-of-the-face/ 10

  11. NOT COVERED • Eyes • Lips • Teeth • Tongue 11

  12. HUMAN ANATOMY GENERAL FRAMEWORK OUTLINE DATA-DRIVEN TECHNIQUES CONCLUSION 12

  13. GENERAL FRAMEWORK 13

  14. AIM [1] Adaptability Realistic Minimal to any animation in manual individuals real time handling face 14

  15. 15 Figure: [1]

  16. INTERPOLATION • Addition of a number into the middle of a series [4] • Calculated based on the numbers before and after it [4] 16

  17. INTERPOLATION IN COMPUTER GRAPHICS Fill in frames between the key frames [5] 17

  18. 18 Figure: [1]

  19. 19 Figure: [1]

  20. 20 Figure: [1]

  21. 21 Figure: [1]

  22. 22 Figure: [1]

  23. SHAPE INTERPOLATION [1] 1. Interpolation over a normalized time interval 2. Polygonal meshes approximate expressions 23

  24. PRACTICAL CONSIDERATIONS? 24

  25. SHAPE INTERPOLATION [1] 1. Cases which involve scaling or rotating 2. Computationally light 3. Labor intense 25

  26. PARAMETERIZATION [1] • Enhancement • Facial geometry in parts • Facial configurations • Not practical in complex models 26

  27. 27

  28. PARAMETERIZATION [1] • Enhancement • Facial geometry in parts • Facial configurations • Not practical in complex models 28

  29. PARAMETERIZATION [1] • Enhancement • Facial geometry in parts • Facial configurations • Not practical in complex models? 29

  30. 30

  31. CAN WE DO BETTER? 31

  32. MUSCLE-BASED MODELLING [1] 32 Figure: [1]

  33. 33 Image: en.wikipedia.org/wiki/Spring_(device)#/media/File:Ressort_de_compression.jpg

  34. MUSCLE-BASED MODELLING [1] (1980) • Mass-spring model • Connects skin, muscle and bone nodes • Spring network connects the 38 regional muscles with action units 34

  35. FACIAL ACTION CODING SYSTEM [6] 1. Allows manually to code nearly any anatomically possible facial expression 2. Specific action units (AU) can produce the expression 3. Manual is over 500 pages in length 35

  36. 36 Source: Wikipedia

  37. MUSCLE-BASED MODELLING [1] (1990) 1. Anatomically-based muscle and physically-based tissue model 2. Spring mesh: skin, fatty tissues and muscles 37

  38. 38

  39. PRACTICAL EXAMPLE 39

  40. 40

  41. HUMAN ANATOMY GENERAL FRAMEWORK OUTLINE DATA-DRIVEN TECHNIQUES CONCLUSION 41

  42. DATA-DRIVEN TECHNIQUES [1] 1. Image-Based Techniques 2. Speech-Driven Techniques 3. Performance-Driven Animation 42

  43. IMAGE-BASED TECHNIQUES 1. Facial surface and position data is captured from images 2. The depth of the model can be calculated 43

  44. THE MATRIX RELOADED [2] 44 Image: [2]

  45. MOTIVATION [2] • Create a 3-d recording of the real actor's performance that could be played back from various angles and lighting conditions • This allows to extract geometry, texture, light and movement 45

  46. THE MATRIX RELOADED [2] • Array of five synchronized cameras • Sony/Panavision HDW-F900 cameras with workstations • Images in uncompressed digital format • Hard disks at data rates close 1G/sec 46

  47. THE MATRIX RELOADED [2] 1. Project a vertex of the model into each of the cameras 2. Track the motion of the vertex in 2-d 3. At each frame estimate the 3-d position 4. Measure flow error and propagate 47

  48. THE MATRIX RELOADED [2] 1. Project a vertex of the model into each of the cameras 2. Track the motion of the vertex in 2-d 3. At each frame estimate the 3-d position 4. Measure flow error and propagate 48

  49. THE MATRIX RELOADED [2] 1. Project a vertex of the model into each of the cameras 2. Track the motion of the vertex in 2-d 3. At each frame estimate the 3-d position 4. Measure flow error and propagate 49

  50. THE MATRIX RELOADED [2] 1. Project a vertex of the model into each of the cameras 2. Track the motion of the vertex in 2-d 3. At each frame estimate the 3-d position 4. Measure flow error and propagate 50

  51. RESULT [2] Reconstruction of the path of each vertex though 3-d space over time 51

  52. 52

  53. WHAT IF? SPEECH 53

  54. END-TO-END LEARNING FOR 3D FACIAL ANIMATION FROM SPEECH [3] 1. Input: sequence of speech spectrograms 2. Output: facial action unit intensities 54

  55. ARTIFICIAL NEURAL NETWORKS • Figure: https://en.wikipedia.org/w iki/Artificial_neural_networ k#/media/File:Colored_ne ural_network.svg 55

  56. 56

  57. 57 Image: Wikipedia

  58. 58 Figure: [3]

  59. 59 Figure: [3]

  60. 60 Figure: [3]

  61. Label Different models Model output 61 Figure: [3]

  62. 62

  63. PERFORMANCE-DRIVEN ANIMATION Based on motion data 63

  64. 64

  65. HUMAN ANATOMY GENERAL FRAMEWORK OUTLINE DATA-DRIVEN TECHNIQUES CONCLUSION 65

  66. CONCLUSION 66

  67. Adaptability Realistic Minimal to any animation in manual individuals real time handling face 67

  68. bit.ly/vikt4 68

  69. DEMO: bit.ly/vikt6 69

  70. WHICH ACTION UNITS (AU) CORRESPOND TO … 1. … happiness? 2. … sadness? 3. … anger? 4. … fear? 70

  71. DEMO: bit.ly/vikt6 Fig: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3402717/ 71

  72. SOURCES 1. DOI: 10.7763/IJCTE.2013.V5.770 2. DOI: 10.1145/1198555.1198596 3. 10.1145/3242969.3243017 4. https://dictionary.cambridge.org/dictionary/english/interpolatio n 5. https://en.wikipedia.org/wiki/Interpolation_(computer_graphics) 6. https://en.wikipedia.org/wiki/Facial_Action_Coding_System 72

  73. FACIAL ANIMATIONS COMPUTER GRAPHICS SEMINAR PRIIT PALUOJA

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