Facial Modelling and Animation: An Overview of The State-of-The Art (original) (raw)
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LITERATURE REVIEW OF FACIAL MODELING AND ANIMATION TECHNIQUES
A major unsolved problem in computer graphics is the construction and animation of realistic human facial models. Traditionally, facial models have been built painstakingly by manual digitization and animated by adhoc parametrically controlled facial mesh deformations or kinematic approximation of muscle actions. Fortunately, animators are now able to digitize facial geometries through the use of scanning range sensors and animate them through the dynamic simulation of facial tissues and muscles. However, these techniques require considerable user input to construct facial models of individuals suitable for animation. Realistic facial animation is achieved through geometric and image manipulations. Geometric deformations usually account for the shape and deformations unique to the physiology and expressions of a person. Image manipulations model the reflectance properties of the facial skin and hair to achieve smallscale detail that is difficult to model by geometric manipulation alone.
Computer Facial Animation: A Review
International Journal of Computer Theory and Engineering, 2013
Computer facial animation is not a new endeavour as it had been introduced since 1970s. However, animating human face still presents interesting challenges because of its familiarity as the face is the part used to recognize individuals. Facial modelling and facial animation are important in developing realistic computer facial animation. Both modelling and animation is dependent to drive the animation. This paper reviews several geometric-based modelling (shape interpolation, parameterization and muscle-based animation) and data-driven animation (image-based techniques speech-driven techniques and performance-driven animation) techniques used in computer graphics and vision for facial animation. The main concepts and problems for each technique are highlighted in the paper.
A major unsolved problem in computer graphics is the construction and animation of realistic human facial models. Traditionally, facial models have been built painstakingly by manual digitization and animated by adhoc parametrically controlled facial mesh deformations or kinematic approximation of muscle actions. Fortunately, animators are now able to digitize facial geometries through the use of scanning range sensors and animate them through the dynamic simulation of facial tissues and muscles. However, these techniques require considerable user input to construct facial models of individuals suitable for animation. Realistic facial animation is achieved through geometric and image manipulations. Geometric deformations usually account for the shape and deformations unique to the physiology and expressions of a person. Image manipulations model the reflectance properties of the facial skin and hair to achieve smallscale detail that is difficult to model by geometric manipulation alone.
Review on 3D Facial Animation Techniques
International Journal of Engineering & Technology
Generating facial animation has always been a challenge towards the graphical visualization area. Numerous efforts had been carried out in order to achieve high realism in facial animation. This paper surveys techniques applied in facial animation targeting towards realistic facial animation. We discuss the facial modeling techniques from different viewpoints; related geometric-based manipulation (that can be further categorized into interpolations, parameterization, muscle-based and pseudo–muscle-based model) and facial animation techniques involving speech-driven, image-based and data-captured. The paper will summarize and describe the related theories, strength and weaknesses for each technique.
Facial Animations: Future Research Directions & Challenges
3D Research, 2014
Nowadays, computer facial animation is used in a significant multitude fields that brought human and social to study the computer games, films and interactive multimedia reality growth. Authoring the computer facial animation, complex and subtle expressions are challenging and fraught with problems. As a result, the current most authored using universal computer animation techniques often limit the production quality and quantity of facial animation. With the supplement of computer power, facial appreciative, software sophistication and new face-centric methods emerging are immature in nature. Therefore, this paper concentrates to define and managerially categorize current and emerged surveyed facial animation experts to define the recent state of the field, observed bottlenecks and developing techniques. This paper further presents a real-time simulation model of human worry and howling with detail discussion about their astonish, sorrow, annoyance and panic perception.
Constructing a realistic face model of an individual for expression animation
2002
This paper presents a method for creating photorealistic textured 3D face models of specific people for dynamic facial expression animation. The modeling approach reconstructs an accurate geometrical face model based on the individual face measurements containing both shape and texture information that is acquired from a laser range scanner. By using a semi-automatic registration and merging technique, a 3D dense face mesh is recovered fro m the partial range data obtained from arbitrary multiple different views. A model editing and adaptive meshing scheme is then used to refine the surface model. Having recovered the facial geometry, we add realism by mapping the model with high-resolution texture images. The resultant synthetic face has been shown to be visually similar to the true face. Based on the geometrically accurate surface model, a physically-based face model with a hierarchical structure of the skin, muscles and skull is developed from anatomical perspective. The dynamic displacement of nodes in the skin lattice under the influence of internal muscular forces is calculated by a numerical integration method. Using our technique, we have been able to generate highly realistic face models and flexible expressions.
Realistic Facial Animation Review : Based on Facial Action Coding System
2018
Making realistic facial animation is one of the most challenging research topics in facial animation field because producing realistic photo and sentimental virtual characters require a combination of face modeling , animating, and rendering. Techniques that commonly used for facial animation are in need of naturalism. The most popular expression coding systems are FACS (Facial Action Coding System) and MPEG-4 (Moving Pictures Experts Group-4) Facial animation models. FACS is a landmark technique that enables remarkable improvements in making realistic facial animations. Where MPEG-4 Facial Animation provides a standard way of encoding facial actions by defining various parameters for a talking face. In this paper, we made a review on how to achieve realistic facial animation, focusing on the applications and limitations of the FACS comparing to MPEG-4 facial animation. The review inferred that FACS helps animators to represent and build realistic facial expressions by configuring a...
Proceedings Computer Animation '96
Department of Computer Science and Engineering 10 Facial Animation Facial models Propagation of deformation of the skin can be based on a simple distance-based model such that there is increasing attenuation with increasing distance. This can result in direct movement (a), attenuation based on linear distance (b), or distance and 10-36 Department of Computer Science and Engineering 10 Facial Animation Time Alignment of Triphone Videos Need to combine triphone videos Choose portion of overlapping triphones where lip shapes are close as possible Already done when computing D s 10-44 Department of Computer Science and Engineering 10 Facial Animation Data Capture •Actor's face digitized using a Cyberware scanner to get a base 3D mesh •Six calibrated video cameras capture actor's expressions Six camera views 10-54 Department of Computer Science and Engineering 10 Facial Animation Assigning Blend Coefficients Assign blend coefficients for a grid of 1400 evenly distributed points on face 10-73 Department of Computer Science and Engineering 10 Facial Animation Motion Vector Transfer Compute transformation between two coordinate systems Mapping determines the deformed source model motion vectors
Performance Driven Facial Animation using Blendshape Interpolation
2002
This paper describes a method of creating facial animation using a combination of motion capture data and blendshape interpolation. An animator can design a character as usual, but use motion capture data to drive facial animation, rather than animate by hand. The method is effective even when the motion capture actor and the target model have quite different shapes. The process consists of several stages. First, computer vision techniques are used to track the facial features of a talking actress in a video recording. Given the tracking data, our system automatically discovers a compact set of key-shapes that model the characteristic motion variations. Next, the facial tracking data is decomposed into a weighted combination of the key shape set. Finally, the user creates corresponding target key shapes for an animated face model. A new facial animation is produced by using the same weights as recovered during facial decomposition, and interpolated with the new key shapes created by the user. The resulting facial animation resembles the facial motion in the video recording, while the user has complete control over the appearance of the new face.