Title: Character Animation Facial Animation
1Character AnimationFacial Animation
2Facial Animation
- The human face ...
- Provides a great of visual information in
character animation - Is the prime source of emotional information
- Facial motion, unlike other body parts, is
primarily dependent on muscle as opposed to
skeletal structures
3Facial Animation
- In modeling the human face, we need to be
concerned about four aspects - Structure Which elements move the most and how
to represent this in geometry - Appearance What the face looks like
- Emotion Which facial components are involved in
each emotional expression - Speech Primarily lip-syncing
4Facial Modelling
- The human face has a complex surface geometry
- The challenge in modelling a face is provide
sufficient structural detail for those areas that
require it, while minimizing data
5The Basic TechniqueStep 1
- Outline major features and contours
- Note gap in mouth
6The Basic TechniqueStep 2
- Add more contour rings
- Usually at least 2 to 3 rings
7The Basic TechniqueStep 2
- Images can be used as templates for designing a
character - This is called rotoscoping
- Note how more curves are included for eye sockets
and mouth - This is only done for half of the face
8The Basic TechniqueStep 3
- Add cross sections trying to keep ring like
structure and 4 sides where possible - Try to keep ring type connections and quads
9The Basic TechniqueStep 4
- If needed, add more segments to define a
ridge/lip edge and interior
10The Basic TechniqueSteps 5-7
- Step 5
- Take this flat surface and pull it into 3d
- Step 6
- Tweak all points in 3d as needed
- Additional splices may be needed
- Step 7
- Add the back of the head and neck
- Create mirror structure and attach
- Model the underside of the chin
11Adding Depth
- Once a flat, 2-D mesh is created using a front
view image, various points can be raised to add
depth - This is called lofting
- At this stage, additional control points and
edges can be added
12Extending Arcs to Back
- Once this mask has been created, various curves
are extended to form the back of the head - Additional curves are added, to complete the
heads mesh - But we still only have half of a head
13Copy, Flip Attach
- Once a half head has been created, a copy is made
- This copy is then flipped along the X-axis
(mirrored) and attached to the original half
14Mouth Cavity
- A mouth cavity can be modelled as a sack-like
shape connected to the inside of the lips - This allows for a closeup of the mouth and what
appears to be the inside of the head - The tongue and teeth are usually created as
separate objects
15Ears
- Ears are modeled separately and then merged to
the head model, welding and fixing splines as
needed - The trick is to keep only the amount of detail
required, while maintaining the proper shape
16Eyes
- Eyes are generally modeled as spheres placed
inside the head cavity - Irises and such are aspects of a face's visual
appearance
17AppearanceFacial Features
- Often it is easier to represent facial features
via a texture map than via geometry
18AppearanceTextures Maps
- First, a surface geometry is created as described
above
19AppearanceTextures Maps
- Next, several maps are created by scanning a
subject - Diffuse map
- Ambient amp
- Specular map
20AppearanceTextures Maps
- The surface is unwound, much like unrolling a
cylinder - The maps are applied to the surface, which is
then rewound to its original form
21AppearanceTextures Maps
- This technique adequately addresses simulating
geometric features - However, it fails with respect to skin
22AppearanceSkin
- Real skin is translucent
- Light is scattered through the various layers,
and reflected from a sub-layer - Bidirectional reflectance distribution
functions(BRDF) are often used
BRDF
No BRDF
23Bidirectional Reflectance Distribution Function
(BRDF)?
- 4-dimensional function that defines how light is
reflected at an opaque surface - Takes an incoming light direction, ?i , and
outgoing direction, ?? , both defined with
respect to the surface normal n - Returns the ratio of reflected radiance exiting
along to the irradiance incident on the surface
from ?i
24Bidirectional Reflectance Distribution Function
(BRDF)?
- The BRDF was first defined by Edward Nicodemus in
the mid-sixties. The modern definition
iswhere L is the radiance, E is the
irradiance, and ?i is the angle made between ?i
and the surface normal, n.
25Bidirectional Reflectance Distribution Function
(BRDF)?
- D.K. McAllister et al proposed texture maps that
contain at each texel all the parameters of a
Lafortune representation BRDF as a compact, but
quite general surface appearance representation - Their method for renders such surfaces rapidly
- They also propose a method of rendering spatial
bi-directional reflectance distribution functions
using prefiltered environment maps - Only one set of maps is required for rendering
the different BRDFs stored at each texel over the
surface - McAllister, D.K., et al, Efficient rendering of
spatial bi-directional reflectance distribution
functions, Proceedings of the ACM
SIGGRAPH/EUROGRAPHICS conference on Graphics
hardware, 2002, pp. 79-88.
26Facial Action Coding System (FACS)?
- Based on the book of Carl-Herman Hjortsjö, "Man's
Face and Mimic i.e. Facial Language" - Originally developed by Paul Ekman and Wallace
Friesen in 1976, to taxonomize every conceivable
human facial expression
27Facial Action Coding System (FACS)?
- Purpose
- To determine how the contraction of each facial
muscle (singly and in combination with other
muscles) changes the appearance of the face - To identify the specific changes that occurr with
muscular contractions and how best to
differentiate one from another
28Facial Action Coding System (FACS)?
- Action Units (AU) are muscles or muscle groups
that control specific facial actions - One can manually code nearly any anatomically
possible facial expression, decomposing it into
the specific AUs and their temporal segments that
produced the expression
29Facial Action Coding System (FACS)?
- FACS defines 32 AUs, which are a contraction or
relaxation of one or more muscles - It also defines a number of Action Descriptors,
which differ from AUs
30Facial Action Coding System (FACS)?
- FACS can be used to distinguish two types of
smiles as follows - insincere and voluntary Pan American smile
contraction of zygomatic major alone - sincere and involuntary Duchenne smile
contraction of zygomatic major and inferior part
of orbicularis oculi
31Facial Action Coding System (FACS)?
- In computer animation, emotional expressions can
be produced by interpreting FACS definitions - That is, for a given expression, specified AUs
can be engaged
32Action Units
- Inner Brow RaiserFrontalis, Pars Medialis
- Outer Brow RaiserFrontalis, Pars Lateralis
- Brow Lowerer Depressor Glabellae Depressor
Supercilli - Upper Lid Raiser Levator Palebrae Superioris
- Cheek Raiser Orbicularis Oculi, Pars Orbitalis
- Lid Tightener Orbicularis Oculi, Pars Palebralis
- Lips Toward Orbicularis Oris Each Other
- Nose Wrinkler Levator Labii Superioris, Alaeque
Nasi - ... and so on
33EmotionsA Little Test
- Which is
- Joy (Happiness)?
- Sadness
- Surprise
- Anger
- Disgust
- Fear
- Note direction of movement due to muscles
34Joy (Happiness)?
- Mouth
- Horizontally stretched
- Corners raised
- Eyes
- Slightly closed
- Possible crows feet at corner
- Eyebrows relaxed
35Sadness
- Mouth
- Corners of lips pulled down
- Raised cheeks
- Possibly dropped jaw (for agony and crying)?
- Eyes
- Upper eyelids drop
- Inner corners of eyebrows raised and brought
together
36Surprise
- Fear has been studied more than any other emotion
- Hard to distinguish surprise from fear
- Surprise is a temporary expression, which often
converts into other expressions
37Anger
- Jaw tightly clenched
- If teeth exposed, mouth has rectangular shape
- Thinning of lips
- Subtle but frequent
- Earliest sign
- Lower jaw can be forward
38Anger
- Glaring eyes
- Raised upper eyelids
- Possibly tensed lower lids
- Muscle of difficulty
- Tighten up area around eyes
- Mental and physical difficulty cause it to
contract - Eyebrows lowered and brought together
39Disgust Contempt
- Active muscles around nose
- Eyes can be relaxed compared to anger
- Can be limited to one side of the face
- Lowered eyebrows
- Raised upper lip
40Fear
- Eyes
- Upper eyelids raised as high as possible
- Tensed lower lids
- Eyebrows raised and slightly close together
- Mouth
- Lips stretched horizontally
- Possibly dropped jaw
41EmotionsA Little Test
Anger
Sadness
Surprise
Fear
Disgust
Joy
42Animating Emotions
- Notice the reduction in facial detail
- Exaggeration is often needed to make the emotion
clear to the viewer
43Facial Animation
- Shapes/morph targets
- Bones/cages
- Skeleton-muscle systems
- Motion capture (on points on the face)?
- Knowledge based solver deformations
44Facial AnimationShaped-Based Systems
- Offer a fast playback as well as a high degree of
fidelity of expressions - Involves modeling portions of the face mesh to
approximate expressions and visemes and then
blending the different sub meshes, known as morph
targets or shapes - Drawbacks
- Involve intensive manual labor
- Are specific to each character
- Must be animated by slider parameter tables.
45Facial AnimationSkeletal Muscle Systems
- Physically-based head models
- Physical and anatomical characteristics of bones,
tissues, and skin are simulated to provide a
realistic appearance (e.g. spring-like
elasticity)? - Can be very powerful for creating realism but the
complexity of facial structures make them
computationally expensive, and difficult to create
46Facial AnimationSkeletal Muscle Systems
- It may be argued that physically-based models are
not a very efficient choice in many applications - This does not deny the advantages of
physically-based models and the fact that they
can even be used within the context of
parameterized models to provide local details
when needed - See Waters, Terzopoulos, Kahler, and Seidel
(among others)?
47Facial Animation'Envelope Bones'
- aka 'Cages'
- Commonly used in games
- Produce simple and fast models, but are not prone
to portray subtlety
48Facial AnimationMotion Capture
- Uses cameras placed around a subject
- Subject is generally fitted either with
reflectors (passive motion capture) or sources
(active motion capture) that precisely determine
the subject's position in space - Data recorded by the cameras is then digitized
and converted into a three-dimensional computer
model of the subject
49Facial AnimationMotion Capture
- Until recently, the size of the detectors/sources
used by motion capture systems made the
technology inappropriate for facial capture - However, miniaturization and other advancements
have made motion capture a viable tool for
computer facial animation
50Facial AnimationMotion Capture
- Facial motion capture was used extensively in
Polar Express by Image Metrics where hundreds
of motion points were captured. - This film was very accomplished and while it
attempted to recreate realism, it was criticized
for having fallen in the 'uncanny valley', the
realm where animation realism is sufficient for
human recognition but fails to convey the
emotional message
51Facial AnimationMotion Capture
- The main difficulties of motion capture are the
quality of the data which may include vibration
as well as the retargeting of the geometry of the
points
52Face Animation Languages
- Virtual Human Markup Language (VHML)?
- Face Modeling Language (FML)?
53Face Animation LanguagesVHML
-
-
- First I speak with an angry voice and look
very angry, -
- but suddenly I change to look more
surprised. -
-
54Face Animation LanguagesFML
-
-
-
- end"2000" /
- end"2000" /
-
- repeat"kbdF3_up"
- end"2000" event_value"F1_up" /
- end"2000" event_value"F2_up" /
-
-
55Lip-Syncing
- Motion capture
- Dots are placed at key points on actors face
- As actor speaks, dots are tracked and positions
recorded
56Phonemes
- Mouth orientation based on vocal sounds
- Note sound groupings