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3D Face Animation

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Title: 3D Face Animation


1
3D Face Animation
  • Trevor Gerbrand
  • Michael Leggio
  • Jordan Nielson
  • Chester Szeto

2
Topics of Discussion
  • Overview, History, and Challenges
  • 3D Face Matching
  • 3D Face Morphing
  • Getting Your Face To Talk
  • Techniques For Adding Realism To 3D Face Objects
  • Conclusion/Questions

3
Overview
  • Computer facial animation is primarily an area of
    computer graphics that encapsulates models and
    techniques for generating and animating images of
    the human head and face.

4
History
  • Human facial expression has been the subject of
    scientific investigation for more than one
    hundred years.
  • Charles Darwins book The Expression of the
    Emotions in Men and Animals (1872)

can be considered a major departure for modern re
search in
behavioural biology.
5
History (contd)
  • The earliest work with computer based facial
    representation was done in the early 1970s.
  • The first three-dimensional facial animation was
    created by Frederick Parke in 1972.
  • A University of Utah graduate, Parke currently
    teaches at Texas AM University.

6
History (contd)
  • Since then, we have seen significant advances in
    3D Face animation in the areas of science
    (algorithms), technology (biometrics, missing
    persons), and arts and entertainment (movies).

7
Primary Challenges
  • Believability
  • Subtleties of human expression

8
3D Face Matching - One Idea
  • Model-Based Tracking
  • Track face positions and expressions from each
    frame in a video sequence depicting a human
    face.
  • Create and fit a generic 3D face model to each
    frame using a continuous optimization technique.
  • Alter the newly matched 3D face object to change
    the dynamic of the video sequence.

9
3D Face Matching
Video Frames
Model Matching
1 2 3 4
10
The Model
  • A linear combination of 3D texture-mapped models,
    each corresponding to a basic facial expression.

11
The Model
  • Created by fitting a generic face model to a set
    of photos (taken simultaneously) of a persons
    face

12
The Model
  • The texture map is extracted by the different
    photos into a single cylindrical texture map

13
The Model
  • Facial area is parameterized by a vector of
    parameters, forming two subsets
  • Position Parameters
  • Include a translation t which indicates the
    position of the centre of the face, and a
    rotation R which indicates its orientation.
  • Expression Parameters
  • A set of blending weights, w1,w2, ...,wn, for
    each basic expression (e.g. anger, sadness, joy,
    surprise)
  • ?1, ?2 ,..,?n-1 for each basic expression
    exemplifying the intensity of the expression(s)

14
The Model
  • The relationship between the blending weights and
    expression parameters

15
The Model
  • To span a wider range of expressions, the face
    object is split into three regions (mouth area,
    eyes area, and forehead) that can be
    independently controlled (using a set of
    expression parameters for each region).

16
Fitting The Model To The Video Frame
  • Continuous Optimization Technique
  • Basic idea
  • Computes the model parameters p producing a
    rendering of the model Î(p) which best resembles
    the target image It.
  • How?...

17
Fitting The Model To The Video Frame
  • An error function ?(p) is used iteratively to
    evaluate the discrepancy between Î(p) and It
  • ½ S It(xj, yj) - Î(p)(xj, yj) 2 D(p)
  • (xj, yj) corresponds to a location of a pixel on
    the image plane and D(p) is a penalty function
    that forces each blending weight to remain close
    to the interval 0,1
  • The error function uses variants of the
    Levenberg-Marquardt algorithm.

18
The Levenberg-Marquardt Algorithm In A Nutshell.
  • The Levenberg-Marquardt (LM) algorithm is an
    iterative algorithm that locates the minimum of a
    multivariate function that is expressed as the
    sum of squares of non-linear real-valued
    functions.
  • Slow when current solution is far from the
    correct one

19
Fitting The Model To The Video Frame
  • Once the position and the geometry of the face at
    each frame has been recovered, this information
    can be used to generate novel animations such
    as

20
Playing With The Model
  • Exaggeration of facial expressions
  • Change in viewpoint
  • Transposing animation
  • Final demo (whole process)

21
3D Facial Expressions
  • Linear Interpolation
  • Expression painting
  • Timelines
  • Muscle Simulation
  • Mathematical Approach
  • Sets of Vertex Displacements
  • Facial Expression Databases

22
Linear Interpolation
  • Morphing from one facial expression to another by
    linearly moving the corresponding vertices from
    their first position to their last.
  • Textures are combined in proportion to the
    current percentage of the transformation
    completed.
  • Much work done by researchers from the Hebrew
    University, the University of Washington, and
    Microsoft.

23
Animation Timeline
24
Painting Interface
  • Differences of point locations and textures from
    an expression are painted on to a neutral face
    or other expression.
  • Depending on the brush, changes may open
    partially occur.

25
Creation of Expressions
26
Example Video
Man reacting to Dr. Suess poem
27
Muscle Simulation
  • Facial muscles are modeled with ends attached to
    points in the 3D model.
  • Expressions are created by muscle contractions.

28
Resulting Expressions
29
A Mathematical Approach
  • Neutral face as well as expressions are scanned
    using a stereoscopic camera.
  • For expressions, differences (point displacement)
    is stored instead of actual position.

30
Experimental Results
  • Good results can be obtained by storing only
    about 50 of the point displacements.
  • The displacement of the remaining points can be
    calculated by a weighted average of the
    surrounding points. (Smoothing)

31
3D Facial Expression Databases
  • Databases of scanned and preprocessed facial
    expressions are becoming more available.
  • One consisting of 6 subjects each performing six
    basic expressions, with a total of 2581 video
    frames was created by Ya Chang and Matthew Turk
    of UC Santa Barbara and Marcelo Vieira and Luiz
    Velho of Rio de Janeiro, Brazil with the
    intention to make it publicly available.

32
Another Database
33
Getting Your Face to Talk
How do we turn this model
34
Getting Your Face to Talk
Into this
Recorded from Elder Scrolls IV Oblivion
35
Phonemes
  • Smallest unit of language capable of conveying a
    meaning
  • The average english language consists of 40
    phonemes.

36
Visemes
  • Visual representation of phonemes.
  • Many phonemes are similar visually and can be
    reduced to 20 visemes
  • Motion captured to get key masks
  • 12 consonant masks, 7 vowel masks and a silence
    mask

Viseme Mask
37
Ways to Get a Talking Face
  • Motion Capture
  • Preprocessed
  • Real Time

38
Motion Capture
  • Done in two ways
  • Markers
  • Cameras capture the position of markers and
    create the data.
  • Markerless
  • Cameras use features such as nose, eyes and
    wrinkles to get data.

39
Motion Capture
  • Advantages
  • Simplest to implement
  • Capture all positions of points
  • Gives the best results
  • Can give real-time results
  • Disadvantages
  • Takes more time
  • Requires a lot of data to be stored
  • Inefficient

40
Motion Capture
  • Where would you see motion capture?

41
Motion Capture
  • Movies
  • Tom Hanks talking into the intercom in The Polar
    Express
  • Done in House of Moves Motion Capture Studios

The Polar Express by Warner Bros.
42
Motion Capture
  • Games
  • Motion capture of
  • Boris Diaw talking while
  • playing basketball
  • Done in EAs motion capture studio in Vancouver

NBA Live by EA Sports
43
Preprocessed Animation
  • Can use audio or text to create 3D animation
  • Audio or text is analyzed to create a sequence of
    key frames

Neutral Position e r
Sequence of key frames
44
Preprocessed Animation
  • Animation can be interpolated between visemes by
    using linear interpolation, or creating
    inter-viseme frames to interpolate to
  • The transitions between 2 viseme pairs can also
    be constructed using neural networks that examine
    a database of recordings

45
Preprocessed Animation
  • Advantages
  • More generalized for audio input
  • Can create a similar animation to motion capture
  • Disadvantages
  • Has no application for real-time animations

46
Preprocessed Animation
  • Where would you see preprocessed animation?

47
Preprocessed Animation
  • Games
  • Karaoke Revolution
  • Done by OC3 Entertainment with their Impersonator
    software

Karaoke Revolution American Idol by Konami
48
Real Time Animation
  • Still uses visemes
  • Requires the use of an Fast Fourier Transform
    (FFT) to determine phonemes
  • Also can use probabilities to help determine the
    viseme masks
  • Probabilities determined by a Gaussian Mixture
    Model (GMM)
  • Can use a Hidden Markov Model (HMM) common to
    speech recognition

49
Real Time Animation
  • The GMM is trained to map the audio set to the
    visual set to create a probability distribution
  • The HMM is used to determine common audio
    occurrences such as starting and stopping of words

50
Real Time Animation
  • Advantages
  • Creates a better illusion of a realistic model
  • Decreases load times of the animation
  • Disadvantages
  • Cant always ensure an accurate animation
  • Requires intensive computations

51
Real Time Animation
  • Where would you use real time animation?

52
Real Time Animation
  • Chat programs
  • Have a 3d model talk to you in place of video of
    the person
  • Games
  • Half-Life 2
  • Episode One
  • Gears of War

Gears of War
53
Calligraphic Displays
  • 1950s 1980s
  • Vector Displays or X-Y Displays
  • Stroke Refresh versus Screen Refresh
  • Solids were a problem

54
Calligraphic Displays
http//www.goriya.com/flash/asteroids/asteroids.sh
tml
55
Raster Display
  • Modern Displays
  • 2D matrix representative of screen pixels
  • 24bit color depth the norm

56
Rendering Images
  • Eye coordinate system
  • Viewport Clipping
  • 3D to 2D representation

57
Rendering Images
  • Orthographic projection

58
Visible Surface Algorithms
  • Z-Buffer
  • 2D array storing z values
  • High memory cost, but no sorting required
  • Scan line
  • Initial sort by y required
  • Only polygons currently intersecting need to be
    considered
  • Spatial coherence greatly improves efficiency

59
Anti-aliasing
  • Aliasing - Distortion artifacts
  • High frequency to lower frequency representation
  • Direct sample
  • Average area intensity per pixel
  • Sinc filter

60
Anti-aliasing
61
Anti-aliasing
62
Lighting and Shadows
  • Realistic depiction requires a combination of
    different techniques
  • Specular
  • Diffuse
  • Ambient

63
Lighting and Shadows
  • Specular Reflection
  • Perfect mirror-like reflection

64
Lighting and Shadows
  • Diffuse Reflection
  • Light is reflected in all directions
  • ie. chalk/flat paints, non-glossy
  • Lambert's Law

65
Lighting and Shadows
  • Ambient Lighting
  • Incoming light reflected from other surfaces
  • Goral, Torrence, Greenberg
  • Interreflection,
  • Many small, perfectly diffuse polygons
  • Lacks specular component
  • expensive

66
Texture Mapping
  • Illusion of complexity at a greatly reduced cost
  • Wallpapering polygons
  • Texture represented in a 2D array
  • Each vertex references an entry in the array,
    used to color the polygon at that pixel

67
Texture Mapping
  • Light Mapping
  • Bump Mapping

68
Comparisons
2007
1998
69
Comparisons
1998
2006
2006
70
Comparisons
71
Questions?
72
References
  • http//www.journalofvision.org/5/10/4/article.aspx

  • Lip animation based on observed 3D speech
    dynamics - Kalberer, Van Gool (2001)
  • udn.epicgames.com/Two/ImpersonatorHeadRigging
  • Real-Time Lip-Synch Face Animation Driven by
    Human Voice - Fu Jie Huang and Tsuhan Chen
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