Weighted pose space editing for facial animation

Blendshapes are the most commonly used approach to realistic facial animation in production. A blendshape model typically begins with a relatively small number of blendshape targets reflecting major muscles or expressions. However, the majority of the effort in constructing a production quality model occurs in the subsequent addition of targets needed to reproduce various subtle expressions and correct for the effects of various shapes in combination. To make this subsequent modeling process much more efficient, we present a novel editing method that removes the need for much of the iterative trial-and-error decomposition of an expression into targets. Isolated problematic frames of an animation are re-sculpted as desired and used as training for a nonparametric regression that associates these shapes with the underlying blendshape weights. Using this technique, the artist’s correction to a problematic expression is automatically applied to similar expressions in an entire sequence, and indeed to all future sequences. The extent and falloff of editing is controllable and the effect is continuously propagated to all similar expressions. In addition, we present a search scheme that allows effective reuse of pre-sculpted editing examples. Our system greatly reduces time and effort required by animators to create high quality facial animations.

[1]  Dieter W. Fellner,et al.  Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, SCA 2009, New Orleans, Louisiana, USA, August 1-2, 2009 , 2009, Symposium on Computer Animation.

[2]  Richard K. Beatson,et al.  Reconstruction and representation of 3D objects with radial basis functions , 2001, SIGGRAPH.

[3]  Zhigang Deng,et al.  Orthogonal-Blendshape-Based Editing System for Facial Motion Capture Data , 2008, IEEE Computer Graphics and Applications.

[4]  David Komorowski,et al.  A hybrid approach to facial rigging , 2010, SA '10.

[5]  Frédéric H. Pighin,et al.  Unsupervised learning for speech motion editing , 2003, SCA '03.

[6]  Gene S. Lee,et al.  Practical experiences with pose space deformation , 2009, SIGGRAPH ASIA '09.

[7]  Hyeong-Seok Ko,et al.  Performance-driven muscle-based facial animation , 2001, Comput. Animat. Virtual Worlds.

[8]  Markus H. Gross,et al.  Pose-space animation and transfer of facial details , 2008, SCA '08.

[9]  Hao Li,et al.  Example-based facial rigging , 2010, ACM Transactions on Graphics.

[10]  Harry Shum,et al.  Face poser: Interactive modeling of 3D facial expressions using facial priors , 2009, TOGS.

[11]  Norman I. Badler,et al.  Proceedings of the 2004 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, Grenoble, France, August 27-29, 2004 , 2004, Symposium on Computer Animation.

[12]  Alan L. Yuille,et al.  A mathematical analysis of the motion coherence theory , 1989, International Journal of Computer Vision.

[13]  Tsuneya Kurihara,et al.  Modeling deformable human hands from medical images , 2004, SCA '04.

[14]  B. Fornberg,et al.  The Gibbs Phenomenon for Radial Basis Functions , 2006 .

[15]  Taku Komura,et al.  Topology matching for fully automatic similarity estimation of 3D shapes , 2001, SIGGRAPH.

[16]  John P. Lewis,et al.  Reducing blendshape interference by selected motion attenuation , 2005, I3D '05.

[17]  Taku Komura,et al.  Relationship descriptors for interactive motion adaptation , 2013, SCA '13.

[18]  Zhigang Deng,et al.  Style learning and transferring for facial animation editing , 2009, SCA '09.

[19]  Heekuck Oh,et al.  Neural Networks for Pattern Recognition , 1993, Adv. Comput..

[20]  Christoph Bregler,et al.  Mood swings: expressive speech animation , 2005, TOGS.

[21]  Ming C. Lin,et al.  Free-flowing granular materials with two-way solid coupling , 2010, SIGGRAPH 2010.

[22]  Zhigang Deng,et al.  Animating blendshape faces by cross-mapping motion capture data , 2006, I3D '06.

[23]  Ken Anjyo ACM SIGGRAPH ASIA 2009 Sketches , 2009, SIGGRAPH 2009.

[24]  Ken-ichi Anjyo,et al.  Direct Manipulation Blendshapes , 2010, IEEE Computer Graphics and Applications.

[25]  Jason Osipa Stop Staring: Facial Modeling and Animation Done Right , 2003 .