An Adaptive Methodology for Facial Expression Transfer

R. Queiroz, Adriana Braun, S. Musse
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引用次数: 2

Abstract

This work presents a methodology which aims to improve and automate the process of generating facial animation for interactive applications. We propose an adaptive and semiautomatic methodology, which allows to transfer facial expressions from a face mesh to another. The model has three main stages: rigging, expression transfer and animation, where the output meshes can be used as key poses for blendshape-based animation. The input of the model is a face mesh in neutral pose and a set of face data that can be provided from different sources, such as artist crafted meshes and motion capture data. The model generates a set of blendshapes corresponding to the input set, with minimum user intervention. We opted to use a simple rig structure in order to provide a trivial correspondence either with sparse facial feature points based systems or dense geometric data supplied by RGBD based systems. The rig structure can be refined on-the-fly to deal with different input geometric data according to the need. The main contribution of this work is an adaptive methodology which aims to create facial animations with few user intervention and capable or transferring expression details according to the need and/or amount of input data.
面部表情迁移的自适应方法
这项工作提出了一种方法,旨在改进和自动化生成面部动画的交互式应用程序的过程。我们提出了一种自适应和半自动的方法,它允许面部表情从一个面部网格转移到另一个面部网格。该模型有三个主要阶段:装配,表达转移和动画,其中输出网格可以用作基于混合形状的动画的关键姿势。模型的输入是中性姿态的面部网格和一组可以从不同来源提供的面部数据,例如艺术家制作的网格和动作捕捉数据。该模型生成一组与输入集相对应的混合形状,用户干预最少。我们选择使用简单的钻机结构,以便与稀疏的基于面部特征点的系统或基于RGBD的系统提供的密集几何数据提供简单的对应。该钻机结构可根据需要实时细化,以处理不同的输入几何数据。这项工作的主要贡献是一种自适应方法,旨在根据需要和/或输入数据的数量,在很少的用户干预下创建面部动画,并能够或转移表情细节。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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