{"title":"Automated Blendshape Personalization for Faithful Face Animations Using Commodity Smartphones","authors":"Timo Menzel, M. Botsch, Marc Erich Latoschik","doi":"10.1145/3562939.3565622","DOIUrl":null,"url":null,"abstract":"Digital reconstruction of humans has various interesting use-cases. Animated virtual humans, avatars and agents alike, are the central entities in virtual embodied human-computer and human-human encounters in social XR. Here, a faithful reconstruction of facial expressions becomes paramount due to their prominent role in non-verbal behavior and social interaction. Current XR-platforms, like Unity 3D or the Unreal Engine, integrate recent smartphone technologies to animate faces of virtual humans by facial motion capturing. Using the same technology, this article presents an optimization-based approach to generate personalized blendshapes as animation targets for facial expressions. The proposed method combines a position-based optimization with a seamless partial deformation transfer, necessary for a faithful reconstruction. Our method is fully automated and considerably outperforms existing solutions based on example-based facial rigging or deformation transfer, and overall results in a much lower reconstruction error. It also neatly integrates with recent smartphone-based reconstruction pipelines for mesh generation and automated rigging, further paving the way to a widespread application of human-like and personalized avatars and agents in various use-cases.","PeriodicalId":134843,"journal":{"name":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","volume":"3 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3562939.3565622","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Digital reconstruction of humans has various interesting use-cases. Animated virtual humans, avatars and agents alike, are the central entities in virtual embodied human-computer and human-human encounters in social XR. Here, a faithful reconstruction of facial expressions becomes paramount due to their prominent role in non-verbal behavior and social interaction. Current XR-platforms, like Unity 3D or the Unreal Engine, integrate recent smartphone technologies to animate faces of virtual humans by facial motion capturing. Using the same technology, this article presents an optimization-based approach to generate personalized blendshapes as animation targets for facial expressions. The proposed method combines a position-based optimization with a seamless partial deformation transfer, necessary for a faithful reconstruction. Our method is fully automated and considerably outperforms existing solutions based on example-based facial rigging or deformation transfer, and overall results in a much lower reconstruction error. It also neatly integrates with recent smartphone-based reconstruction pipelines for mesh generation and automated rigging, further paving the way to a widespread application of human-like and personalized avatars and agents in various use-cases.