Facial Capture and Animation in Visual Effects

D. Cosker, P. Eisert, V. Helzle
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引用次数: 3

Abstract

In recent years, there has been increasing interest in facial animation re- search from both academia and the entertainment industry. Visual effects and video game companies both want to deliver new audience experiences – whether that is a hyper-realistic human character [Duncan 09] or a fantasy creature driven by a human performer [Duncan 10]. Having more efficient ways of delivering high quality animation, as well as increasing the visual realism of performances, has motivated a surge of innovative academic and industrial developments. Central to many of these developments are key technical advances in computer vision and graphics. Of particular note are advances in multi- view stereo reconstruction, facial tracking and motion capture, dense non- rigid registration of meshes, measurement of skin rendering attributes (e.g. BRDFs for skin and skin subsurface scattering models) and sensing tech- nology. This chapter builds on concepts already described earlier in this book – such as 3D capture, rigging, and non-rigid registration – and takes a more practical look at how they might typically be applied in visual effects. First, methods and applications for facial static capture and rendering are considered, before dynamic capture is addressed. Finally, a case study is examined called The Gathering involving the creation of an animated face – from animation to final composite.
视觉效果中的面部捕捉和动画
近年来,学术界和娱乐界对面部动画的研究越来越感兴趣。视觉效果和视频游戏公司都想给观众带来新的体验——无论是一个超现实的人类角色[Duncan 09],还是一个由人类表演者驱动的幻想生物[Duncan 10]。有了更有效的方式来传递高质量的动画,以及增加表演的视觉真实感,激发了创新学术和工业发展的浪潮。这些发展的核心是计算机视觉和图形学的关键技术进步。特别值得注意的是在多视图立体重建、面部跟踪和动作捕捉、密集非刚性网格配准、皮肤渲染属性测量(例如皮肤和皮肤地下散射模型的brdf)和传感技术方面的进展。本章建立在本书前面已经描述的概念上-例如3D捕获,索具和非刚性注册-并更实际地了解它们通常如何应用于视觉效果。首先,考虑了面部静态捕获和渲染的方法和应用,然后讨论了动态捕获。最后,一个案例研究被检查称为收集涉及创建一个动画的脸-从动画到最终合成。
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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