FlexComb: A Facial Landmark-Based Model for Expression Combination Generation

Bogdan Pikula, Steve Engels
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Abstract

Facial expressions are a crucial but challenging aspect of animating in-game characters. They provide vital nonverbal communication cues, but given the high complexity and variability of human faces, the task of capturing the natural diversity and affective complexity of human faces can be a labour-intensive process for animators. This motivates the need for more accurate, realistic and lightweight methods for generating emotional expressions for in-game characters. In this work, we introduce FlexComb, a Facial Landmark-based Expression Combination model, designed to generate a real-time space of realistic facial expression combinations. FlexComb leverages the highly varied CelebV-HQ dataset containing emotions in the wild, and a transformer-based architecture. The central component of the FlexComb system is an emotion recognition model that is trained on the facial dataset, and used to generate a larger dataset of tagged faces. The resulting system generates in-game facial expressions by sampling from this tagged dataset, including expressions that combine emotions in specified amounts. This allows in-game characters to take on variety of realistic facial expressions for a single emotion, which addresses this primary challenge of facial emotion modeling. FlexComb shows potential for expressive facial emotion simulation with applications that include animation, video game development, virtual reality, and human-computer interaction.
FlexComb:一种基于面部地标的表情组合生成模型
面部表情是动画游戏角色的一个重要但具有挑战性的方面。它们提供了重要的非语言交流线索,但鉴于人脸的高度复杂性和可变性,捕捉人脸的自然多样性和情感复杂性的任务对动画师来说可能是一个劳动密集型的过程。这促使我们需要更准确、更现实、更轻量级的方法来生成游戏角色的情感表达。在这项工作中,我们介绍了FlexComb,一个基于面部地标的表情组合模型,旨在生成逼真的面部表情组合的实时空间。FlexComb利用了高度多样化的CelebV-HQ数据集,其中包含了野外的情感,以及基于变压器的架构。FlexComb系统的核心组件是一个情绪识别模型,该模型在面部数据集上进行训练,并用于生成更大的标记面部数据集。由此产生的系统通过从这个标记的数据集中采样来生成游戏中的面部表情,包括特定数量的情感组合表情。这使得游戏中的角色能够呈现出各种逼真的面部表情,从而解决了面部情绪建模的主要挑战。FlexComb在动画、视频游戏开发、虚拟现实和人机交互等应用中展示了面部表情模拟的潜力。
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