Micro and macro facial expressions by driven animations in realistic Virtual Humans

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Rubens Halbig Montanha, Giovana Nascimento Raupp, Ana Carolina Policarpo Schmitt, Victor Flávio de Andrade Araujo, Soraia Raupp Musse
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引用次数: 0

Abstract

Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend shapes, to driven animations using facial and body tracking, these advancements can potentially enhance the perception of comfort and realism in relation to VHs. Previously, Psychology studied facial movements in humans, with some works separating expressions into macro and micro expressions. Also, some previous CG studies have analyzed how macro and micro expressions are perceived, replicating psychology studies in VHs, encompassing studies with realistic and cartoon VHs, and exploring different VH technologies. However, instead of using facial tracking animation methods, these previous studies animated the VHs using blendshapes interpolation. To understand how the facial tracking technique alters the perception of VHs, this paper extends the study to macro and micro expressions, employing two datasets to transfer real facial expressions to VHs and analyze how their expressions are perceived. Our findings suggest that transferring facial expressions from real actors to VHs significantly diminishes the accuracy of emotion perception compared to VH facial animations created by artists.

逼真虚拟人中的微观和宏观面部表情驱动动画
计算机图形学(CG)的进步使得通过现代技术对虚拟人的身体和面部进行动画处理,创造出更加逼真的虚拟人(VH),从而影响人们的感知。从包括混合形状在内的传统方法,到使用面部和身体追踪技术的驱动动画,这些进步都有可能提高虚拟人的舒适感和逼真度。此前,心理学研究了人类的面部动作,其中一些研究将表情分为宏观表情和微观表情。此外,之前的一些 CG 研究也分析了如何感知宏观和微观表情,将心理学研究复制到了虚拟人物中,包括对逼真和卡通虚拟人物的研究,以及对不同虚拟人物技术的探索。不过,之前的这些研究并没有使用面部追踪动画方法,而是使用混合形状插值法制作 VH 动画。为了了解面部跟踪技术如何改变对虚拟人物的感知,本文将研究扩展到宏观和微观表情,采用两个数据集将真实的面部表情转移到虚拟人物身上,并分析他们的表情是如何被感知的。我们的研究结果表明,与艺术家创作的 VH 面部动画相比,将真实演员的面部表情转移到 VH 上会大大降低情感感知的准确性。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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