A review of motion retargeting techniques for 3D character facial animation

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
ChangAn Zhu, Chris Joslin
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引用次数: 0

Abstract

3D face animation has been a critical component of character animation in a wide range of media since the early 90’s. The conventional process for animating a 3D face is usually keyframe-based, which is labor-intensive. Therefore, the film and game industries have started using live-action actors’ performances to animate the faces of 3D characters, the process is also known as performance-driven facial animation. At the core of performance-driven facial animation is facial motion retargeting, which transfers the source facial motions to a target 3D face. However, facial motion retargeting still has many limitations that influence its capability to further assist the facial animation process. Existing motion retargeting frameworks cannot accurately transfer the source motion’s semantic information (i.e., meaning and intensity of the motion), especially when applying the motion to non-human-like or stylized target characters. The retargeting quality relies on the parameterization of the target face, which is time-consuming to build and usually not generalizable across proportionally different faces. In this survey paper, we review the literature relating to 3D facial motion retargeting methods and the relevant topics within this area. We provide a systematic understanding of the essential modules of the retargeting pipeline, a taxonomy of the available approaches under these modules, and a thorough analysis of their advantages and limitations with research directions that could potentially contribute to this area. We also contributed a 3D character categorization matrix, which has been used in this survey and might be useful for future research to evaluate the character compatibility of their retargeting or face parameterization methods.

Abstract Image

三维角色面部动画运动重定向技术综述
自上世纪 90 年代初以来,三维面部动画一直是各种媒体角色动画的重要组成部分。传统的 3D 脸部动画制作过程通常是基于关键帧的,耗费大量人力物力。因此,电影和游戏行业开始使用真人演员的表演来制作三维角色的面部动画,这一过程也被称为表演驱动的面部动画。表演驱动面部动画的核心是面部动作重定向,它将源面部动作转移到目标三维面部。然而,面部动作重定向仍有许多局限性,影响了其进一步辅助面部动画制作的能力。现有的动作重定向框架无法准确传递源动作的语义信息(即动作的含义和强度),尤其是在将动作应用于非人类或风格化的目标角色时。重定向质量依赖于目标脸部的参数化,而参数化的建立非常耗时,而且通常无法在不同比例的脸部中通用。在本调查报告中,我们回顾了与三维面部运动重定位方法有关的文献以及该领域的相关主题。我们系统地了解了重定向管道的基本模块,对这些模块下的可用方法进行了分类,并深入分析了它们的优势和局限性,以及有可能为该领域做出贡献的研究方向。我们还提供了一个三维人物分类矩阵,该矩阵已在本次调查中使用,可能对未来研究评估重定目标或人脸参数化方法的人物兼容性有用。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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