Interactive Facial Animation: Enhancing Facial Rigs With Real-Time Shell And Contact Simulation 58

IF 3.1 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
José Antonio Fernández-Fernández, Ryan Goldade, Ladislav Kavan, Jan Bender, Philipp Herholz
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引用次数: 2

Abstract

Demand for high-quality virtual 3D characters continues to grow in both entertainment and communication, and with it, the desire for interactive avatars. This presents unique challenges for high-fidelity interactive solutions that must be quick to set up, efficient to run in real-time on consumer hardware, and work well, not only on human characters, but also on fantastical and heavily stylized ones. We present Interactive Facial Animation (IFA), a novel approach to augment facial animation rigs with shell simulation and contact without requiring anatomical priors or artist intervention. Our method uses an efficient shell model that tracks the output of a face rig in real-time and incorporates realistic contact. By designing our shell model to be differentiable, we can use inverse simulation to reconstruct realistic non-uniform stiffness that captures both stiff (ears, nose) and soft (cheeks, lips) areas, based on the rig’s deformation space. The reconstruction process imposes hard limits on acceptable errors, which ensures that IFA preserves the resolution and expressiveness of the source material, a common shortcoming in many face simulation pipelines. With performance in mind, we demonstrate IFA using a variant of the Fast Mass-Springs method. However, the presented concept can be realized with any differentiable physics solver that provides reliable convergence. We showcase our method in four different character rigs, achieving simulation update runtimes between 0.39 and 1.27 milliseconds (787-2564 FPS) on a single CPU thread. Unlike existing methods that require lengthy preparation times, our pipeline can be ready to use within minutes, also on the CPU.
交互式面部动画:增强面部钻机与实时壳和接触模拟
在娱乐和交流领域,对高质量虚拟3D角色的需求持续增长,对互动化身的需求也随之增长。这对高保真互动解决方案提出了独特的挑战,这些解决方案必须能够快速设置,有效地在消费者硬件上实时运行,并且不仅适用于人类角色,还适用于幻想和高度风格化的角色。我们提出了交互式面部动画(IFA),这是一种新的方法,可以在不需要解剖先验或艺术家干预的情况下,通过壳模拟和接触来增强面部动画钻机。我们的方法使用了一种高效的壳模型,可以实时跟踪钻机的输出,并结合了真实的接触。通过将我们的壳体模型设计为可微的,我们可以使用逆模拟来重建现实的非均匀刚度,根据钻机的变形空间捕获刚性(耳朵、鼻子)和柔软(脸颊、嘴唇)区域。重建过程对可接受的误差施加了严格的限制,这确保了IFA保留了源材料的分辨率和表现力,这是许多人脸模拟管道的共同缺点。考虑到性能,我们使用快速质量-弹簧方法的一种变体来演示IFA。然而,所提出的概念可以用任何提供可靠收敛的可微物理解算器来实现。我们在四个不同的角色装备中展示了我们的方法,在单个CPU线程上实现了0.39到1.27毫秒(787-2564 FPS)的模拟更新运行时间。与需要长时间准备的现有方法不同,我们的管道可以在几分钟内准备好使用,也可以在CPU上使用。
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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CiteScore
2.90
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0.00%
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