Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition

Jungmin Kim, M. Choi, Young J. Kim
{"title":"Real-time Muscle-based Facial Animation using Shell Elements and Force Decomposition","authors":"Jungmin Kim, M. Choi, Young J. Kim","doi":"10.1145/3384382.3384531","DOIUrl":null,"url":null,"abstract":"We present a novel algorithm for physics-based real-time facial animation driven by muscle deformation. Unlike the previous works using 3D finite elements, we use a 2D shell element to avoid inefficient or undesired tessellation due to the thin structure of facial muscles. To simplify the analysis and achieve real-time performance, we adopt real-time thin shell simulation of [Choi et al. 2007]. Our facial system is composed of four layers of skin, subcutaneous layer, muscles, and skull, based on human facial anatomy. Skin and muscles are composed of shell elements, subcutaneous fatty tissue is assumed as a uniform elastic body, and the fixed part of facial muscles is handled by static position constraint. We control muscles to have stretch deformation using modal analysis and apply mass-spring force to skin mesh which is triggered by the muscle deformation. In our system, only the region of interest for skin can be affected by the muscle. To handle the coupled result of facial animation, we decouple the system according to the type of external forces applied to the skin. We show a series of real-time facial animation caused by selected major muscles that are relevant to expressive skin deformation. Our system has generality for importing new types of muscles and skin mesh when their shape or positions are changed.","PeriodicalId":91160,"journal":{"name":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","volume":"58 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-05-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3384382.3384531","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

We present a novel algorithm for physics-based real-time facial animation driven by muscle deformation. Unlike the previous works using 3D finite elements, we use a 2D shell element to avoid inefficient or undesired tessellation due to the thin structure of facial muscles. To simplify the analysis and achieve real-time performance, we adopt real-time thin shell simulation of [Choi et al. 2007]. Our facial system is composed of four layers of skin, subcutaneous layer, muscles, and skull, based on human facial anatomy. Skin and muscles are composed of shell elements, subcutaneous fatty tissue is assumed as a uniform elastic body, and the fixed part of facial muscles is handled by static position constraint. We control muscles to have stretch deformation using modal analysis and apply mass-spring force to skin mesh which is triggered by the muscle deformation. In our system, only the region of interest for skin can be affected by the muscle. To handle the coupled result of facial animation, we decouple the system according to the type of external forces applied to the skin. We show a series of real-time facial animation caused by selected major muscles that are relevant to expressive skin deformation. Our system has generality for importing new types of muscles and skin mesh when their shape or positions are changed.
使用壳元素和力分解的实时基于肌肉的面部动画
我们提出了一种由肌肉变形驱动的基于物理的实时面部动画算法。与之前使用3D有限元的作品不同,我们使用二维壳单元来避免由于面部肌肉的薄结构而导致的低效或不希望的镶嵌。为了简化分析并实现实时性,我们采用了[Choi et al. 2007]的实时薄壳仿真。我们的面部系统由四层皮肤、皮下层、肌肉和头骨组成,基于人类面部解剖学。皮肤和肌肉由壳单元组成,皮下脂肪组织假定为均匀弹性体,面部肌肉的固定部分采用静态位置约束处理。我们利用模态分析控制肌肉的拉伸变形,并将肌肉变形触发的质量-弹簧力施加到皮肤网格上。在我们的系统中,只有皮肤感兴趣的区域会受到肌肉的影响。为了处理面部动画的耦合结果,我们根据施加在皮肤上的外力类型对系统进行解耦。我们展示了一系列实时面部动画,由选定的主要肌肉引起,这些肌肉与表达性皮肤变形有关。当肌肉和皮肤网格的形状或位置发生变化时,我们的系统具有导入新类型肌肉和皮肤网格的通用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信