做鬼脸

Brian K. Guenter, Cindy Grimm, Daniel Wood, Henrique S. Malvar, Frédéric H. Pighin
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引用次数: 0

摘要

我们已经创建了一个系统,用于捕捉人类面部表情的三维几何形状和颜色和阴影信息。我们使用这些数据来重建捕捉到的表情的逼真的3D动画。该系统利用人脸上的大量采样点来精确跟踪人脸的三维变形。在跟踪几何数据的同时,我们捕获了多幅高分辨率、配准的人脸视频图像。这些图像用于创建三维多边形面部模型的纹理映射序列,然后可以在标准的3D图形硬件上渲染。由此产生的面部动画令人惊讶地栩栩如生,看起来非常像最初的现场表演。从纹理图像中分离几何图像的捕获消除了由于运动引起的图像数据中的大部分方差,这增加了压缩比。虽然我们工作的主要重点不是压缩,但我们研究了一种基于主成分分析的压缩几何数据的新方法。纹理序列使用MPEG4视频编解码器进行压缩。从512x512像素纹理重建的动画在数据速率低至每秒240千比特时看起来很好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Making faces
We have created a system for capturing both the three-dimensional geometry and color and shading information for human facial expressions. We use this data to reconstruct photorealistic, 3D animations of the captured expressions. The system uses a large set of sampling points on the face to accurately track the three dimensional deformations of the face. Simultaneously with the tracking of the geometric data, we capture multiple high resolution, registered video images of the face. These images are used to create a texture map sequence for a three dimensional polygonal face model which can then be rendered on standard 3D graphics hardware. The resulting facial animation is surprisingly life-like and looks very much like the original live performance. Separating the capture of the geometry from the texture images eliminates much of the variance in the image data due to motion, which increases compression ratios. Although the primary emphasis of our work is not compression we have investigated the use of a novel method to compress the geometric data based on principal components analysis. The texture sequence is compressed using an MPEG4 video codec. Animations reconstructed from 512x512 pixel textures look good at data rates as low as 240 Kbits per second.
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