用运动捕获技术对3D面部动画系统的现实面部表情合成评价

Samuel Gandang Gunanto, Arif Sulistiyono, Agnes Karina Pritha Atmani, T. Troy
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引用次数: 2

摘要

人脸具有独特的形状和大小,以及3D人物面部模型。3D虚拟人物的面部动画主要是通过手动移动每帧中的索具来完成的。使用的字符越多,产生的制作成本就越高。缺乏廉价的面部动作传输系统也是印尼没有多少工作室使用动作捕捉技术的原因之一。本研究将评估基于径向基函数(RBF)构建的动作捕捉技术作为标记转移方法的面部表情综合实现,作为点簇系统中操纵运动的参考。根据FACS理论和综合结果问卷,采用接近面部表情的方法进行测试。实验结果表明,根据FACS理论,参考面部特征的变化可以满足表情形成的要求,但实现并不总是能够完美地描述期望的条件,即平均易于识别的人脸百分比为35.53%。因此,动画师在面部动画制作中对微表情改进的控制或添加夸张原则元素的影响,对于制作出易于观众识别的面部表情是非常重要的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluasi Sintesis Ekspresi Wajah Realistik pada Sistem Animasi Wajah 3D dengan Teknologi Motion Capture
The human face has a unique shape and size, as well as a 3D character face model. The facial animation of 3D virtual characters is mostly done manually by moving the rigging in each frame. The more characters used, the more production costs that must be incurred. The absence of a cheap facial motion transfers system is also one of the reasons why not many studios are using motion capture technology in Indonesia.This research will evaluate the implementation of a facial expression synthetically using motion capture technology built from radial basis function (RBF) as a method of marker transfer as a reference for rigging movement in point cluster system. Testing is done by approaching facial expressions according to FACS theory and questionnaire of synthesis results.The experimental results show that according to FACS theory the requirement of expression formation has been fulfilled by referring to changes in facial features, but the implementation is not always able to describe perfectly the desired condition, namely the average percentage of faces easily recognizable by 35.53%. Therefore, the influence of animators in the control of micro expression improvements or the addition of exaggeration principle elements in the manufacture of facial animation is very important to produce facial expressions that are easily recognized by the audience.
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