{"title":"生成真实的面部动画的CG化身说一个moraic语言","authors":"Ryoto Kato, Yusuke Kikuchi, Vibol Yem, Y. Ikei","doi":"10.1145/3582700.3582705","DOIUrl":null,"url":null,"abstract":"We propose a new method for generating real-time realistic facial animation using face mesh data corresponding to the fifty-six C+V (Consonant and Vowel) type morae that form the basis of Japanese speech. This method produces facial expressions by weighted addition of fifty-three face meshes based on the mapping of voice streaming to registered morae in real-time. Both photogrammetric models and existing off-the-shelf head models can be used as face meshes. Natural facial expressions of speech can be synthesized from a modeling to live animation in less than two hours. The results of a user study of our method showed that the facial expression during Japanese speech was more natural than popular real-time methods to generate facial animation, English-base Oculus Lipsync and volume intensity based facial animations.","PeriodicalId":115371,"journal":{"name":"Proceedings of the Augmented Humans International Conference 2023","volume":"24 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Generation of realistic facial animation of a CG avatar speaking a moraic language\",\"authors\":\"Ryoto Kato, Yusuke Kikuchi, Vibol Yem, Y. Ikei\",\"doi\":\"10.1145/3582700.3582705\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We propose a new method for generating real-time realistic facial animation using face mesh data corresponding to the fifty-six C+V (Consonant and Vowel) type morae that form the basis of Japanese speech. This method produces facial expressions by weighted addition of fifty-three face meshes based on the mapping of voice streaming to registered morae in real-time. Both photogrammetric models and existing off-the-shelf head models can be used as face meshes. Natural facial expressions of speech can be synthesized from a modeling to live animation in less than two hours. The results of a user study of our method showed that the facial expression during Japanese speech was more natural than popular real-time methods to generate facial animation, English-base Oculus Lipsync and volume intensity based facial animations.\",\"PeriodicalId\":115371,\"journal\":{\"name\":\"Proceedings of the Augmented Humans International Conference 2023\",\"volume\":\"24 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-03-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the Augmented Humans International Conference 2023\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3582700.3582705\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the Augmented Humans International Conference 2023","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3582700.3582705","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Generation of realistic facial animation of a CG avatar speaking a moraic language
We propose a new method for generating real-time realistic facial animation using face mesh data corresponding to the fifty-six C+V (Consonant and Vowel) type morae that form the basis of Japanese speech. This method produces facial expressions by weighted addition of fifty-three face meshes based on the mapping of voice streaming to registered morae in real-time. Both photogrammetric models and existing off-the-shelf head models can be used as face meshes. Natural facial expressions of speech can be synthesized from a modeling to live animation in less than two hours. The results of a user study of our method showed that the facial expression during Japanese speech was more natural than popular real-time methods to generate facial animation, English-base Oculus Lipsync and volume intensity based facial animations.