表情转换:一个为面部动画构建3D混合形状的系统

C. Pawaskar, Wan-Chun Ma, Kieran Carnegie, J. Lewis, Taehyun Rhee
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引用次数: 7

摘要

在不同的表情中混合面部几何图形是电影和游戏中面部动画的一种流行方法。动画的质量依赖于混合形状表达式集,创建足够的混合形状需要花费大量的时间和精力。本文提出了一个完整的管道来创建一组混合形状在不同的表情面部网格只有一个中性的表情。提供具有足够表达式的模板混合形状模型,并使用非刚性ICP(迭代最近点)算法将模板网格模型的中性表达式配准到目标人脸网格中。然后将模板和目标中性网格之间的变形梯度转移到每个表达式中,形成目标面部的一组新的混合形状。我们解决了将源混合形状的变形一致映射到目标面模型的优化问题。结果是一组新的目标网格混合形状,源面和目标面之间具有三角形对应关系。创建混合形状后,源面的混合形状动画自动重定向到目标网格。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Expression transfer: A system to build 3D blend shapes for facial animation
Blending face geometry in different expressions is a popular approach for facial animation in films and games. The quality of the animation relies on the set of blend shape expressions, and creating sufficient blend shapes takes a large amount of time and effort. This paper presents a complete pipeline to create a set of blend shapes in different expressions for a face mesh having only a neutral expression. A template blend shapes model having sufficient expressions is provided and the neutral expression of the template mesh model is registered into the target face mesh using a non-rigid ICP (iterative closest point) algorithm. Deformation gradients between the template and target neutral mesh are then transferred to each expression to form a new set of blend shapes for the target face. We solve optimization problem to consistently map the deformation of the source blend shapes to the target face model. The result is a new set of blend shapes for a target mesh having triangle-wise correspondences between the source face and target faces. After creating blend shapes, the blend shape animation of the source face is retargeted to the target mesh automatically.
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