{"title":"在动作捕捉管道中调整面部动画","authors":"Yeongho Seol, J. P. Lewis","doi":"10.1145/2614106.2614108","DOIUrl":null,"url":null,"abstract":"In a practical mocap pipeline, it is frequently necessary for artists to manually adjust the results of the automatic retargeting. This is due to various reasons, including errors, late changes in artistic requirements, and the fact that subtle aspects of the original performance may be lost in the retargeting process. However, facial animation editing takes a lot of time. Once automatic retargeting is done, every frame in the shot becomes a keyframe, making temporally coherent editing challenging. In addition, the blendshape weights resulting from retargeting can be quite different from what artists usually use during their manual keyframing [Seol et al. 2011].","PeriodicalId":118349,"journal":{"name":"ACM SIGGRAPH 2014 Talks","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2014-07-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"14","resultStr":"{\"title\":\"Tuning facial animation in a mocap pipeline\",\"authors\":\"Yeongho Seol, J. P. Lewis\",\"doi\":\"10.1145/2614106.2614108\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In a practical mocap pipeline, it is frequently necessary for artists to manually adjust the results of the automatic retargeting. This is due to various reasons, including errors, late changes in artistic requirements, and the fact that subtle aspects of the original performance may be lost in the retargeting process. However, facial animation editing takes a lot of time. Once automatic retargeting is done, every frame in the shot becomes a keyframe, making temporally coherent editing challenging. In addition, the blendshape weights resulting from retargeting can be quite different from what artists usually use during their manual keyframing [Seol et al. 2011].\",\"PeriodicalId\":118349,\"journal\":{\"name\":\"ACM SIGGRAPH 2014 Talks\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2014-07-27\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"14\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM SIGGRAPH 2014 Talks\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2614106.2614108\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM SIGGRAPH 2014 Talks","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2614106.2614108","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 14
摘要
在实际的动作捕捉管道中,艺术家经常需要手动调整自动重定向的结果。这是由于各种原因造成的,包括错误,后期艺术要求的变化,以及在重新定位过程中可能丢失原始表演的微妙方面。然而,面部动画编辑需要花费大量时间。一旦自动重瞄准完成,镜头中的每一帧都成为关键帧,使时间连贯的编辑具有挑战性。此外,重定向产生的混合形状权重可能与美工通常在手动关键帧中使用的权重大不相同[Seol et al. 2011]。
In a practical mocap pipeline, it is frequently necessary for artists to manually adjust the results of the automatic retargeting. This is due to various reasons, including errors, late changes in artistic requirements, and the fact that subtle aspects of the original performance may be lost in the retargeting process. However, facial animation editing takes a lot of time. Once automatic retargeting is done, every frame in the shot becomes a keyframe, making temporally coherent editing challenging. In addition, the blendshape weights resulting from retargeting can be quite different from what artists usually use during their manual keyframing [Seol et al. 2011].