基于观察到的3D语音动态的人脸动画

Gregor A. Kalberer, L. Gool
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引用次数: 49

摘要

逼真的面部动画尤其困难,因为我们都是面部动态感知和解释方面的专家。一种方法是模拟面部解剖。或者,动画可以基于首先观察可见的3D动态,提取基本模式,然后根据所需的性能将这些组合在一起。这是本文所遵循的策略,本文以言语为重点。该方法遵循一种引导过程。首先,3D形状统计数据是从具有相对较少标记的说话面孔中学习的。三维重建产生的时间间隔为1/25秒。面部下半部分的拓扑面具与运动相适应。掩模形状的主成分分析(PCA)降低了掩模形状空间的维数。其结果是双重的。一方面,脸部可以被动画化(在我们的例子中,它可以被制作成说新句子)。另一方面,面部动态可以在没有性能捕捉标记的情况下进行3D跟踪。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Face animation based on observed 3D speech dynamics
Realistic face animation is especially hard as we are all experts in the perception and interpretation of face dynamics. One approach is to simulate facial anatomy. Alternatively, animation can be based on first observing the visible 3D dynamics, extracting the basic modes, and then putting these together according to the required performance. This is the strategy followed in this paper, which focuses on speech. The approach follows a kind of bootstrap procedure. First, 3D shape statistics are learned from a talking face with a relatively small number of markers. A 3D reconstruction is produced at temporal intervals of 1/25 s. A topological mask of the lower half of the face is fitted to the motion. Principal component analysis (PCA) of the mask shapes reduces the dimension of the mask shape space. The result is two-fold. On the one hand, the face can be animated (in our case, it can be made to speak new sentences). On the other hand, face dynamics can be tracked in 3D without markers for performance capture.
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