基于实例的面部模拟数据优化

Sara C. Schvartzman, M. Romeo
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引用次数: 1

摘要

数字角色在现代电影视觉效果中很常见,在过去的几年里,对数字演员的需求也在增加。数字创造的演员的成功与他们的可信度有关,特别是他们的面部动画和模拟的真实感。计算机图形学中的面部表情通常是通过混合形状等线性顶点插值技术获得的。这能够实现高度的艺术控制和快速互动,但不能正确地再现碰撞或其他物理现象,如重力和惯性。这些效果可以通过在动画面部几何(例如肌肉模拟)上应用模拟技术来实现,但可能会潜在地改变期望的面部表情的外观,并产生与动画中批准的工作不一致。此外,动画这样的肌肉钻机可能是非常麻烦的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Example-based data optimization for facial simulation
Digital characters are common in modern films visual effects and the demand for digital actors has increased during the past few years. The success of digitally created actors is related to their believability and, in particular, the realism of the animation and simulation of their faces. Facial expressions in computer graphics are commonly obtained through linear vertex interpolation techniques such as blend shapes. These enable high artistic control and fast interaction, but cannot properly reproduce collisions or other physical phenomena such as gravity and inertia. These effects can be achieved by applying simulation techniques over the animated facial geometry (e.g. muscle simulation), but could potentially alter the look of the desired facial expression and produce inconsistencies with the work approved in animation. Moreover, animating such muscle rigs can be very cumbersome.
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