university of washington v the hebrew university * microsoft research synthesizing realistic facial...
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University of Washington The Hebrew University
* Microsoft Research
Synthesizing Realistic Facial Expressions from Photographs
Frederic Pighin Jamie Hecker Dani Lischinski David Salesin Richard Szeliski *
Realistic facial animationOne of the most challenging
problems in computer graphics:
•Facial surface is subtle•Facial movements are complex•Faces familiar
Muscles Bones[Parke and Waters, 96]
Our approach3 steps in synthesizing realistic faces:
1. Modeling from photographs2. Creating new expressions3. Animating expression changes
“surprised”
“worried”“sad”
“neutral” “joy”
Previous work: Modeling• Hand digitizing• 3D scanning• Image-based techniques
[Kleiser, 95]
Hand digitizing
[Lee et al., 95]
3D scanning
[Parke, 74]
Image-based techniques
Previous work: Animation• Performance-driven animation• Physically-based animation• 2D morphing• 3D morphing
[Williams, 90]
Performance-driven animation
Physically-based animation
[Lee et al., 95]
[Bregler et al., 97][Beier and Neeley, 92]
2D morphing
[Chen et al., 95]
3D morphing
1. Modeling from photographs
Overview of modeling1. Take multiple photographs of a person2. Establish corresponding feature points3. Recover 3D points and camera parameters 4. Deform generic face model to fit
points5. Extract textures from photos
Animating expression changesVarying the proportion of different
expressions over time creates animation
Pose recoverySolve for:
•3D locations of feature points•Camera orientation•Camera position•Focal length
Robust estimation by linear least squares
Mesh deformationInvolves two steps:
•Compute displacement of feature points
•Apply scattered data interpolant
Generic model DisplacementDeformed model
Texture map extractionThe color at each point is a weighted
combination of the colors in the photos
Texture can be:•View-independent •View-dependent
View-independent View-dependent
2. Creating new expressions
Creating new expressionsIn addition to global blending we can
use: •Regional blending•Painterly interface
“neutral”
“happy”
“fake smile”
+X
X
Design of a drunken smile
3. Animating expression changes
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