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RE-USE OF FACIAL ANIMATION RIGGINGS Researches: Verónica Costa-Teixeira Orvahlo, Antonio Susin Description:
Recent advances in facial synthesis show an increased interest in physics-based approaches [WF95] [YSK02] [SL96]. Today, to animate a character, an experienced CG artist has to model each facial rig by hand, making it impossible to reuse the same rig in different facial models. The task is further complicated when a minor artistic change on the facial topology leads to the restarting of the rigging process from scratch. This creates a bottleneck in any CG production and leads to the research of automated methods to accelerate the process [JTD03]. Modeling and animation of deformable objects have been applied to different fields [ACW04] [BK04]. Noh et al. [NN01] proposed several methods for transferring animations between different face models. The surface correspondence is obtained by specifying the corresponding point pairs on the models. Pighin et al. [SSP98] presented a method to interactively mark corresponding facial features in several photographs of an individual, to deform a generic face model using radial basis function. Sederberg and Parry [SP86] first introduced Free-Form Deformation (FFD) in 1986; the method does not require setting the corresponding features on the geometries. Other interesting approaches for high level geometric control and deformation over 3D model were introduced [Co90] [HHK92] [SF98]. Fig 2. Landmarks and internal structure for the source model. We have obtained a deformation method to transfer the inner structure of a generic rig to individual face models, based on thin-plate splines [Bo89] and the use of facial features labels. We will tag the generic rig with landmarks on its surface (the skin) and automatically deform it, together with the muscle and skeleton structure, to fit different face models. Therefore, all models will share the same generic set of attributes, and we will don't need to develop unique scripts for each face. We can transfer generic rig parameters, enabling re-use of existing animation scripts. We can build models with underlying anatomical structure, skin, muscle and skeleton, for human heads or other type of creatures. The models will be suitable for real-time animation based on simulation of facial anatomy.
Publications: Costa-Teixeira V., Susin A. Costa-Teixeira V., Zacur E., Susin A. Costa-Teixeira V., Zacur E., Susin A. Costa-Teixeira V., Zacur E., Susin A.Transferring Facial Expressions to Different Face Models. 3th Ibero-American Symposium in Computer Graphics (SIACG-2006). Editors Brunet P., Correia N., Baranoski G. Proc. SIACG-06, pp 21-28 (2006). References: [ACW04] A. Angelidis, M. Cani, G. Wyvill, and S. King, Swirling-sweepers: Constant-volume modeling, Pacific Graphics 2004, 2004. |