Realistic modeling for facial animation

Yuencheng Lee, Demetri Terzopoulos, K. Waters
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引用次数: 997

Abstract

A major unsolved problem in computer graphics is the construction and animation of realistic human facial models. Traditionally, facial models have been built painstakingly by manual digitization and animated by ad hoc parametrically controlled facial mesh deformations or kinematic approximation of muscle actions. Fortunately, animators are now able to digitize facial geometries through the use of scanning range sensors and animate them through the dynamic simulation of facial tissues and muscles. However, these techniques require considerable user input to construct facial models of individuals suitable for animation. In this paper, we present a methodology for automating this challenging task. Starting with a structured facial mesh, we develop algorithms that automatically construct functional models of the heads of human subjects from laser-scanned range and reflectance data. These algorithms automatically insert contractile muscles at anatomically correct positions within a dynamic skin model and root them in an estimated skull structure with a hinged jaw. They also synthesize functional eyes, eyelids, teeth, and a neck and fit them to the final model. The constructed face may be animated via muscle actuations. In this way, we create the most authentic and functional facial models of individuals available to date and demonstrate their use in facial animation.
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逼真的面部动画建模
在计算机图形学中尚未解决的一个主要问题是逼真的人脸模型的构建和动画。传统上,面部模型是通过手工数字化精心构建的,并通过特别的参数控制面部网格变形或肌肉动作的运动学近似来动画化。幸运的是,动画师现在能够通过使用扫描距离传感器将面部几何图形数字化,并通过面部组织和肌肉的动态模拟将其动画化。然而,这些技术需要大量的用户输入来构建适合动画的个人面部模型。在本文中,我们提出了一种方法来自动化这项具有挑战性的任务。从一个结构化的面部网格开始,我们开发算法,从激光扫描的距离和反射率数据自动构建人类受试者头部的功能模型。这些算法在动态皮肤模型中自动将收缩肌肉插入解剖学上正确的位置,并将其与铰链下颌的估计颅骨结构相结合。他们还合成功能齐全的眼睛、眼睑、牙齿和脖子,并将它们与最终模型相匹配。构建的面部可以通过肌肉驱动来激活。通过这种方式,我们创建了迄今为止最真实、最实用的个人面部模型,并展示了它们在面部动画中的应用。
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