Micro and macro facial expressions by driven animations in realistic Virtual Humans

Rubens Halbig Montanha, Giovana Nascimento Raupp, Ana Carolina Policarpo Schmitt, Victor Flávio de Andrade Araujo, Soraia Raupp Musse
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Abstract

Computer Graphics (CG) advancements have allowed the creation of more realistic Virtual Humans (VH) through modern techniques for animating the VH body and face, thereby affecting perception. From traditional methods, including blend shapes, to driven animations using facial and body tracking, these advancements can potentially enhance the perception of comfort and realism in relation to VHs. Previously, Psychology studied facial movements in humans, with some works separating expressions into macro and micro expressions. Also, some previous CG studies have analyzed how macro and micro expressions are perceived, replicating psychology studies in VHs, encompassing studies with realistic and cartoon VHs, and exploring different VH technologies. However, instead of using facial tracking animation methods, these previous studies animated the VHs using blendshapes interpolation. To understand how the facial tracking technique alters the perception of VHs, this paper extends the study to macro and micro expressions, employing two datasets to transfer real facial expressions to VHs and analyze how their expressions are perceived. Our findings suggest that transferring facial expressions from real actors to VHs significantly diminishes the accuracy of emotion perception compared to VH facial animations created by artists.
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逼真虚拟人中的微观和宏观面部表情驱动动画
计算机图形学(CG)的进步通过现代虚拟人身体和面部动画技术创造出了逼真的虚拟人(VH),从而影响了人们的感知。从包括混合形状在内的传统方法,到使用面部和身体跟踪的驱动动画,这些进步有可能增强人们对虚拟人的舒适感和真实感。此前,心理学研究了人类的面部动作,其中一些作品将表情分为宏观表情和微观表情。此外,之前的一些 CG 研究也分析了宏观和微观表情是如何被感知的,将心理学研究复制到了虚拟主机中,包括对现实和卡通虚拟主机的研究,以及对不同虚拟主机技术的探索。然而,之前的这些研究并没有使用面部追踪动画方法,而是使用混合形状插值法制作 VH 动画。为了了解面部跟踪技术如何改变人们对 VH 的感知,本文将研究扩展到宏观和微观表情,采用两个数据集将真实的面部表情转移到 VH 上,并分析人们对其表情的感知。我们的研究结果表明,与艺术家创作的 VH 面部动画相比,将真实演员的面部表情转移到 VH 上会大大降低情绪感知的准确性。
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