Perception of linear and nonlinear motion properties using a FACS validated 3D facial model

D. Cosker, Eva G. Krumhuber, A. Hilton
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引用次数: 32

Abstract

In this paper we present the first Facial Action Coding System (FACS) valid model to be based on dynamic 3D scans of human faces for use in graphics and psychological research. The model consists of FACS Action Unit (AU) based parameters and has been independently validated by FACS experts. Using this model, we explore the perceptual differences between linear facial motions -- represented by a linear blend shape approach -- and real facial motions that have been synthesized through the 3D facial model. Through numerical measures and visualizations, we show that this latter type of motion is geometrically nonlinear in terms of its vertices. In experiments, we explore the perceptual benefits of nonlinear motion for different AUs. Our results are insightful for designers of animation systems both in the entertainment industry and in scientific research. They reveal a significant overall benefit to using captured nonlinear geometric vertex motion over linear blend shape motion. However, our findings suggest that not all motions need to be animated nonlinearly. The advantage may depend on the type of facial action being produced and the phase of the movement.
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使用FACS验证的3D面部模型感知线性和非线性运动属性
在本文中,我们提出了第一个基于人脸动态三维扫描的面部动作编码系统(FACS)有效模型,用于图形学和心理学研究。该模型由基于FACS行动单元(AU)的参数组成,并已由FACS专家独立验证。使用该模型,我们探索了线性面部运动(由线性混合形状方法表示)与通过3D面部模型合成的真实面部运动之间的感知差异。通过数值测量和可视化,我们表明后一种类型的运动在顶点方面是几何非线性的。在实验中,我们探讨了非线性运动对不同au的感知益处。我们的研究结果对娱乐行业和科学研究中的动画系统设计师都有深刻的见解。它们揭示了使用捕获的非线性几何顶点运动优于线性混合形状运动的显著总体优势。然而,我们的研究结果表明,并非所有的运动都需要非线性动画。这种优势可能取决于所产生的面部动作的类型和运动的阶段。
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