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Data-driven facial animation based on manifold Bayesian regression

机译:基于流形贝叶斯回归的数据驱动面部动画

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摘要

Driving facial animation based on tens of tracked markers is a challenging task due to the complex topology and to the non-rigid nature of human faces. We propose a solution named manifold Bayesian regression. First a novel distance metric, the geodesic manifold distance, is introduced to replace the Euclidean distance. The problem of facial animation can be formulated as a sparse warping kernels regression problem, in which the geodesic manifold distance is used for modelling the topology and discontinuities of the face models. The geodesic manifold distance can be adopted in traditional regression methods, e.g. radial basis functions without much tuning. We put facial animation into the framework of Bayesian regression. Bayesian approaches provide an elegant way of dealing with noise and uncertainty. After the covariance matrix is properly modulated, Hybrid Monte Carlo is used to approximate the integration of probabilities and get deformation results. The experimental results showed that our algorithm can robustly produce facial animation with large motions and complex face models.
机译:由于复杂的拓扑结构和人脸的非刚性特性,基于数十个跟踪标记来驱动面部动画是一项具有挑战性的任务。我们提出了一个名为流形贝叶斯回归的解决方案。首先,引入了一种新颖的距离度量,即测地线流形距离,以取代欧几里得距离。面部动画的问题可以表述为稀疏翘曲核回归问题,其中测地流形距离用于建模面部模型的拓扑和不连续性。测地流形距离可以在传统的回归方法中采用,例如径向基函数,无需太多调整。我们将面部动画放入贝叶斯回归的框架中。贝叶斯方法提供了一种处理噪声和不确定性的优雅方法。在对协方差矩阵进行适当调制之后,使用混合蒙特卡罗方法对概率积分进行近似并获得变形结果。实验结果表明,该算法能够可靠地产生大动作和复杂人脸模型的人脸动画。

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