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Semantic 3D motion retargeting for facial animation

机译:面部动画的语义3D运动重定向

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摘要

We present a system for realistic facial animation that decomposes facial Motion Capture data into semantically meaningful motion channels based on the Facial Action Coding System. A captured performance is retargeted onto a morphable 3D face model based on a semantically corresponding set of 3D scans. The resulting facial animation reveals a high level of realism by combining the high spatial resolution of a 3D scanner with the high temporal accuracy of motion capture data that accounts for subtle facial movements with sparse measurements. Such an animation system allows us to systematically investigate human perception of moving faces. It offers control over many aspects of the appearance of a dynamic face, while utilizing as much measured data as possible to avoid artistic biases. Using our animation system, we report results of an experiment that investigates the perceived naturalness of facial motion in a preference task. For expressions with small amounts of headmotion, we find a benefit for our part-based generative animation system that is capable of local animation over an example-based approach that deforms the whole face at once.
机译:我们提出了一种用于现实面部动画的系统,该系统将基于“面部动作编码系统”的面部运动捕捉数据分解为语义上有意义的运动通道。基于语义上对应的3D扫描集,将捕获的性能重新定位到可变形3D面部模型上。通过将3D扫描仪的高空间分辨率与运动捕捉数据的高时间精度相结合,所得到的面部动画展现了高度的真实感,而运动捕捉数据的高时间精度可解决稀疏的面部运动。这样的动画系统使我们能够系统地研究人类对移动面孔的感知。它可以控制动态脸部外观的许多方面,同时利用尽可能多的测量数据来避免艺术偏见。使用我们的动画系统,我们报告了一项实验结果,该实验调查了偏好任务中面部运动的感知自然度。对于带有少量头部动作的表情,我们发现了基于零件的生成动画系统的优势,该系统能够使基于局部实例的方法立即进行局部动画处理,从而使整个面部立即变形。

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