Abstract
As computer graphics technique rises to the challenge of rendering lifelike performers, more lifelike performance is required. The techniques used to animate robots, arthropods, and suits of armor, have been extended to flexible surfaces of fur and flesh. Physical models of muscle and skin have been devised. But more complex databases and sophisticated physical modeling do not directly address the performance problem. The gestures and expressions of a human actor are not the solution to a dynamic system. This paper describes a means of acquiring the expressions of real faces, and applying them to computer-generated faces. Such an "electronic mask" offers a means for the traditional talents of actors to be flexibly incorporated in digital animations. Efforts in a similar spirit have resulted in servo-controlled "animatrons," high-technology puppets, and CG puppetry [1]. The manner in which the skills of actors and puppetteers as well as animators are accommodated in such systems may point the way for a more general incorporation of human nuance into our emerging computer media.The ensuing description is divided into two major subjects: the construction of a highly-resoved human head model with photographic texture mapping, and the concept demonstration of a system to animate this model by tracking and applying the expressions of a human performer.
- 1 Waiters, Graham, The Story of Waldo C. Graphic. ACM SIGGRAPH '89 Course Notes, 3D Character Animation by Computer, August 1989.Google Scholar
- 2 Parke, Frederick I., A Parametric Model for Human Faces. Ph.D. dissertation, Department of Computer Science, University of Utah, 1974. Google ScholarDigital Library
- 3 Badler, Norman, and Platt, Stephen, Animating Facial Expressions. Proceedings of SIGGRAPH '81 (Dallas, Texas, August 3-7, 1981). In Computer Graphics 15, 3, (August 198t), 245-252. Google ScholarDigital Library
- 4 Platt, Stephen Michael, A Structural Model of the Human Face. Ph.D. Department of Computer and Information Science, School of Engineering and Applied Science, University of Pennsylvania, Philadelphia, PA., 1986. Google ScholarDigital Library
- 5 Brennan, Susan Elise, Caricature Generator. M.S. Visual Studies, Dept. of Architecture, Massachusetts Institute of Technology, Cambridge, MA. Sept. 1982.Google Scholar
- 6 Burson, Nancy, and Schneider, Thomas, "Method and Apparatus for Producing an Image of a Person's Face at a Different Age," U.S. Patent #4276570, June 30, 1981.Google Scholar
- 7 Oka, Masaaki, Tsutsui, Kyoya, Ohba, Akio, Kurauchi, Yoshitaka, Tago, Takashi, Real-Time Manipulation of Texture-Mapped Surfaces. Proceedings of SIGGRAPH '87 (Anaheim, California, July 27-31, 1987). In Computer Graphics 21, 4, (July 1987), 181-188. Google ScholarDigital Library
- 8 Lachapelle, Pierre, Bergeron, Philippe, Robidoux, P., and Langlois, Daniel, Tony de Peltrie. {film} 1985.Google Scholar
- 9 Waters, Keith, A Muscle Model for Animating Three-Dimensional Facial Expression. Proceedings of SIGGRAPH '87 (Anaheim, California; July 27- 31, 1987). In Computer Graphics 21, 4 (July 1987), 17-24. Google ScholarDigital Library
- 10 Lasseter, John, Ostby, Eben, Reeves, William, Good, Craig, Rydstrom, Gary. Tin Toy. {film} Pixar, 1988.Google Scholar
- 11 Cyberware Laboratory, Inc.: 4020/PS 3D Scanner, 4020/RGB 3D Scanner with color digitizer. 8 Harris Court 3D, Monterey, California 93940.Google Scholar
- 12 Butt, P.J., Ogden, J.M., Adelson, E.H., and Bergen, J.R., Pyramid-Based Computer Graphics. RCA Engineer, Vol. 30, 5, Sept.-Oct. 1985.Google Scholar
Index Terms
- Performance-driven facial animation
Recommendations
Performance-driven facial animation
SIGGRAPH '06: ACM SIGGRAPH 2006 CoursesAs computer graphics technique rises to the challenge of rendering lifelike performers, more lifelike performance is required. The techniques used to animate robots, arthropods, and suits of armor, have been extended to flexible surfaces of fur and ...
Performance-driven facial animation
SIGGRAPH '90: Proceedings of the 17th annual conference on Computer graphics and interactive techniquesAs computer graphics technique rises to the challenge of rendering lifelike performers, more lifelike performance is required. The techniques used to animate robots, arthropods, and suits of armor, have been extended to flexible surfaces of fur and ...
Artist friendly facial animation retargeting
This paper presents a novel facial animation retargeting system that is carefully designed to support the animator's workflow. Observation and analysis of the animators' often preferred process of key-frame animation with blendshape models informed our ...
Comments