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A Muscle Model for Animating Three-Dimensional Facial Expressionsdavid/Classes/Talks/Beata... ·...
Transcript of A Muscle Model for Animating Three-Dimensional Facial Expressionsdavid/Classes/Talks/Beata... ·...
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A Muscle Model for Animating Three-Dimensional Facial
Expressions
by Keith Waters
SIGGRAPH proceedings 1987
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Existing approaches to facial animation (in 1987)
- Key framing – requires complete specification of the model at each extreme, data-intensive - Parameterization – requires that the topological mesh of the face stays the same, may not work for different face types.
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Facial Action Coding System (FACS)
Notational-based environment for deriving emotional states from facial distortion (developed by Paul Ekman and Wallice Friesden)
Individual muscles (or groups of muscles) are defined as Action Units that distort the skin.
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FACS
Action Unit AU1activation produces expression of fear
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Computer model for muscles of the face
Two major muscle groups: Lateral/parallel muscles that pull Sphincter muscles that squeeze
Parameters in facial modeling Muscle strength (spring constant) Skin elasticity Proximity of the node on the face surface to
the muscle The size of the displacement
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Muscles as vectors
Directed towards the point of attachment to the bone
Magnitude is zero at the bony attachment, increases towards point of insertion into the skin (no displacement at the bony attachment
Concave zone of influence
Muscle vector displacing 3d grid
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Muscle vector model x’ = f(K,A,R,x) y’ = f(K,A,R,y)
K - muscle spring constant Ω - maximum zone of
influence D – vector V1P distance A – angular displacement R – radial displacement
A = cos(µ/π . π/2) R = cos((1-D/Rs) π/2) (for points inside V1 Pn Pm) R = cos((D-Rs)/(Rf-Rs) π/2) (for points inside Pn Pr Ps Pm Rs – fallstart of muscle pull
Rf – fall finish of muscle pull
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3D Muscle Vector
Zone of influence = 35 fallstart = 7.0, fallfin = 14.0 muscle spring constant = 0.75 elastisity = 1.0 and 10.0
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3D Vector for sphincter muscle
x’ = f(K,R,x) y’ = f(K,R,y)
No angular displacement for the sphincter muscles.
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Confluence of two muscle vectors
For each node a degree of freedom (maximum displacement) has to be determined.
Each node stores the information about its attractors.
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Model creation – data structure
Face modeled with a polygonal data structure
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Model creation - implementation
Program driven by those parameters:
For linear muscles: Zone of influence Fallstart Fallfin Muscle spring constant Elasticity
For sphincter muscles: Tension Horizontal and vertical axis
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Rendering
Relaxed Happy
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Rendering
Fear Anger