LYU0603 A Generic Real-Time Facial Expression Modelling System Supervisor: Prof. Michael R. Lyu Group Member: Cheung Ka Shun (05521661) Wong Chi Kin (05524554)

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Presentation transcript:

LYU0603 A Generic Real-Time Facial Expression Modelling System Supervisor: Prof. Michael R. Lyu Group Member: Cheung Ka Shun ( ) Wong Chi Kin ( )

Outline Project Overview Motivation Objective System Architecture Face Coordinate Filter Implementation  Facial expression analysis  Face modelling Demonstration Future work Conclusion

Project Overview Detect the facial expression Draw corresponding model

Motivation Face recognition technology has become more common Webcam has high resolution enough Computation power is high enough

Objective Enrich the functionality of web-cam Make net-meeting more interesting Users are not required to pay extra cost on specific hardware Recognize human face generically

System Architecture

Face Coordinate Filter

Our system is based on this filter and built on top of this filter Input: video source Output: the coordinate of vertices

Implementation – Face outline

Implementation - Calibration WHERE Face mesh coordinates => pixel coordinates

Implementation – Facial Expression Analysis We assume that the face coordinate filter works properly Detect eye blinking and mouth opening by coordinate system With sample movies, record the coordinate changes Plot graph Statistic Analysis

Implementation – Facial Expression Analysis Using vertex pair (33, 41), (34, 40), (35, 39) Part of Face mesh - Eye

Implementation – Facial Expression Analysis

Using vertex pair (69, 77), (70, 76), (71, 75) – outer bound of lips Using vertex pair (93, 99), (94, 98), (95, 97) – inner bound of lips Part of Face mesh - Mouth

Implementation – Facial Expression Analysis

Distance between two vertices < 1 unit There exists other factors affect the difference  Distance between camera and user  User moves his or her head quickly  for reference

Implementation – Facial Expression Analysis Three methods  Competitive Area Ratio  Horizontal Eye-Balance  Nearest-Colour Convergence

Competitive Area Ratio To detect whether the mouth is opened or closed

Competitive Area Ratio We can get the area of the triangle by

Horizontal Eye-Balance To detect whether the head is inclined

Horizontal Eye-Balance Approach I

Horizontal Eye-Balance Approach I However…

Horizontal Eye-Balance Approach II

Nearest-Colour Convergence Retrieve pixel colour in the specific area Treat pixel colour into three different channel (RGB) Take the average value in each channel

Nearest-Colour Convergence Colour space difference: Eye is closed if:

Direct 3D The characters we will be used in the system modelling

Texture Sampler Eye Closed Mouth Opened

Texture Sampler Pre-production of image

Texture Sampler Loading the texture Mapping object coordinate to texel coordinates

Texture Sampler Prepare the index buffer

Facial Expression Modelling Update the object coordinates Normalize the coordinates geometry

Our System

Demonstration We are going to play a movie clip which demonstrate our system

Future Work Improve the preciseness of face detection Use 3-D model instead of 2-D texture Allow net-meeting software to use it

Conclusion We have learnt with DirectShow and Direct3D We have developed search methods to detect the facial expressions

End Thank you! Q&A