1 Expression Cloning Jung-yong Noh Ulrich Neumann Siggraph01.

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Presentation transcript:

1 Expression Cloning Jung-yong Noh Ulrich Neumann Siggraph01

2/21 Introduction (1/2) What is Expression Cloning? Allow animations to be easily retargeted to new models Why Expression Cloning? Easily create facial animations for character models Provide an alternative from scratch

3/21 Introduction (2/2) How to do Expression Cloning? Transfer vertex motion vectors from a source face model to a target model 1. Determine surface points correspondence 2. Transfer motion vectors

4/21 Related works (1/4) Two kinds of facial animation approaches 1. Physical behaviors of the bone and muscle structures A Muscle Model for Animating Three-Dimensional Facial Expression, K. Waters et al [31]

5/21 Related works (2/4) Two kinds of approaches 2. Smooth surface deformation  Animation do not simply transfer between models Making Faces, H. Malvar et al [31]

6/21 Related works (3/4) Reusing data for new models Vector based muscle models Placing heuristic muscles under the surface of the face Repeat for each new model A parametric approach Associating the motion of a group of vertices to a specific parameter Manual association must be repeated for models

7/21 Related works (4/4) The goal of this paper Reusing motion data to produce facial animations Same qualities Easily transform Control varied target models from one generic model Similar work Performance driven facial animation, MPEG-4 Tracking a live actor; 84 feature points

8/21 Expression Cloning (1/11) Two steps: 1. Dense surface correspondences 2. Animation with motion vectors

9/21 Expression Cloning (2/11) 1. Dense surface correspondences Determine which surface points in the target correspond to vertices in the source model Different number of vertices or connectivity Small set of initial correspondences to establish an approximate relationship

10/21 Expression Cloning (3/11) 1. Dense surface correspondences Radial Basis Functions (RBF) Roughly project vertices in the source model onto the target model Cylindrical Projections

11/21 Expression Cloning (4/11) 1. Dense surface correspondences

12/21 Expression Cloning (5/11) 2. Animation with Motion Vectors Displace each target vertex to match the motion of a corresponding source surface point. Need Dense source motion vectors, linear interpolation Direction and magnitude of a motion vector must be altered and scaled

13/21 Expression Cloning (6/11) 2. Animation with Motion Vectors 2.1 Motion Vector Direction Adjustment 2.2 Motion Vector Magnitude Adjustment

14/21 Expression Cloning (7/11) Direction Adjustment

15/21 Expression Cloning (8/11) Magnitude Adjustment

16/21 Expression Cloning (9/11) Direction Adjustment & Magnitude Adjustment ▪ m : motion vector ▪ Local bounding box (BB), scale and rotate ▪ limit by a global threshold

17/21 Expression Cloning (10/11) Lip contact line Models have lips that touch at a contact line Lower lip vertices may be controlled by upper lip triangle Solve: Include all the source-model lip contact line vertices for the RBF morphing step Completely align the lip contact lines of the two models

18/21 Expression Cloning (11/11) Automated Correspondence Selection A small set of correspondences is needed for the RBF morphing 15 heuristic rules when applied to human faces

19/21 Results Animation can be created by motion capture data Wide variety of target models

20/21 Conclusion Expression cloning Use high-quality dense 3D data in source model animations Produce animations of different models with similar expressions The method is fast and produces real time animations.

21/21 Future Works Stick figures and cartoons Use sparse source data without loss of expressive animation quality Control knobs To amplify or reduce a certain expression Tongue and teeth model