Presentation is loading. Please wait.

Presentation is loading. Please wait.

Face Animation Overview with Shameless Bias Toward MPEG-4 Face Animation Tools Dr. Eric Petajan Chief Scientist and Founder face2face animation, inc. eric@f2f-inc.com.

Similar presentations


Presentation on theme: "Face Animation Overview with Shameless Bias Toward MPEG-4 Face Animation Tools Dr. Eric Petajan Chief Scientist and Founder face2face animation, inc. eric@f2f-inc.com."— Presentation transcript:

1 Face Animation Overview with Shameless Bias Toward MPEG-4 Face Animation Tools
Dr. Eric Petajan Chief Scientist and Founder face2face animation, inc.

2 Computer-generated Face Animation Methods
Morph targets/key frames (traditional) Speech articulation model (TTS) Facial Action Coding System (FACS) Physics-based (skin and muscle models) Marker-based (dots glued to face) Video-based (surface features)

3 Morph targets/key frames
Advantages Complete manual control of each frame Good for exaggerated expressions Disadvantages Hard to achieve good lipsync without manual tweeking Morph targets must be downloaded to terminal for streaming animation (delay)

4 Speech articulation model
Advantages High level control of face Enables TTS Disadvantages Robotic character Hard to sync with real voice

5 Facial Action Coding System
Advantages Very high level control of face Maps to morph targets Explicit specification of emotional states Disadvantages Not good for speech Not quantified

6 Physics-based Advantages Disadvantages
Good for realistic skin, muscle and fat Collision detection Disadvantages High complexity Must be driven by high level articulation parameters (TTS) Hard to drive with motion capture data

7 Marker-based Advantages Disadvantages
Can provide accurate motion data from most of the face Face models can be animated directly from surface feature point motion Disadvantages Dots glued to face Dots must be manually registered Not good for accurate inner lip contour or eyelid tracking

8 Video-based Advantages Disadvantages Simple to capture video of face
Face models can be animated directly from surface feature motion Disadvantages Must have good view of face

9 What is MPEG-4 Multimedia?
Natural audio and video objects 2D and 3D graphics (based on VRML) Animation (virtual humans) Synthetic speech and audio

10 Samples versus Objects
Traditional video coding is sample based (blocks of pixels are compressed) MPEG-4 provides visual object representation for better compression and new functionalities Objects are rendered in the terminal after decoding object descriptors

11 Object-based Functionalities
User can choose display of content layers Individual objects (text, models) can be searched or stored for later used Content is independent of display resolution Content can be easily repurposed by provider for different networks and users

12 MPEG-4 Object Composition
Objects are organized in a scene graph Scene graphs are specified using a binary format called BIFS (based on VRML) Both 2D and 3D objects, properties and transforms are specified in BIFS BIFS allows objects to be transmitted once and instanced repeatedly in the scene after transformations

13 MPEG-4 Operation Sequence

14

15 Faces are Special Humans are hard-wired to respond to faces
The face is the primary communication interface Human faces can be automatically analyzed and parameterized for a wide variety of applications

16 MPEG-4 Face and Body Animation Coding
Face animation is in MPEG-4 version 1 Body animation is in MPEG-4 version 2 Face animation parameters displace feature points from neutral position Body animation parameters are joint angles Face and body animation parameter sequences are compressed to low bitrates

17 Neutral Face Definition
Head axes parallel to the world axes Gaze is in direction of Z axis Eyelids tangent to the iris Pupil diameter is one third of iris diameter Mouth is closed and the upper and lower teeth are touching Tongue is flat, horizontal with the tip of tongue touching the boundary between upper and lower teeth

18 Face Feature Points Right eye Left eye Nose Teeth Mouth Tongue y y x z
2.1 2.12 2.11 2.14 2.10 2.13 10.6 10.8 10.4 10.2 10.10 5.4 5.2 5.3 5.1 10.1 10.9 10.3 10.5 10.7 4.1 4.3 4.5 4.6 4.4 4.2 11.1 11.2 11.3 11.4 11.5 x y z 11.5 11.4 11.2 10.2 10.4 10.10 10.8 10.6 2.14 7.1 11.6 4.6 4.4 4.2 5.2 5.4 2.10 2.12 2.1 11.1 x y z Right eye Left eye 3.13 3.7 3.9 3.5 3.1 3.3 3.11 3.14 3.10 3.12 3.6 3.4 3.2 3.8 Nose 9.6 9.7 9.14 9.13 9.12 9.2 9.4 9.15 9.5 9.3 9.1 9.10 9.11 9.8 9.9 Teeth Mouth 8.1 8.9 8.10 8.5 8.3 8.7 8.2 8.8 8.4 8.6 2.2 2.3 2.6 2.8 2.9 2.7 2.5 2.4 Tongue 6.2 6.4 6.3 6.1 Feature points affected by FAPs Other feature points

19 Face Animation Parameter Normalization
Face Animation Parameters (FAPs) are normalized to facial dimensions Each FAP is measured as a fraction of neutral face mouth width, mouth-nose distance, eye separation, or iris diameter 3 Head and 2 eyeball rotation FAPs are Euler angles

20 Neutral Face Dimensions for FAP Normalization

21 FAP Groups

22 Mouth closed if sum of upper and lower lip FAPs = 0

23 Face Model Independence
FAPs are always normalized for model independence FAPs (and BAPs) can be used without MPEG-4 systems/BIFS Private face models can be accurately animated with FAPs Face models can be simple or complex depending on terminal resources

24 MPEG-4 BIFS Face Node Face node contains FAP node, Face scene graph, Face Definition Parameters (FDP), FIT,and FAT FIT (Face Interpolation Table) specifies interpolation of FAPs in terminal FAT (Face Animation Table) maps FAPs to Face model deformation FDP information included face feature points positions and texture map

25 Face Model Download 3D graphical models (e.g. faces) can be downloaded to the terminal with MPEG-4 3D model specification is based on VRML Face Animation Table( FAT) maps FAPs to face model vertex displacements Appearance and animation of downloaded face models is exactly predictable

26 FAP Compression FAPs are adaptively quantized to desired quality level
Quantized FAPs are differentially coded Adaptive arithmetic coding further reduces bitrate Typical compressed FAP bitrate is less than 2 kilobits/second

27 - FAP Predictive Coding + FAP(t) Q Bitstream Arithmetic Coder Frame
Delay Q-1

28 Face Analysis System MPEG-4 does not specify analysis systems
face2face face analysis system tracks nostrils for robust operation Inner lip contour estimated using adaptive color thresholding and lip modeling Eyelids, eyebrows and gaze direction

29 Nostril Tracking

30 Inner Lip Contour Estimation

31 FAP Estimation Algorithm
Head scale is normalized based on neutral mouth (closed mouth) width Head pitch is approximated based on vertical nostril deviation from neutral head position Head roll is computed from smoothed eye or nostril orientation depending on availability Inner lip FAPs are measured directly from the inner lips contour as deviations from the neutral lip position (closed mouth)

32 FAP Sequence Smoothing

33 MPEG-4 Visemes and Expressions
A weighted combination of 2 visemes and 2 facial expressions for each frame Decoder is free to interpret effect of visemes and expressions after FAPs are applied Definitions of visemes and expressions using FAPs can also be downloaded

34 Visemes

35 Facial Expressions

36 Free Face Model Software
Wireface is an openGL-based, MPEG-4 compliant face model Good starting point for building high quality face models for web applications Reads FAP file and raw audio file Renders face and audio in real time Wireface source is freely available

37 Body Animation Harmonized with VRML Hanim spec
Body Animation Parameters (BAPs) are humanoid skeleton joint Euler angles Body Animation Table (BAT) can be downloaded to map BAPs to skin deformation BAPs can be highly compressed for streaming

38 Body Animation Parameters (BAPs)
186 humanoid skeleton euler angles 110 free parameters for use with downloaded body surface mesh Coded using same codecs as FAPs Typical bitrates for coded BAPs is 5-10kbps

39 Body Definition Parameters (BDPs)
Humanoid joint center positions Names and hierarchy harmonized with VRML/Web3D H-Anim working group Default positions in standard for broadcast applications Download just BDPs to accurately animate unknown body model

40 Faces Enhance the User Experience
Virtual call center agents News readers (e.g. Ananova) Story tellers for the child in all of us eLearning Program guide Multilingual (same face different voice) Entertainment animation Multiplayer games

41 Visual Content for the Practical Internet
Broadband deployment is happening slowly DSL availability is limited and cable is shared Talking heads need high frame-rate Consumer graphics hardware is cheap and powerful MPEG-4 SNHC/FBA tools are matched to available bandwidth and terminals

42 Visual Speech Processing
FAPs can be used to improve speech recognition accuracy Text-to-speech systems can use FAPs to animate face models FAPs can be used in computer-human dialogue systems to communicate emotions, intentions and speech especially in noisy environments

43 Video-driven Face Animation
Facial expressions, lip movements and head motion transferred to face model FAPs extracted from talking head video with special computer vision system No face markers or lipstick is required Normal lighting is used Communicates lip movements and facial expressions with visual anonymity

44 Automatic Face Animation Demonstration
FAPs extracted from camcorder video FAPs compressed to less than 2 kbits/sec 30 frames/sec animation generated automatically Face models animated with bones rig or fixed deformable mesh (real-time)

45

46 What is easy, solved, or almost solved
Can we do photorealistic non-animated face models? YES Can we do near-real-time lip sync'ing that is indistinguishable from a human? NO

47 What is really hard Synthesizing human speech and facial expressions
Hair

48 What we have assumed someone else is solving
Graphics acceleration Video camera cost and resolution Multimedia communication infrastructure

49 Where we need help We have a face with 68 parameters but we need the psychologists to tell us how to drive it autonomously We need to embody our agents into graphical models that have a couple of thousand parameters to control gaze, gesture, body language, and do collision detection-> NEED MORE SPEED

50 Core functionality of the face
Speech Lips, teeth, tongue Emotional expressions Gaze, eyebrow, eyelids, head pose Non-verbal communication Sensory responsivity Technical requirements Framerate Synchronization Latency Bitrate Spatial resolution Complexity Common framework withbody Interaction Different faces should respond similarly to common commands Accessible to everyone

51 Interaction with other components
Language and discourse Phoneme to viseme mapping Given/new Action in the environment Global information Emotional state Personality Culture World knowledge Central time-base and timestamps

52 Open questions Central vs peripheral functionality
Degree of interface commonality Degree of agent autonomy What should the VH be capable of


Download ppt "Face Animation Overview with Shameless Bias Toward MPEG-4 Face Animation Tools Dr. Eric Petajan Chief Scientist and Founder face2face animation, inc. eric@f2f-inc.com."

Similar presentations


Ads by Google