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Forces acting on an active visage, shown in their native formulations, and after remapping ("Projections"). Arrows have been scaled up for visibility.
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Blendshape interpolation is one of the most successful techniques for creating emotive digital characters for entertainment and simulation purposes. The quest for ever more realistic digital characters has pushed for higher resolution blendshapes. Many existing correspondence techniques, however, have difficulty establishing correspondences between...
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Context 1
... this we need to multiply the resulting 3D shape force vector with the Jacobian describing the difference in differ- ential measure from 3D to the local tangent plane around the vertex on which the shape force acts. Figure 1, 2 nd row right, shows the 3D shape force and its remapping. ...
Context 2
... example, if the user specifies directable forces in visu- alizations of the active visage, then the same Jacobian as in Section 5 needs to be applied. Figure 1, last row right, shows an example of a directable force and its remapping to the tar- get manifold. We refer the reader to the accompanying video and supplemental material for a demonstration of the user- interaction in Facial Cartography. ...
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Citations
... Texture alignment to synthesize parametric textures for a 3D model has been recently tackled by using online optical flow computed from the virtual view-point [29]. In addition, a combination of image, shape and directable forces has been used to create scan correspondences in [30] . Similarly, multicamera setups also use texture alignment techniques to synthesize blended view-dependent appearances [31, 32]. ...
Creating and animating realistic 3D human faces is an important element of virtual reality, video games, and other areas that involve interactive 3D graphics. In this paper, we propose a system to generate photorealistic 3D blendshape-based face models automatically using only a single consumer RGB-D sensor. The capture and processing requires no artistic expertise to operate, takes 15 seconds to capture and generate a single facial expression, and approximately 1 minute of processing time per expression to transform it into a blendshape model. Our main contributions include a complete end-to-end pipeline for capturing and generating photorealistic blendshape models automatically and a registration method that solves dense correspondences between two face scans by utilizing facial landmarks detection and optical flows. We demonstrate the effectiveness of the proposed method by capturing different human subjects with a variety of sensors and puppeteering their 3D faces with real-time facial performance retargeting. The rapid nature of our method allows for just-in-time construction of a digital face. To that end, we also integrated our pipeline with a virtual reality facial performance capture system that allows dynamic embodiment of the generated faces despite partial occlusion of the user's real face by the head-mounted display.
... Liu et al. [13] raised an optimization scheme that automatically discovered the non-linear relationship of blend shapes in facial animation. Wilson et al. [14] proposed to construct correspondences between detailed blend shapes to acquire more realistic digital animation. As the foundation role of blend shapes, the tedious work of discovering the proper blend shapes is time-consuming and even a portion of efforts is made on the compression of complex blend shape models [15]. ...
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