Transcript SIGG98.ppt
Synthesizing Realistic Facial Expressions from Photographs Frederic Pighin Jamie Hecker Dani Lischinski David Salesin Richard Szeliski * University of Washington v The Hebrew University * Microsoft Research v Realistic facial animation One of the most challenging problems in computer graphics: • Facial surface is subtle • Facial movements are complex • Faces familiar Muscles Bones [Parke and Waters, 96] Our approach 3 steps in synthesizing realistic faces: 1. Modeling from photographs 2. Creating new expressions 3. Animating expression changes “surprised” “sad” “worried” “neutral” “joy” Previous work: Modeling • Hand digitizing • 3D scanning • Image-based techniques Hand digitizing [Kleiser, 95] 3D scanning [Lee et al., 95] Image-based techniques [Parke, 74] Previous work: Animation • Performance-driven animation • Physically-based animation • 2D morphing • 3D morphing Performance-driven animation [Williams, 90] Physically-based animation [Lee et al., 95] 2D morphing [Beier and Neeley, 92] [Bregler et al., 97] 3D morphing [Chen et al., 95] 1. Modeling from photographs Overview of modeling 1. Take multiple photographs of a person 2. Establish corresponding feature points 3. Recover 3D points and camera parameters 4. Deform generic face model to fit points 5. Extract textures from photos Animating expression changes Varying the proportion of different expressions over time creates animation Pose recovery Solve for: • 3D locations of feature points • Camera orientation • Camera position • Focal length Robust estimation by linear least squares Mesh deformation Involves two steps: • Compute displacement of feature points • Apply scattered data interpolant Generic model Displacement Deformed model Texture map extraction The color at each point is a weighted combination of the colors in the photos Texture can be: • View-independent • View-dependent View-independent View-dependent 2. Creating new expressions Creating new expressions In addition to global blending we can use: • Regional blending • Painterly interface X + “neutral” X “happy” “fake smile” Design of a drunken smile 3. Animating expression changes