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Page 1: 1 Expression Cloning Jung-yong Noh Ulrich Neumann Siggraph01.

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Expression Cloning

Jung-yong Noh Ulrich Neumann

Siggraph01

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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

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Introduction (2/2)

How to do Expression Cloning?Transfer vertex motion vectors from a source

face model to a target model1. Determine surface points correspondence

2. Transfer motion vectors

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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]

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Related works (2/4)

Two kinds of approaches2. Smooth surface deformation

Animation do not simply transfer between models

Making Faces, H. Malvar et al [31]

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Related works (3/4)

Reusing data for new modelsVector based muscle models

Placing heuristic muscles under the surface of the face

Repeat for each new model

A parametric approachAssociating the motion of a group of vertices to a

specific parameterManual association must be repeated for models

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Related works (4/4)

The goal of this paperReusing motion data to produce facial

animationsSame qualitiesEasily transformControl varied target models from one generic

model

Similar workPerformance driven facial animation, MPEG-4

Tracking a live actor; 84 feature points

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Expression Cloning (1/11)

Two steps:

1. Dense surface correspondences

2. Animation with motion vectors

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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

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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

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Expression Cloning (4/11)

1. Dense surface correspondences

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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

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Expression Cloning (6/11)

2. Animation with Motion Vectors

2.1 Motion Vector Direction Adjustment

2.2 Motion Vector Magnitude Adjustment

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Expression Cloning (7/11)

Direction Adjustment

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Expression Cloning (8/11)

Magnitude Adjustment

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Expression Cloning (9/11)

Direction Adjustment & Magnitude Adjustment

▪ m : motion vector ▪ Local bounding box (BB), scale and rotate▪ limit by a global threshold

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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

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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

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Results

Animation can be created by motion capture data

Wide variety of target models

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Conclusion

Expression cloningUse high-quality dense 3D data in source

model animations Produce animations of different models with

similar expressionsThe method is fast and produces real time

animations.

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Future Works

Stick figures and cartoonsUse sparse source data without loss of

expressive animation qualityControl knobs

To amplify or reduce a certain expressionTongue and teeth model