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Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online) This text is the Accepted Manuscript only. The final volume can be found here.
Forensic Facial Reconstruction using Computer Modeling Software
Stephanie L. Davy1, Timothy Gilbert2, Damian Schofield3, Martin P. Evison1
1University of Sheffield
The Medico-Legal Centre
Department of Forensic
Pathology
Watery Street
Sheffield, S3 7ES, UK
2Aims Solutions Ltd.
PO Box 6345
Nottingham, NG7 2XN, UK
3University of Nottingham
School of ComputerScience & IT
University of Nottingham
University Park
Nottingham, NG7 2RD, UK
Contact: Steph Davy, [email protected] , +44 (0)793 942 9983/+ 44 (0)114 273 2791
Currently, there is no single answer to the many challenges facing forensic facial
reconstruction. The process of completing a three-dimensional clay reconstruction can take
several days to complete. With the advent of user-friendly computer software and
methods, the time taken to produce a facial reconstruction process could potentially be
reduced to mere hours. As computer technology progresses and develops, computer
generated facial reconstruction techniques will improve. These developments could save
both time and money, as well as increasing the reliability of the technique.
Existing technologies such as 3-D scanners and digital cameras can be utilized to capture
the geometry of a skull, but the technologies to reconstruct the skull have yet to obtain
similar speed and efficiency improvements. The digital capture of a skull has several
benefits. Firstly, the need for casting of a skull is eliminated, reducing both the opportunity
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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for damage to an original specimen, as well as the cost of materials and time spent in a
laboratory. As with most similar computer technology, computer-generated reconstructions
can be more easily altered than can a clay version. With keystrokes or mouse clicks,
features may be altered, added, or removed altogether. When working on a physical skull,
there is no “undo” button.
Another benefit of computerized forensic facial reconstructions is that of reproducibility. If
twenty practitioners were given the same face to manually reconstruct from the same skull,
twenty different reconstructions are likely to result. This point was illustrated in the Green
River serial killer cases, in which multiple facial reconstructions of several victims were
created. The results were highly variable from practitioner to practitioner and met with
little success (Haglund and Reay, 1991). However, with a computerized program
constructed from the same data, using the same techniques, each practitioner should
produce the same basic reconstruction. Ideally, the process would work for confirming a
practitioner’s use of tissue depths and facial features much in the same way as the
FORDISC software package (Ousley and Jantz, 1996) works for confirming (rather than
determining) sex and ancestral affiliation. The software would suggest appropriate depths
and features, but the practitioner would have the ability to override them or adjust them to
accommodate for case-specific needs. Computer verification increases the accuracy and
objectivity of a reconstruction. In most cases, the only variations between practitioners
would be in the details that have not yet been fully scientifically established, such as ear
shape or lip shape (however, there are recognized formulae which provide guidelines).
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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Since the time involved in completing a reconstruction will be greatly reduced with a
satisfactory method of computerization, so will the costs. Billable hours can be reduced,
and the only capital investment would be in the price of the software and an ordinary
desktop computer system. This would make the practice more accessible and available to
places that need the service most for cases of unidentifiable victims (i.e. typically under-
funded police departments and medical examiners offices). It is, however, recommended
that such departments enlist the aid of a forensic anthropologist or otherwise qualified
consultant to increase the chances of successful identification.
Additionally, computerized facial reconstructions could be implemented in situations
where traditional facial reconstructions cannot. Typically, forensic facial reconstruction
has not been employed in cases of mass graves or mass disasters due to time and cost
constraints associated with plasticine methods; computer-generated facial reconstructions
could eliminate both of these constraints. Forensic facial reconstruction could be a very
powerful tool in future mass human identification scenarios.
CURRENT LIMITATIONS
There are several limitations, both in currently available computer technology and in
reliable data, which prevent the development of a workable automated software product for
computerized facial reconstruction. While computer technology is advancing at an
astounding rate, there are still several avenues that prevent realistic looking reconstructions
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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from being easily and rapidly produced. One of the problems is that the tissue-depth data
upon which reconstructions are based is seen as unreliable, and is the subject of ongoing
research.
At present, realistic skin and hair modeling within 3D modeling software packages is very
time consuming and far from ideal. Using programs such as FaceGen (Singular Inversions,
Inc., 2002) one can use fairly realistic-looking skin textures, but such a texture loses its
realism once stretched over a different skull. Issues associated with skin textures will be
discussed further later in this chapter. Also, specialist software for modelling realistic
human hair
Other limitations to skin modeling include age-related features, such as wrinkles.
Appropriate wrinkle modeling relies upon an interface of several disciplines, including
computer programming as well as human biology and psychology. It is important that not
only do wrinkles appear realistic in an aesthetic sense, but also that they are anatomically
appropriate. Individuals age at different rates as well as by developing wrinkles in different
areas. Such considerations must be made in order to ensure that the reconstructed
individual is perceived to be of a suitable age by potential identifying witnesses. Several
studies have been conducted regarding the perception of age in faces (Evison, 2001). This
has important implications for future work in computerized facial reconstruction. Burt and
Perret (1995) also found that shape and color may have an impact upon the interpretation
of age.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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WORK WITH 3-D MODELING SOFTWARE
In a joint project between the University of Sheffield Forensic Anthropology teams and
Aims Solutions Ltd., a University of Nottingham spin-out company, the authors have been
able to develop new techniques for computerized facial reconstruction and create several
reconstructions. The authors were able to undertake this project due a generous grant from
the Higher Education Innovation Fund (HEIF).
3ds max™ version 5 (Discreet™, 2002) is a program designed for computer modeling and
animation. It provides a high level of flexibility and a substantial number of varied
functions from which to choose. This seemed an ideal program for a project of this type,
particularly since the development team had extensive experience of using this software.
Since this small research project was experimental, it was possible to easily change the
approach as the methodology was developed.
The Egyptology Department at the Bolton Museum (United Kingdom) enlisted the authors
to attempt the computerized reconstruction of the face of a mummy using only
radiographs. The mummy was an unknown male, aged between 20 and 35 years. He had
placed in the coffin of a female mummy, apparently because grave robbers prefer to sell
mummies and sarcophagi in sets. Although the identity of the mummy is unknown, it was
known that the body was found in an area used for the burial of priests and royalty.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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Figure 1: The laser-scanned skull with x-rays
This facial reconstruction was successfully completed and is described in this chapter. Two
additional cases (one archaeological and one forensic) were also completed using the
techniques developed during this project.
Capturing the Skull
In a “normal” facial reconstruction, the practitioner generally has the skull (or fragments
thereof) in his/her physical possession. However, in this particular project only frontal and
lateral radiographs were available for use. The authors decided that the most efficient
solution to this problem was to use an existing skull from the lab that was of a similar
sex/age/ethnic affiliation and “morph” it to match the given radiographs. The skull was
scanned using a Cyberware 3030 color laser scanner, Echo software was then used to
create a polygonal model.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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Figure 2: The skull after smoothing
The skull model was converted into an editable mesh, which converts the surface into
editable polygons (Figure 1). Then, the radiographs were imported into the software as
images and set up as textures on solid 3D geometry so that they were visible in the lateral
and frontal views. The skull was then lined up with the radiographs and the polygons were
manipulated to match the shape of the radiograph in perpendicular views (Figure 2). 3ds
max™ allows the viewer to see the “world” in which s/he is working from multiple angles
and in layers, which enabled the authors to easily ensure that all vertices making up the
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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virtual skull were correctly located. Forensic cases are often more straightforward because
the actual skull is usually available and the geometry produced by the 3D scanner can be
directly imported into the 3ds max™ software.
Placing the Landmarks
Small pyramids were used to represent the traditional tissue depth markers utilized in clay
reconstructions (Figure 3). The square
bases were placed perpendicularly to
the bone surface at the appropriate
craniometric points on the skull. The
height of the pyramids was input in
millimeters to the measurements
specified in the literature (Rhine &
Campbell, 1980). For clarity, each
pyramid was individually renamed for
the point it represented (i.e. nasion-
right or glabella-left). For the regions
in which tissue depth data was
lacking, additional pyramids were
created in a second color (for
differentiation purposes) at mathematically calculated intermediary points. (this is
repeated overleaf)
Figure 3: The skull with landmarks. Red
denotes a height taken from literature, whereas
blue denotes an interpolated value.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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To calculate the size of the interpolated points, the spaces between the existing landmarks
were broken down into a “grid” covering the entire surface, and the mid-point of any two
locations on the same line of this grid added as a marker of an averaged height. For
example, the gonions and the mental eminence were deemed to be on the same horizontal
contour as each other. Hence, an interpolated point was added on the bottom edge of the
mandible halfway between the two points and the height taken as an average of the two.
As this distance was relatively large in comparison to others, additional points were added
between this new point and the gonion, and between the point and the mental eminence.
Again, averaging the points on either side provided the heights.
Although this method gives approximate values, the authors believe that it is of
comparable accuracy to the existing method of adding clay strips to join the landmarks
together. It could be postulated that the accuracy may be improved by taking into account
the heights from more of the surrounding landmarks. There are a variety of mathematical
methods that have been used to interpolate the size of intermediary landmark sites for
cranio-facial reconstruction (Albrecht et al, 2003; Attardi et al, 2001; Cairns,
1999).However, the authors believe that the discrepancy between the different point
heights calculated using these different mathematical techniques is minimal in camparison
with the assuptions made during the reconstruction process. Figure 3 shows the final
result of this process, complete with landmarks for the eyes, nose and mouth. The creation
of these parts is discussed later.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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Initially, the computer work was a time consuming process. Development of a suitable
technique for the placement of the landmarks took several days for the animator to
accomplish under the guidance of the forensic anthropologist. However, the time taken for
this process was greatly reduced in subsequent cases because the pyramids could be saved
independently of the skull. Each group of landmark data, such as Caucasian females or
Negroid males, was saved individually with the appropriate measurements. These can now
be imported into future cases as a “cloud” of craniometric landmark points that are in the
approximately correct location, but already have the correct height data applied. These can
then be spatially adjusted until they are in the correct craniometric positions.
Creating the eyes
Creating the eyeballs was possibly one of the simplest of the reconstruction tasks. Two
spheres were created to the dimensions recommended in the literature. Using a wire frame
polygon view, portions of the spheres could be selected and appropriately colored using
the materials editor function of 3ds max™ to create convincing textures for the pupils and
irises. The whites of the eyes were slightly more difficult because they are not a true white
in living subjects, so a gradient texture was used to redden the eyes towards the lids and
corners. The eyeballs were then positioned in the sockets using the data detailed in
research by Stephan (2002). The protrusion was carefully measured using the tape measure
feature provided in 3D ds max.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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Forming the nose
The size of the nose was determined by using calculations based on Macho’s research
(1986). The software dimensioning features were then used to create the proper dimensions
and depth markers were placed in the appropriate areas. Previously created, generic nose
geometry was merged into the scene and non-uniformly scaled to match the calculated
sizes, and appropriate landmarks . This method was also used for the other facial features.
Forming the Tissue
SPLINES AND SURFACE MODIFIERS
In the early stages of the project, the authors decided to utilize splines to connect the tissue
depth markers. Splines are lines that can be interpolated and curved. They were used to
provide a base surface over which a skin layer could be fitted. A number of techniques
were attempted to construct the “spline cage”, but this proved frustrating on several fronts.
First, the process was very time consuming and labor intensive, requiring each spline to be
connected continuously over the tissue depth markers. The final curvature of the face was
ultimately dependant upon the layout of the splines; the process became tedious as sections
of the head were built and re-built to find the most effective structure. After the skin layer
was applied using the 3ds max™ surface modifier function (a tool used to patch together a
3D polygonal surface (mesh) based on the contours of a spline network) it was evident that
the number of interpolated points used led to a face that had a relatively low polygon
count. The resulting reconstruction was deemed jagged and rough, especially in the cheek
regions.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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In this case the problem was solved by smoothing the skin by applying the mesh smooth
modifier tool in 3ds max™. In the future this problem could be overcome by adding more
interpolated points, thereby creating a more detailed network of splines. This would
obviously lengthen an already time-consuming process if carried out by hand, but the
development of a semi-automated system to create the soft tissue could alleviate this. The
development of such a system is seen by the authors as a non-trivial problem since the way
the landmark sites are linked can alter the look and feelof a reconstruction.
ANATOMICAL RECONSTRUCTION AND NURBS
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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The authors were interested in creating a
more advanced method for reconstruction that
incorporated the anatomically-based method
favored by many physical reconstructionists
(Prag and Neave, 1997; Gerasimov, 1971).
This method particularly wanted to examine
the use of the underlying facial musculature
in the modelling of the skin on the facial model. This was accomplished by the application
of NURBS (Non-Uniform Rational B-Splines). NURBS CV-curves (Control Vertex-
curves) are similar to splines in that they are curves that can be manipulated, but in this
case each section of the curve is the average line between three weighted control points
(Figure 4), whereas a spline is made up of vertices that are positioned on the line itself
with individual orientations and weightings. The lofted surfaces generated from NURBS
CV-curves are generally smoother than the spline networks used earlier and have the added
advantage that they can be manipulated quickly by altering the position of the CV-curves.
This makes the creation of complex shapes relatively simple to achieve, and the resulting
muscles can be transferred to new skulls and fitted with a minimum of effort.
Figure 4: The basic construction of a
NURBS CV-Curve
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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NURBS CV-curves were used to create elliptical cross-sections, which were then lofted
into surfaces replicating the gross
musculature of the head (Figure
5). The cross sections were
correlated with established
diagrams of craniofacial muscles,
along with the tissue depth
landmarks, to indicate the depth of
the soft tissue over the surface of
the skull.
The contours of the face were then
built using more CV-curves,
following the shape of the
underlying muscular tissue structure, then lofted into an approximate reconstruction of the
subject’s face. The resulting mesh was carefully altered to provide added definition to
details such as the eyes and the lips, and any imperfections in the surface corrected. This
method undoubtedly created a more contoured and aesthetically pleasing face, although it
was more time-consuming than the earlier methods developed. While the muscle “texture”
was irrelevant to the final reconstruction, a pinkish color and striated texture was added to
the muscles to give them a more realistic appearance.
Figure 5: The skull with NURBS muscles
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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How about adding an image of the wire frame skin mesh here – before texturing ?
TEXTURING THE FACE
One advantage that computer-generated facial reconstruction has over traditional methods
is its ability to texture the faces realistically. In3D computer modelling, texturing is a
process akin to applying wallpaper to a flat surface, where a pattern or image is draped
over the solid object. A similar technique was also possible with a clay head, but it
required a fine-artist to paint directly onto the model. With 3ds max™ it is possible to
drag-and-drop a texture onto the generated face with a minimum of effort.
In addition to the standard XYZ cartesian coordinates, each vertex also has a UVW
coordinate, which corresponds to its texture as opposed to its position in virtual space.
Once a texture is applied to a mesh, a UVW wrap modifier is added to roughly fit the face
onto the mesh (for example, applying the UVW wrap in the form of a cylinder would be
similar to stretching a rubber tube with the face painted on over a clay head; the features
might not align properly, but it gives a starting point for finer adjustment).
Once the face is visible on the head model it can then be fine-tuned using the UVW
Unwrap modifier feature in 3ds max™. This gives a two-dimensional representation of the
UVW coordinates overlaid onto the face texture. The vertices can be moved in these two
dimensions to fit the texture onto the head correctly. This stage can again be quite time-
consuming – especially if the head is complex and has a large number of vertices.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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However, once the process is complete the software remembers the individual UVW
coordinates and new textures can be quickly applied onto the head. This is of great value
when examining the effects of aging and ethnicity on a face. A texture designed to look
older or darker, for example, can be quickly applied and its effect on the “look” of the face
evaluated.
For the face shown throughout this chapter, a texture generated by the FaceGen Modeller
software package was used (op cit.), as this software was already in use in other areas and
provides good-quality textures manipulated by the adjustment of a range of facial variables
and parameters. The texture could be produced using a wide variety of methods, including
digital photographs of a real face or hand-painted artwork. The exact approach taken
would depend upon the scenario, but it was felt that the FaceGen software could speed up
this part of the process considerably and was suitable for use in this case.
RESULTS & FUTURE WORK
The face of the Egyptian mummy generated using this technique is shown in figure 6. As
can be seen in figure 6, there is a pronounced overbite on the upper lip. Initially, it was
thought that this could be due to the lower mandible having sunk into the skull over the
ages. However, this hypothesis was refuted by a forensic odontologist who confirmed that
the position of the mandible was correct. This overbite on the upper lip particularly excited
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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the Egyptologists, as the royal family of the pharaoh dynasty from the time the mummy
originated are renowned for their pronounced overbite.
The reconstructions produced during this project were fairly impressive; however, there is
still work that needs to be done to make the process simpler and more automated and the
final images more lifelike. The reconstructed visages look computer generated and are
often evocative of video game characters, but this can be rectified over time with the use of
better skin textures and increased model complexity (an increased number of polygons).
Also, the gradual increase in automation will allow the artist to produce models to a much
higher level of detail than currently possible in a reasonable timeframe, which will only
improve the realism of the reconstructed faces. Additionally, we hope to incorporate
ongoing work in fields such as realistic hair modeling to improve the appearance of the
heads, as well as the appearance of
complicated skin features like the fine
tissues around the eyes.
The processes discussed here were
adapted from the existing physical
methods. There were several
advantages of using a digital medium,
such as the ability to work from x-ray
data, the improved use of musculature
Figure 6: The completed face after mesh
smoothing.
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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in the reconstruction and the application of different textures. However, the main areas in
which computerization is expected to improve reconstruction techniques (automation, for
example) still require improvement. This is not to say that this study was not valuable;
attempting to implement the traditional methods using modeling software has given the
authors an insight into the unique advantages and disadvantages of working with a virtual
medium. It has also generated ideas of ways to improve and semi-automate the process.
The authors believe that this can be accomplished without falling into the trap of using
‘generic’ faces that fail to convey the individual characteristics of a face.
As for what automation can achieve, it is felt that the process of manually placing the
landmark sites is something that will (for the foreseeable future at least) need to be carried
out by hand. It may be possible to use a script to generate the interpolated points. The
actual building of the face, spline by spline, is something that currently is best
accomplished through human intervention. In the future, a process in which a pre-built
virtual wireframe is snapped onto landmarks, which are then placed by hand may provide a
rapid solution. The authors believe that the manual positioning of the points would ensure
that the nuances of the skull are taken into account, but the automated ‘cage’ would save
time.
3ds max™ has many advanced features may yet be applied to this process. As the process
is developed further, it is our hope to create a range of tissue depth templates that can be
adjusted to fit individual cases. Also, the flexibility of the software allows a continued
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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update of the data as more research is conducted in areas of craniofacial identification such
as tissue depths and soft tissue/bony feature relationships.
COMPARISON TO OTHER COMPUTERIZATION METHODS
Other researchers within the field of facial reconstruction have been working to create
methods of computerized facial reconstruction for several years. The method discussed in
this chapter, will hopefully be a cost-effective and less time-consuming alternative when
finalized. Rather than to simply recreate all of the steps used in a clay reconstruction using
a computer, it is the intent of the authors to create the most reliable, speedy, and accurate
reconstructions as possible while utilizing technology.
We have opted not to use photographic facial templates/donor faces and morph them
directly onto the skull (Vanesis et al., 2000; Jones, 2001; Tu et al., 2000) in favor of a
developing method that can potentially compensate for a fuller range of individual
features. By using facial templates there is a potential for the production of reconstructions
that look more like the donor face(s) than the deceased’s actual premortem face. The
resulting image is often a composite of the donor faces. The work discussed in this chapter
attempts to avoid this pitfall by using the skull to dictate facial appearance, rather than
existing face templates being anchored to the skull. While some may argue that the use of
computer graphics may sacrifice realism, a counter argument is that often a caricature of a
person is more easily recognizable than a photo-image that may resemble a generic, albeit
realistic, template-based face. Additionally, there is no reason to assume that a computer
Davy, S.L., Gilbert, T., Schofield, D. and Evison, M.P. (2005). Forensic facial reconstruction using computer modelling software. In Clement, J.G. and Marks, M.K. (Eds.), Computer-Graphic Facial Reconstruction, New York: Elsevier Academic Press, pp 183-196. ISBN 9780124730519 (Print), 9780080454221 (Online)
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reconstruction should be any less accurate or realistic than a clay model when similar
techniques are used. Discrepancies in realism between clay and computerized
reconstructions will continue to be an issue while the fields of forensic facial
reconstruction and computer graphics are regarded as separate. As reconstruction experts
gain experience with graphics packages and graphics experts gain experience with
reconstruction, the quality of the end products can only improve.
THE FUTURE
It is the intention of the authors to continue work using 3ds max™ and other 3D computer
modelling software to incorporate further research on tissue and feature information as it
becomes available. Future plans include the reconstruction of test cases using forensic
cases with accompanying premortem photographs. These cases will be reconstructed
blindly, meaning that the practitioners will not have access to the premortem information.
This will test the reliability of the method as well as to lend information about techniques
that may be improved upon in the future.
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