TAILIEUCHUNG - Realistic Face Animation for Speech

Each axis is like a number line. The three axis are perpendicular to each other. The point at which they intersect is called the point of origin. The point of origin is designated as 0,0,0, because it is located on the 0 point on all three axis. Now let's say that you want to define a point in space. You can do this by giving three numbers. The first one is the distance of the point from the origin in the X axis. The second one is the offset of the point from the point of origin along the Y axis, and the third on. | Realistic Face Animation for Speech Gregor A. Kalberer Computer Vision Group ETH Zurich Switzerland kalberer@ Luc Van Gool Computer Vision Group ETH Zurich Switzerland ESAT VISICS Kath. Univ. Leuven Belgium vangool@ Keywords face animation speech visemes eigen space realism Abstract Realistic face animation is especially hard as we are all experts in the perception and interpretation offace dynamics. One approach is to simulate facial anatomy. Alternatively animation can be based on first observing the visible 3D dynamics extracting the basic modes andputting these together according to the required performance. This is the strategy followed by the paper which focuses on speech. The approach follows a kind of bootstrap procedure. First 3D shape statistics are learned from a talking face with a relatively small number of markers. A 3D reconstruction is produced at temporal intervals of 1 25 seconds. A topological mask of the lower half of the face is fitted to the motion. Principal component analysis PCA of the mask shapes reduces the dimension of the mask shape space. The result is two-fold. On the one hand the face can be animated in our case it can be made to speak new sentences. On the other hand face dynamics can be tracked in 3D without markers for performance capture. Introduction Realistic face animation is a hard problem. Humans will typically focus on faces and are incredibly good at spotting the slightest glitch in the animation. On the other hand there is probably no shape more important for animation than the human face. Several applications come immediately to mind such as games special effects for the movies avatars virtual assistants for information kiosks etc. This paper focuses on the realistic animation of the mouth area for speech. Face animation research dates back to the early 70 s. Since then the level of sophistication has increased dramatically. For example the human face models used in Pixar s Toy Story had

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