Computer facial animation

Source: Wikipedia, the free encyclopedia.

Computer facial animation is primarily an area of computer graphics that encapsulates methods and techniques for generating and animating images or models of a character face. The character can be a human, a humanoid, an animal, a legendary creature or character, etc. Due to its subject and output type, it is also related to many other scientific and artistic fields from psychology to traditional animation. The importance of human faces in verbal and non-verbal communication and advances in computer graphics hardware and software have caused considerable scientific, technological, and artistic interests in computer facial animation.

Although development of computer graphics methods for facial animation started in the early-1970s, major achievements in this field are more recent and happened since the late 1980s.

The body of work around computer facial animation can be divided into two main areas: techniques to generate animation data, and methods to apply such data to a character. Techniques such as

mobile devices
, facial animation has transitioned from appearing in pre-rendered content to being created at runtime.

History

Human facial expression has been the subject of scientific investigation for more than one hundred years. Study of facial movements and expressions started from a biological point of view. After some older investigations, for example by John Bulwer in the late 1640s, Charles Darwin's book The Expression of the Emotions in Men and Animals can be considered a major departure for modern research in behavioural biology.

Computer based facial expression modelling and

Parke
developed a parameterized three-dimensional facial model.

One of the most important attempts to describe facial movements was Facial Action Coding System (FACS). Originally developed by Carl-Herman Hjortsjö[1] in the 1960s and updated by Ekman and Friesen in 1978, FACS defines 46 basic facial Action Units (AUs). A major group of these Action Units represent primitive movements of facial muscles in actions such as raising brows, winking, and talking. Eight AU's are for rigid three-dimensional head movements, (i.e. turning and tilting left and right and going up, down, forward and backward). FACS has been successfully used for describing desired movements of synthetic faces and also in tracking facial activities.

The early-1980s saw the development of the first physically based muscle-controlled face model by Platt and the development of techniques for facial caricatures by Brennan. In 1985, the animated short film Tony de Peltrie was a landmark for facial animation. This marked the first time computer facial expression and speech animation were a fundamental part of telling the story.

The late-1980s saw the development of a new muscle-based model by

Sims. Casper
(1995), a milestone in this decade, was the first movie in which a lead actor was produced exclusively using digital facial animation.

The sophistication of the films increased after 2000. In

Polar Express (film) used a large Vicon system to capture upward of 150 points. Although these systems are automated, a large amount of manual clean-up effort is still needed to make the data usable. Another milestone in facial animation was reached by The Lord of the Rings, where a character specific shape base system was developed. Mark Sagar pioneered the use of FACS in entertainment facial animation, and FACS based systems developed by Sagar were used on Monster House, King Kong
, and other films.

Techniques

Generating facial animation data

The generation of facial animation data can be approached in different ways: 1.)

keyframe
animation.

Applying facial animation to a character

The main techniques used to apply facial animation to a character are: 1.) morph targets animation, 2.) bone driven animation, 3.) texture-based animation (2D or 3D), and 4.) physiological models.

  • Morph targets (also called "blendshapes") based systems offer a fast playback as well as a high degree of fidelity of expressions. The technique involves modeling portions of the face mesh to approximate expressions and visemes and then blending the different sub meshes, known as morph targets or blendshapes. Perhaps the most accomplished character using this technique was Gollum, from The Lord of the Rings. Drawbacks of this technique are that they involve intensive manual labor and are specific to each character. Recently, new concepts in 3D modeling have started to emerge. Recently, a new technology departing from the traditional techniques starts to emerge, such as Curve Controlled Modeling[3] that emphasizes the modeling of the movement of a 3D object instead of the traditional modeling of the static shape.
  • Bone driven animation is very broadly used in games. The bones setup can vary between few bones to close to a hundred to allow all subtle facial expressions. The main advantages of bone driven animation is that the same animation can be used for different characters as long as the morphology of their faces is similar, and secondly they do not require loading in memory all the Morph targets data. Bone driven animation is most widely supported by 3D game engines. Bone driven animation can be used for both 2D and 3D animation. For example, it is possible to rig and animate using bones a 2D character using Adobe Flash.
Screenshot from "Kara" animated short by Quantic Dream

Face animation languages

Many face animation languages are used to describe the content of facial animation. They can be input to a compatible "player" software which then creates the requested actions. Face animation languages are closely related to other multimedia presentation languages such as SMIL and VRML. Due to the popularity and effectiveness of XML as a data representation mechanism, most face animation languages are XML-based. For instance, this is a sample from Virtual Human Markup Language (VHML):

 <vhml>
   <person disposition="angry">
     First I speak with an angry voice and look very angry,
     <surprised intensity="50">
       but suddenly I change to look more surprised.
     </surprised>
   </person>
 </vhml>

More advanced languages allow decision-making, event handling, and parallel and sequential actions. The Face Modeling Language (FML) is an

event handling, and typical programming constructs such as loops. It is part of the iFACE system.[5]
The following is an example from FML:

 <fml>
   <act>
     <par>
 	<hdmv type="yaw" value="15" begin="0" end="2000" />
 	<expr type="joy" value="-60" begin="0" end="2000" />
     </par>
     <excl event_name="kbd" event_value="" repeat="kbd;F3_up" >
 	<hdmv type="yaw" value="40" begin="0" end="2000" event_value="F1_up" />
 	<hdmv type="yaw" value="-40" begin="0" end="2000" event_value="F2_up" />
     </excl>
   </act>
 </fml>

See also

References

  1. ^ Hjortsjö, CH (1969). Man's face and mimic language Archived 2022-08-06 at the Wayback Machine.
  2. ^ Learning Audio-Driven Viseme Dynamics for 3D Face Animation
  3. .
  4. .
  5. ^ a b "iFACE". Carleton University. 6 June 2007. Archived from the original on 6 June 2007. Retrieved 16 June 2019.

Further reading

External links