INTERNATIONAL JOURNAL OF GRAPHICS AND MULTIMEDIA (IJGM)

Size: px
Start display at page:

Download "INTERNATIONAL JOURNAL OF GRAPHICS AND MULTIMEDIA (IJGM)"

Transcription

1 INTERNATIONAL JOURNAL OF GRAPHICS AND MULTIMEDIA (IJGM) International Journal of Graphics and Multimedia (IJGM), ISSN: (Print) ISSN: 0976 ISSN : (Print) ISSN : (Online) Volume 2, Issue 1, January- December (2011), pp IAEME: Journal Impact Factor (2011) Calculated by GISI IJGM I A E M E LITERATURE REVIEW OF FACIAL MODELING AND ANIMATION TECHNIQUES 1. A B S RACT Mr. K. Gnanamuthu Prakash 1, Dr. S. Balasubramanian 2 A major unsolved problem in computer graphics is the construction and animation of realistic human facial models. Traditionally, facial models have been built painstakingly by manual digitization and animated by adhoc parametrically controlled facial mesh deformations or kinematic approximation of muscle actions. Fortunately, animators are now able to digitize facial geometries through the use of scanning range sensors and animate them through the dynamic simulation of facial tissues and muscles. However, these techniques require considerable user input to construct facial models of individuals suitable for animation. Realistic facial animation is achieved through geometric and image manipulations. Geometric deformations usually account for the shape and deformations unique to the physiology and expressions of a person. Image manipulations model the reflectance properties of the facial skin and hair to achieve smallscale detail that is difficult to model by geometric manipulation alone. 1 Research Scholar, Anna University Coimbatore, Coimbatore, Tamil Nadu, India. netcomstaff@yahoo.com 2 Research Supervisor, Anna University Coimbatore, Coimbatore, Tamil Nadu, s_balasubramanian@rediffmail.com 1

2 2. INTRODUCTION Computer facial animation is primarily an area of computer graphics that encapsulates models and techniques for generating and animating images of the human head and face. Twodimensional facial animation is commonly based upon the transformation of images, including both images from still photography and sequences of video. Image morphing is a technique which allows in-between transitional images to be generated between a pair of target still images or between frames from sequences of video. These morphing techniques usually consist of a combination of a geometric deformation technique, which aligns the target images, and a cross-fade which creates the smooth transition in the image texture. Another form of animation from images consists of concatenating together sequences captured from video. Another one more is technique called video-rewrite where existing footage of an actor is cut into segments corresponding to phonetic units which are blended together to create new animations of a speaker. Video-rewrite uses computer vision techniques to automatically track lip movements in video and these features are used in the alignment and blending of the extracted phonetic units. This animation technique only generates animations of the lower part of the face, these are then composited with video of the original actor to produce the final animation. Three-dimensional head models provide the most powerful means of generating computer facial animation. The model was a mesh of 3D points controlled by a set of conformation and expression parameters. The former group controls the relative location of facial feature points such as eye and lip corners. Changing these parameters can re-shape a base model to create new heads. Different methods for initializing such generic model based on individual (3D or 2D) data have been proposed and successfully implemented. The parameterized models are effective ways due to use of limited parameters, associated to main facial feature points. The MPEG-4 standard defines a minimum set of parameters for facial animation. Animation is done by changing parameters over time. Facial animation is approached in different ways, traditional techniques include 1. shapes/morph targets, 2. skeleton-muscle systems, 3. bones/cages, 4. motion capture on points on the face and 2

3 5. knowledge based solver deformations. Facial animation is now attracting more attention than ever before in its 25 years as an identifiable area of computer graphics. Imaginative applications of animated graphical faces are found in sophisticated human-computer interfaces, interactive games, multimedia titles, VR telepresence experiences, and, as always, in a broad variety of production animations. Graphics technologies underlying facial animation now run the gamut from keyframing to image morphing, video tracking, geometric and physical modeling, and behavioral animation. Supporting technologies include speech synthesis and artificial intelligence. Whether the goal is to synthesize realistic faces or fantastic ones, representing the dynamic facial likeness of humans and other creatures is giving impetus to a diverse and rapidly growing body of cross-disciplinary research. 2. LITERATURE REVIEW Facial modeling and animation research falls into two major categories, those based on geometric manipulations and those based on image manipulations. Each realm comprises several subcategories. Geometric manipulations include key-framing and geometric interpolations [A. Enmett 1985, F. I. Parke 1991], parameterizations [M. Cohen et.al 1993] finite element methods [B. Guenter 1992], muscle based modeling [K. Waters 1987], visual simulation using pseudo muscles [P. Kalra et.al 1992], spline models [C. L. Y. Wang 1994] and free-form deformations [S. Coquillart 1990]. Image manipulations include image morphing between photographic images [T. Beier et.al 1992], texture manipulations [M. Oka et.al 1987], image blending [F. Pighin et.al 1998], and vascular expressions [P. Kalra et.al 1994]. As stated by Ekman (1975), humans are highly sensitive to visual messages sent voluntarily or involuntary by the face. Consequently, facial animation requires specific algorithms able to render with a high degree of realism the natural characteristics of the motion. Research on basic facial animation and modeling has been extensively studied and several models have been proposed. For example, in the Parke models (1975,1982) the set of facial parameters is based on both observation and the underlying structures that cause facial 3

4 expression. The animator can create any facial image by specifying the appropriate set of parameter values. Motions are described as a pair of numeric tuples which identify the initial frame, final frame, and interpolation. Pearce et al. (1986) introduced a small set of keywords to extend the Parke model. Platt and Badler (1981) have designed a model that is based on underlying facial structure. The skin is the outside level, represented by a set of 3D points that define a surface which can be modified. The bones represent an initial level that cannot be moved. Between both levels, muscles are groups of points with elastic arcs. Waters (1987) represents the action of muscles using primary motivators on a nonspecific deformable topology of the face. The muscle actions themselves are tested against FACS (Facial Action Coding System) which employs action units directly to one muscle or a small group of muscles. Two types of muscles are created: linear/parallel muscles that pull and sphincter muscles that squeeze. Magnenat-Thalmann et al. (1988) defined a model where the action of a muscle is simulated by a procedure, called an Abstract Muscle Action procedure (AMA), which acts on the vertices composing the human face figure. It is possible to animate a human face by manipulating the facial parameters using AMA procedures. By combining the facial parameters obtained by the AMA procedures in different ways,we anconstruct more complex entities corresponding to the well-known concept of facial expression. Nahas et al. (1987) propose a method based on the B-spline. They use a digitizing system to obtain position data on the face from which they extract a certain number of points, and organize them in a matrix. This matrix is used as a set of control points for a 5- dimensional bicubic B- spline surface. The model is animated by moving these control points. 4. CLASSIFICATION OF FACIAL MODELING AND ANIMATION METHODS This taxonomy in Figure 1 illustrates the diversity of approaches to facial animation. Exact classifications are complicated by the lack of exact boundaries between methods and the fact that recent approaches often integrate several methods to produce better results. The literature review as follows introduce the interpolation techniques and parameterizations followed by the animation methods using 2D and 3D morphing techniques. The Facial 4

5 Action Coding System, a frequently used facial description tool. Physics based modeling and simulated muscle modeling are discussed. Techniques for increased realism, including wrinkle generation, vascular expression and texture manipulation, are discussed. Individual modeling and model fitting are described in literature review. Figure 1: Classification of facial modeling and animation methods 5. FACIAL MODELING TECHNIQUES Polygonal Polygonal modeling specifies exactly each 3D point, which connected to each other as polygons. This is an exacting way to get topology (points) where you need it on a face and not where you don t. Patches (NURBs) Patches (or a set of splines) indirectly defines a smooth curve surface from a set of control points. A small amount of control points (called CVs in Maya) can define a complex surface. One type of spline is called NURBs which stands for Non- Uniform Rational B-Splines. This type of batch allows each control point to have its own weight that can affect the pinch of the curve at the point. So they are considered the most versatile of batches. They work very well for organic smooth objects so hence they are well suited for facial modeling however several issues arise. Sub-Division Surfaces Sub-Division surfaces is a fairly new modeling technique that gives you the control and flexibility of polygons with the ease of use and smoothness of patches. Tony DeRose (who wrote the paper on Sub-D surfaces and created a working version for Pixar, first used in Geri s Game) has slides on the advantages on sub-d surface. Sub-D surfaces gives you the detail only where you need it. Paul Aichele discussed this on our Pixar trip with Geri s head. Digitizing Facial models can be created by digitizing live humans or physical models. There are several techniques. One that does need an expensive digitizer is using fudical points to 5

6 reconstruct 2D photographs into a 3D model. Now however, automatic digitizing equipment like that from CyberWare is regularly used to create high resolution 3D models of live human models complete with color data. While digitizing models are very useful for many application such as Stanford s Digital Michelangelo Project typically the data from these systems are too high resolution and not semantically setup for facial animation. Photogrametric acquisition Web based avatar companies and others are using techniques that take a photograph of a human face (sometimes from the front and side) and map it onto a pre-made 3D model that animates by going through a registration process, where key points on the photograph (corners of: the eyes, eyebrows, mouth,..) are picked via the mouse to register the image with the model. Several researchers are working on automatic registering techniques but lighting conditions on a live face or photograph and other standardization issues plagues the process. Face generation Face generation systems genetically evolve the type of face you want or have you search or surf through a theoretical space of faces as with the. Still other face generation systems allow you to pick from a database of facial parts to create a head as you might with a police artist sketch kit such as the Faces system we used as an assignment. 6. FACIAL ANIMATION TECHNIQUES a. Keyframing The most widely used animation technique is key-framing, where the animator creates key poses of an articulated model and the animation system interpolates the in between frames from that set of key-frame data. Typically the data being keyed and interpolated are transformations (move, rotation, scale) of rigid objects such as the hierarchical parts of human body. The problem with facial animation is there really are no rigid parts that move in relation to each other to key-frame. Hence there is a myriad of facial animation techniques based on 6

7 what you are actually key-framing/interpolating to get smooth animation of a flexible surface of the face. b. Morph targets One widely used basic technique is to create a model of a face in a rest position. Then using essentially modeling techniques, edit the points of a copy of that face to make other faces (typically with the same topology hence the copying of the rest face) in different phoneme and expression states. Then animate a facial animation sequence by morphing (point interpolation) between this set of like-minded faces. The disadvantage with this technique is that the animator is only picking from a set of pre-made face morphs and thereby limited to the expressions possible from that set in the final animated face sequence. There are several variants of this morphing technique most notable compound or hierarchical morph targets which allow the animator to blend several faces together with differing weights and/or only morph specific areas of the face. Again, all versions of this technique limit the creative process by only allowing you to pick from a pre-made set of expressions (or force you to stop the animation process to create additional morph targets). c. Character animation tools Tools that were made and are useful for character and organic animation have been used to animate the face. Typically these techniques are not straightforward and are cumbersome because they are not very well suited for a flexible face. They include free form deformations, bones, point cluster techniques and others. d. Parameterized Systems Fred Parke's early work in facial animation at Univ. of Utah and NY Inst of Technology lead to the first facial animation system. It used a control parameterized method where the animation becomes a process of specifying and controlling parameter set values as a function of time. Parameter systems are able to animate the facial expressions as well as the facial types. The FaceLift program used for The Sims uses a simplified version of a production parameterization system. Most parameter systems use Paul Ekman's FACS (Facial Action 7

8 Coding System) which describes facial muscle movement as a basis or starting point for specifying and defining the range of parameters. Ken Perlin's web Java- based system also uses a simple but very effective parameterized technique Parameter systems create a very compact specification for facial animation and are therefore ideally suited for the web and games. e. Muscle Simulation Systems Keith Waters work uses a simple simulation of muscle deformation to animate the face. It uses two types of muscles: linear muscles that pull and sphincter muscles that squeeze. He uses a mass and spring technique to animate or deform the skin. The muscle control system has a one to one correspondence to know face muscles and to Ekman's FACS. An extended, fast and open source version of Waters technique with applications for games and our real-time systems is called Expressions f. Motion Capture Facial animation has also been achieved via performance systems where a live performance is digitalized and applied to the facial model rather than created by an animator. Motion capture is the most widely used performance technique. Systems typically track via one or several cameras, small point-like reflective stickers attached in strategic positions on the performers face. See two examples of such systems. g. Speech Generated Systems Another form of performance animation system uses the voice only to create not only the synched lip movement, but the movement of the other parts of the face as well including the eyebrows, blinks and eye movement, and head movement (neck rotation). These systems analyze the voice to get lip syncing phoneme positions and also use pitch, volume, sentence semantics (dividing speech into sentence sections based on pauses) and other cues to approximate the animation of a faces. These systems in standalone form or combined with photogrametric techniques are being used both in linear animation systems and in real-time web-based applications. 8

9 7. VIDEO BASED ANIMATION OF PEOPLE In order to create animations, that have natural motion AND have photo-realistic appearance, we need to combine motion-capture and image based (or video based) techniques. The goal is to build video based representations of annotated example motions. Unlike standard motion capture techniques that are based on markers or other devices, we need to annotate body and facial configurations directly in unconstrained video. In static scenes the user could supply annotations by hand, but for video sequences, automatic techniques are crucial (10 min of video has 18,000 images, no-one has the budged, patience, and consistency to do this by hand). To build libraries of example motions, we also need techniques that annotate coarse motion categories automatically. Again, this has to be done automatically. For example a 10 minute video of someone talking could be transformed into a video-based library of more then 2,000 phonetic lip motions (phonemes or visemes). Video Rewrite Video Rewrite uses existing footage to create automatically new video of a person mouthing words that she did not speak in the original footage. This technique is useful in movie dubbing, for example, where the movie sequence can be modified to sync the actors' lip motions to the new soundtrack. Video Motion Capture This paper demonstrates a new vision based motion capture technique that is able to recover high degree-of-freedom articulated human body configurations in complex video sequences. It does not require any markers, body suits, or other devices attached to the subject. CONCLUSIONS Computer facial animation is now being used in a multitude of important fields. It brings a more human, social and dramatic reality to computer games, films and interactive multimedia, and is growing in both use and importance. Authoring computer facial animation with complex and subtle expressions is still difficult and fraught with 9

10 problems. It is currently mostly authored using generalized computer animation techniques, which often limit the quality and quantity of facial animation production. Given additional computer power, facial understanding and software sophistication, new face-centric methods are emerging but typically are adhoc in nature. This research attempts to define and organizationally categorize current and emerging methods, including surveying facial animation experts to define the current state of field perceived bottlenecks and emerging techniques. REFERENCES 1. Ekman P. and Friesen WV. (1975), Unmasking the Face: A Guide to Recognizing Emotions from Facial Clues, Prentice-Hall. 2. Parke FI (1975) A Model for Human Faces that allows Speech Synchronized Animation, Computers and Graphics, pergamon Press, Vol.1, No.1, pp Parke FI (1982) Parameterized Models for Facial Animation, IEEE Computer Graphics and Applications, Vol.2, No.9, pp Pearce A, Wyvill B, Wyvill G and Hill D (1986) Speech and expression: a Computer Solution to Face Animation, Proc. Graphics Interface '86, pp Platt S, Badler N (1981) Animating Facial Expressions, Proc. SIGGRAPH '81, pp Waters K (1987) A Muscle Model for Animating Three-Dimensional Facial Expression, Proc. SIGGRAPH '87, Vol.21, No.4, pp Magnenat-Thalmann N, Thalmann D (1987) The Direction of Synthetic Actors in the film Rendez-vous à Montréal, IEEE Computer Graphics and Applications, Vol.7, No Nahas M, Huitric H and Saintourens M (1988) Animation of a B-spline Figure, The Visual Computer, Vol.3, No A. Enmett, Digital portfolio: Tony de peltrie. Computer Graphics World, 1985, vol. 8(10), pp

11 10. F. I. Parke, Techniques of facial animation, In N. Magnenat-Thalmann and D. Thalmann, editors, New Trends in Animation and Visualization, 1991, Chapter 16, pp , John Wiley and Sons 11. M. Cohen, D. Massara, Modeling co-articulation in synthetic visual speech. In N. Magnenat- Thalmann, and D. Thalmann editors, Model and Technique in Computer Animation, 1993, pp , Springer-Verlag, Tokyo 12. B. Guenter, A system for simulating human facial expression. In State of the Art in Computer Animation, 1992, pp K. Waters. A muscle model for animating three-dimensional facial expression. In Maureen C. 14. Stone, editor, Computer Graphics (Siggraph proceedings, 1987) vol. 21 pp P. Kalra, A. Mangili, N. M. Thalmann, D. Thalmann, Simulation of Facial Muscle Actions Based on Rational Free From Deformations, Eurographics 1992, vol. 11(3), pp C. L. Y. Wang, D. R. Forsey, Langwidere: A New Facial Animation System, proceedings of Computer Animation, 1994, pp S.Coquillart, Extended Free-Form Deformation: A Sculpturing Tool for 3D Geometric Modeling, Computer Graphics, 1990, vol. 24, pp T. Beier, S. Neely, Feature-based image metamorphosis, Computer Graphics (Siggraph proceedings 1992), vol. 26, pp M. Oka, K. Tsutsui, A. ohba, Y. Jurauchi, T. Tago, Real-time manipulation of texture-mapped surfaces. In Siggraph 21, 1987, pp ACM Computer Graphics 20. F. Pighin, J. Hecker, D. Lischinski, R. Szeliski, D. H. Salesin, Synthesizing Realistic Facial Expressions from Photographs, Siggraph proceedings, 1998, pp P. Kalra, N. Magnenat-Thanmann, Modeling of Vascular Expressions in Facial Animation, Computer Animation, 1994, pp

Synthesizing Realistic Facial Expressions from Photographs

Synthesizing Realistic Facial Expressions from Photographs Synthesizing Realistic Facial Expressions from Photographs 1998 F. Pighin, J Hecker, D. Lischinskiy, R. Szeliskiz and D. H. Salesin University of Washington, The Hebrew University Microsoft Research 1

More information

Facial Image Synthesis 1 Barry-John Theobald and Jeffrey F. Cohn

Facial Image Synthesis 1 Barry-John Theobald and Jeffrey F. Cohn Facial Image Synthesis Page 1 of 5 Facial Image Synthesis 1 Barry-John Theobald and Jeffrey F. Cohn 1 Introduction Facial expression has been central to the

More information

SMILE: A Multilayered Facial Animation System

SMILE: A Multilayered Facial Animation System SMILE: A Multilayered Facial Animation System Prem Kalra, Angelo Mangili, Nadia Magnenat-Thalmann, Daniel Thalmann ABSTRACT This paper describes a methodology for specifying facial animation based on a

More information

CS 231. Deformation simulation (and faces)

CS 231. Deformation simulation (and faces) CS 231 Deformation simulation (and faces) Deformation BODY Simulation Discretization Spring-mass models difficult to model continuum properties Simple & fast to implement and understand Finite Element

More information

Human body animation. Computer Animation. Human Body Animation. Skeletal Animation

Human body animation. Computer Animation. Human Body Animation. Skeletal Animation Computer Animation Aitor Rovira March 2010 Human body animation Based on slides by Marco Gillies Human Body Animation Skeletal Animation Skeletal Animation (FK, IK) Motion Capture Motion Editing (retargeting,

More information

CS 231. Deformation simulation (and faces)

CS 231. Deformation simulation (and faces) CS 231 Deformation simulation (and faces) 1 Cloth Simulation deformable surface model Represent cloth model as a triangular or rectangular grid Points of finite mass as vertices Forces or energies of points

More information

M I RA Lab. Speech Animation. Where do we stand today? Speech Animation : Hierarchy. What are the technologies?

M I RA Lab. Speech Animation. Where do we stand today? Speech Animation : Hierarchy. What are the technologies? MIRALab Where Research means Creativity Where do we stand today? M I RA Lab Nadia Magnenat-Thalmann MIRALab, University of Geneva thalmann@miralab.unige.ch Video Input (face) Audio Input (speech) FAP Extraction

More information

Data-Driven Face Modeling and Animation

Data-Driven Face Modeling and Animation 1. Research Team Data-Driven Face Modeling and Animation Project Leader: Post Doc(s): Graduate Students: Undergraduate Students: Prof. Ulrich Neumann, IMSC and Computer Science John P. Lewis Zhigang Deng,

More information

VISEME SPACE FOR REALISTIC SPEECH ANIMATION

VISEME SPACE FOR REALISTIC SPEECH ANIMATION VISEME SPACE FOR REALISTIC SPEECH ANIMATION Sumedha Kshirsagar, Nadia Magnenat-Thalmann MIRALab CUI, University of Geneva {sumedha, thalmann}@miralab.unige.ch http://www.miralab.unige.ch ABSTRACT For realistic

More information

3D Modeling techniques

3D Modeling techniques 3D Modeling techniques 0. Reconstruction From real data (not covered) 1. Procedural modeling Automatic modeling of a self-similar objects or scenes 2. Interactive modeling Provide tools to computer artists

More information

Real-time Talking Head Driven by Voice and its Application to Communication and Entertainment

Real-time Talking Head Driven by Voice and its Application to Communication and Entertainment ISCA Archive Real-time Talking Head Driven by Voice and its Application to Communication and Entertainment Shigeo MORISHIMA Seikei University ABSTRACT Recently computer can make cyberspace to walk through

More information

Computer Animation Visualization. Lecture 5. Facial animation

Computer Animation Visualization. Lecture 5. Facial animation Computer Animation Visualization Lecture 5 Facial animation Taku Komura Facial Animation The face is deformable Need to decide how all the vertices on the surface shall move Manually create them Muscle-based

More information

Animation of 3D surfaces.

Animation of 3D surfaces. Animation of 3D surfaces Motivations When character animation is controlled by skeleton set of hierarchical joints joints oriented by rotations the character shape still needs to be visible: visible =

More information

FACE ANALYSIS AND SYNTHESIS FOR INTERACTIVE ENTERTAINMENT

FACE ANALYSIS AND SYNTHESIS FOR INTERACTIVE ENTERTAINMENT FACE ANALYSIS AND SYNTHESIS FOR INTERACTIVE ENTERTAINMENT Shoichiro IWASAWA*I, Tatsuo YOTSUKURA*2, Shigeo MORISHIMA*2 */ Telecommunication Advancement Organization *2Facu!ty of Engineering, Seikei University

More information

An Interactive Interface for Directing Virtual Humans

An Interactive Interface for Directing Virtual Humans An Interactive Interface for Directing Virtual Humans Gael Sannier 1, Selim Balcisoy 2, Nadia Magnenat-Thalmann 1, Daniel Thalmann 2 1) MIRALab, University of Geneva, 24 rue du Général Dufour CH 1211 Geneva,

More information

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/27/2017

Computer Graphics. Si Lu. Fall uter_graphics.htm 11/27/2017 Computer Graphics Si Lu Fall 2017 http://web.cecs.pdx.edu/~lusi/cs447/cs447_547_comp uter_graphics.htm 11/27/2017 Last time o Ray tracing 2 Today o Animation o Final Exam: 14:00-15:30, Novermber 29, 2017

More information

FACIAL EXPRESSION USING 3D ANIMATION

FACIAL EXPRESSION USING 3D ANIMATION Volume 1 Issue 1 May 2010 pp. 1 7 http://iaeme.com/ijcet.html I J C E T IAEME FACIAL EXPRESSION USING 3D ANIMATION Mr. K. Gnanamuthu Prakash 1, Dr. S. Balasubramanian 2 ABSTRACT Traditionally, human facial

More information

Animation of 3D surfaces

Animation of 3D surfaces Animation of 3D surfaces 2013-14 Motivations When character animation is controlled by skeleton set of hierarchical joints joints oriented by rotations the character shape still needs to be visible: visible

More information

A Morphable Model for the Synthesis of 3D Faces

A Morphable Model for the Synthesis of 3D Faces A Morphable Model for the Synthesis of 3D Faces Marco Nef Volker Blanz, Thomas Vetter SIGGRAPH 99, Los Angeles Presentation overview Motivation Introduction Database Morphable 3D Face Model Matching a

More information

A PLASTIC-VISCO-ELASTIC MODEL FOR WRINKLES IN FACIAL ANIMATION AND SKIN AGING

A PLASTIC-VISCO-ELASTIC MODEL FOR WRINKLES IN FACIAL ANIMATION AND SKIN AGING MIRALab Copyright Information 1998 A PLASTIC-VISCO-ELASTIC MODEL FOR WRINKLES IN FACIAL ANIMATION AND SKIN AGING YIN WU, NADIA MAGNENAT THALMANN MIRALab, CUI, University of Geneva DANIEL THALMAN Computer

More information

Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p.

Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p. Basics of Design p. 2 Approaching Design as an Artist p. 4 Knowing Your Character p. 4 Making Decisions p. 4 Categories of Design p. 6 Realistic Designs p. 6 Stylized Designs p. 7 Designing a Character

More information

Performance Driven Facial Animation using Blendshape Interpolation

Performance Driven Facial Animation using Blendshape Interpolation Performance Driven Facial Animation using Blendshape Interpolation Erika Chuang Chris Bregler Computer Science Department Stanford University Abstract This paper describes a method of creating facial animation

More information

Muscle Based facial Modeling. Wei Xu

Muscle Based facial Modeling. Wei Xu Muscle Based facial Modeling Wei Xu Facial Modeling Techniques Facial modeling/animation Geometry manipulations Interpolation Parameterizations finite element methods muscle based modeling visual simulation

More information

Research On 3D Emotional Face Animation Based on Dirichlet Free Deformation Algorithm

Research On 3D Emotional Face Animation Based on Dirichlet Free Deformation Algorithm 2017 3rd International Conference on Electronic Information Technology and Intellectualization (ICEITI 2017) ISBN: 978-1-60595-512-4 Research On 3D Emotional Face Animation Based on Dirichlet Free Deformation

More information

IFACE: A 3D SYNTHETIC TALKING FACE

IFACE: A 3D SYNTHETIC TALKING FACE IFACE: A 3D SYNTHETIC TALKING FACE PENGYU HONG *, ZHEN WEN, THOMAS S. HUANG Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana-Champaign Urbana, IL 61801, USA We present

More information

Human Character Animation in 3D-Graphics: The EMOTE System as a Plug-in for Maya

Human Character Animation in 3D-Graphics: The EMOTE System as a Plug-in for Maya Hartmann - 1 Bjoern Hartman Advisor: Dr. Norm Badler Applied Senior Design Project - Final Report Human Character Animation in 3D-Graphics: The EMOTE System as a Plug-in for Maya Introduction Realistic

More information

MODELING AND HIERARCHY

MODELING AND HIERARCHY MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical

More information

Master s Thesis. Cloning Facial Expressions with User-defined Example Models

Master s Thesis. Cloning Facial Expressions with User-defined Example Models Master s Thesis Cloning Facial Expressions with User-defined Example Models ( Kim, Yejin) Department of Electrical Engineering and Computer Science Division of Computer Science Korea Advanced Institute

More information

K A I S T Department of Computer Science

K A I S T Department of Computer Science An Example-based Approach to Text-driven Speech Animation with Emotional Expressions Hyewon Pyun, Wonseok Chae, Yejin Kim, Hyungwoo Kang, and Sung Yong Shin CS/TR-2004-200 July 19, 2004 K A I S T Department

More information

Animation COM3404. Richard Everson. School of Engineering, Computer Science and Mathematics University of Exeter

Animation COM3404. Richard Everson. School of Engineering, Computer Science and Mathematics University of Exeter Animation COM3404 Richard Everson School of Engineering, Computer Science and Mathematics University of Exeter R.M.Everson@exeter.ac.uk http://www.secamlocal.ex.ac.uk/studyres/com304 Richard Everson Animation

More information

COMP371 COMPUTER GRAPHICS

COMP371 COMPUTER GRAPHICS COMP371 COMPUTER GRAPHICS SESSION 21 KEYFRAME ANIMATION 1 Lecture Overview Review of last class Next week Quiz #2 Project presentations rubric Today Keyframe Animation Programming Assignment #3 solution

More information

Animated Talking Head With Personalized 3D Head Model

Animated Talking Head With Personalized 3D Head Model Animated Talking Head With Personalized 3D Head Model L.S.Chen, T.S.Huang - Beckman Institute & CSL University of Illinois, Urbana, IL 61801, USA; lchen@ifp.uiuc.edu Jörn Ostermann, AT&T Labs-Research,

More information

CSE452 Computer Graphics

CSE452 Computer Graphics CSE452 Computer Graphics Lecture 19: From Morphing To Animation Capturing and Animating Skin Deformation in Human Motion, Park and Hodgins, SIGGRAPH 2006 CSE452 Lecture 19: From Morphing to Animation 1

More information

3D Face Deformation Using Control Points and Vector Muscles

3D Face Deformation Using Control Points and Vector Muscles IJCSNS International Journal of Computer Science and Network Security, VOL.7 No.4, April 2007 149 3D Face Deformation Using Control Points and Vector Muscles Hyun-Cheol Lee and Gi-Taek Hur, University

More information

Free-Form Deformation and Other Deformation Techniques

Free-Form Deformation and Other Deformation Techniques Free-Form Deformation and Other Deformation Techniques Deformation Deformation Basic Definition Deformation: A transformation/mapping of the positions of every particle in the original object to those

More information

Facial Animation. Joakim Königsson

Facial Animation. Joakim Königsson Facial Animation Joakim Königsson June 30, 2005 Master s Thesis in Computing Science, 20 credits Supervisor at CS-UmU: Berit Kvernes Examiner: Per Lindström Umeå University Department of Computing Science

More information

Three-Dimensional Computer Animation

Three-Dimensional Computer Animation Three-Dimensional Computer Animation Visual Imaging in the Electronic Age Donald P. Greenberg November 29, 2016 Lecture #27 Why do we need an animation production pipeline? Animated full-length features

More information

Keyframe Animation. Animation. Computer Animation. Computer Animation. Animation vs Modeling. Animation vs Modeling

Keyframe Animation. Animation. Computer Animation. Computer Animation. Animation vs Modeling. Animation vs Modeling CSCI 420 Computer Graphics Lecture 19 Keyframe Animation Traditional Animation Keyframe Animation [Angel Ch. 9] Animation "There is no particular mystery in animation...it's really very simple, and like

More information

Facial Expression Analysis for Model-Based Coding of Video Sequences

Facial Expression Analysis for Model-Based Coding of Video Sequences Picture Coding Symposium, pp. 33-38, Berlin, September 1997. Facial Expression Analysis for Model-Based Coding of Video Sequences Peter Eisert and Bernd Girod Telecommunications Institute, University of

More information

Computer Animation (INFOMCANIM) Facial Animation

Computer Animation (INFOMCANIM) Facial Animation Computer Animation (INFOMCANIM) Facial Animation Facial animation It is a difficult task for computer animators Faces are too familiar to us They are unique Has a complex structure Application areas Cartoon

More information

THE PROBLEMATICS OF HUMAN PROTOTYPING AND ANIMATION

THE PROBLEMATICS OF HUMAN PROTOTYPING AND ANIMATION THE PROBLEMATICS OF HUMAN PROTOTYPING AND ANIMATION Nadia Magnenat-Thalmann Centre Universitaire d'informatique Université de Genève, Suisse Daniel Thalmann Laboratoire d'infographie Ecole Polytechnique

More information

Animation Tools THETOPPERSWAY.COM

Animation Tools THETOPPERSWAY.COM Animation Tools 1.) 3D Max: It includes 3D modeling and rendering software. A new Graphite modeling and texturing system(the Graphite Modeling Tools set, also called the modeling ribbon, gives you everything

More information

The Simulation of a Virtual TV Presentor

The Simulation of a Virtual TV Presentor MIRALab Copyright Information 1998 The Simulation of a Virtual TV Presentor Abstract Nadia Magnenat Thalmann, Prem Kalra MIRALab, University of Geneva This paper presents the making of six short sequences

More information

Animation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala

Animation. CS 4620 Lecture 33. Cornell CS4620 Fall Kavita Bala Animation CS 4620 Lecture 33 Cornell CS4620 Fall 2015 1 Announcements Grading A5 (and A6) on Monday after TG 4621: one-on-one sessions with TA this Friday w/ prior instructor Steve Marschner 2 Quaternions

More information

Faces and Image-Based Lighting

Faces and Image-Based Lighting Announcements Faces and Image-Based Lighting Project #3 artifacts voting Final project: Demo on 6/25 (Wednesday) 13:30pm in this room Reports and videos due on 6/26 (Thursday) 11:59pm Digital Visual Effects,

More information

FACIAL ANIMATION WITH MOTION CAPTURE BASED ON SURFACE BLENDING

FACIAL ANIMATION WITH MOTION CAPTURE BASED ON SURFACE BLENDING FACIAL ANIMATION WITH MOTION CAPTURE BASED ON SURFACE BLENDING Lijia Zhu and Won-Sook Lee School of Information Technology and Engineering, University of Ottawa 800 King Edward Ave., Ottawa, Ontario, Canada,

More information

Image Talk: A Real Time Synthetic Talking Head Using One Single Image with Chinese Text-To-Speech Capability

Image Talk: A Real Time Synthetic Talking Head Using One Single Image with Chinese Text-To-Speech Capability Image Talk: A Real Time Synthetic Talking Head Using One Single Image with Chinese Text-To-Speech Capability Woei-Luen Perng, Yungkang Wu, and Ming Ouhyoung Communication and Multimedia Laboratory, Dept.

More information

Geometric Modeling. Bing-Yu Chen National Taiwan University The University of Tokyo

Geometric Modeling. Bing-Yu Chen National Taiwan University The University of Tokyo Geometric Modeling Bing-Yu Chen National Taiwan University The University of Tokyo What are 3D Objects? 3D Object Representations What are 3D objects? The Graphics Process 3D Object Representations Raw

More information

Animation. CS 465 Lecture 22

Animation. CS 465 Lecture 22 Animation CS 465 Lecture 22 Animation Industry production process leading up to animation What animation is How animation works (very generally) Artistic process of animation Further topics in how it works

More information

Images from 3D Creative Magazine. 3D Modelling Systems

Images from 3D Creative Magazine. 3D Modelling Systems Images from 3D Creative Magazine 3D Modelling Systems Contents Reference & Accuracy 3D Primitives Transforms Move (Translate) Rotate Scale Mirror Align 3D Booleans Deforms Bend Taper Skew Twist Squash

More information

2D & 3D Animation NBAY Donald P. Greenberg March 21, 2016 Lecture 7

2D & 3D Animation NBAY Donald P. Greenberg March 21, 2016 Lecture 7 2D & 3D Animation NBAY 6120 Donald P. Greenberg March 21, 2016 Lecture 7 2D Cel Animation Cartoon Animation What is cartoon animation? A sequence of drawings which, when viewed in rapid succession, create

More information

Character animation Christian Miller CS Fall 2011

Character animation Christian Miller CS Fall 2011 Character animation Christian Miller CS 354 - Fall 2011 Exam 2 grades Avg = 74.4, std. dev. = 14.4, min = 42, max = 99 Characters Everything is important in an animation But people are especially sensitive

More information

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala

Animations. Hakan Bilen University of Edinburgh. Computer Graphics Fall Some slides are courtesy of Steve Marschner and Kavita Bala Animations Hakan Bilen University of Edinburgh Computer Graphics Fall 2017 Some slides are courtesy of Steve Marschner and Kavita Bala Animation Artistic process What are animators trying to do? What tools

More information

REAL TIME FACIAL INTERACTION

REAL TIME FACIAL INTERACTION MIRALab Copyright Information 1998 REAL TIME FACIAL INTERACTION Igor Sunday Pandzic, Prem Kalra, Nadia Magnenat Thalmann MIRALab, University of Geneva ABSTRACT Human interface for computer graphics systems

More information

AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO F ^ k.^

AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO F ^ k.^ Computer a jap Animation Algorithms and Techniques Second Edition Rick Parent Ohio State University AMSTERDAM BOSTON HEIDELBERG LONDON NEW YORK OXFORD PARIS SAN DIEGO SAN FRANCISCO SINGAPORE SYDNEY TOKYO

More information

Animation. Representation of objects as they vary over time. Traditionally, based on individual drawing or photographing the frames in a sequence

Animation. Representation of objects as they vary over time. Traditionally, based on individual drawing or photographing the frames in a sequence 6 Animation Animation Representation of objects as they vary over time Traditionally, based on individual drawing or photographing the frames in a sequence Computer animation also results in a sequence

More information

FACS Based Generating of Facial Expressions

FACS Based Generating of Facial Expressions FACS Based Generating of Facial Expressions A. Wojdeł L.J.M. Rothkrantz Knowledge Based Systems Group, Faculty of Information Technology and Systems, Delft University of Technology, Zuidplantsoen 4 2628

More information

Image-Based Deformation of Objects in Real Scenes

Image-Based Deformation of Objects in Real Scenes Image-Based Deformation of Objects in Real Scenes Han-Vit Chung and In-Kwon Lee Dept. of Computer Science, Yonsei University sharpguy@cs.yonsei.ac.kr, iklee@yonsei.ac.kr Abstract. We present a new method

More information

Maths at the Movies. Chris Budd

Maths at the Movies. Chris Budd Maths at the Movies Chris Budd See maths in the movies in different ways Sometimes maths in the background Moriarty Some movies hate maths Some feature mathematicians Some films are about mathematicians

More information

Modelling and Animating Hand Wrinkles

Modelling and Animating Hand Wrinkles Modelling and Animating Hand Wrinkles X. S. Yang and Jian J. Zhang National Centre for Computer Animation Bournemouth University, United Kingdom {xyang, jzhang}@bournemouth.ac.uk Abstract. Wrinkles are

More information

COMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation

COMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation Lecture 10: Animation COMP 175: Computer Graphics March 12, 2018 1/37 Recap on Camera and the GL Matrix Stack } Go over the GL Matrix Stack 2/37 Topics in Animation } Physics (dynamics, simulation, mechanics)

More information

Recently, research in creating friendly human

Recently, research in creating friendly human For Duplication Expression and Impression Shigeo Morishima Recently, research in creating friendly human interfaces has flourished. Such interfaces provide smooth communication between a computer and a

More information

To Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010)

To Do. History of Computer Animation. These Lectures. 2D and 3D Animation. Computer Animation. Foundations of Computer Graphics (Spring 2010) Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 24: Animation http://inst.eecs.berkeley.edu/~cs184 To Do Submit HW 4 (today) Start working on HW 5 (can be simple add-on) Many slides courtesy

More information

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics

Computer Animation Fundamentals. Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics Computer Animation Fundamentals Animation Methods Keyframing Interpolation Kinematics Inverse Kinematics Lecture 21 6.837 Fall 2001 Conventional Animation Draw each frame of the animation great control

More information

Caricaturing Buildings for Effective Visualization

Caricaturing Buildings for Effective Visualization Caricaturing Buildings for Effective Visualization Grant G. Rice III, Ergun Akleman, Ozan Önder Özener and Asma Naz Visualization Sciences Program, Department of Architecture, Texas A&M University, USA

More information

Animation by Adaptation Tutorial 1: Animation Basics

Animation by Adaptation Tutorial 1: Animation Basics Animation by Adaptation Tutorial 1: Animation Basics Michael Gleicher Graphics Group Department of Computer Sciences University of Wisconsin Madison http://www.cs.wisc.edu/graphics Outline Talk #1: Basics

More information

Modeling the Virtual World

Modeling the Virtual World Modeling the Virtual World Joaquim Madeira November, 2013 RVA - 2013/2014 1 A VR system architecture Modeling the Virtual World Geometry Physics Haptics VR Toolkits RVA - 2013/2014 2 VR object modeling

More information

Free-form deformation (FFD)

Free-form deformation (FFD) T.D. DeRose, M. Meyer, Harmonic Coordinates. Pixar Technical Memo #06-02 Free-form deformation (FFD) Advanced Computer Animation Techniques Aug-Dec 2014 cesteves@cimat.mx Free-form deformation (FFD) 2d

More information

Interactive Deformation with Triangles

Interactive Deformation with Triangles Interactive Deformation with Triangles James Dean Palmer and Ergun Akleman Visualization Sciences Program Texas A&M University Jianer Chen Department of Computer Science Texas A&M University Abstract In

More information

Facial Deformations for MPEG-4

Facial Deformations for MPEG-4 Facial Deformations for MPEG-4 Marc Escher, Igor Pandzic, Nadia Magnenat Thalmann MIRALab - CUI University of Geneva 24 rue du Général-Dufour CH1211 Geneva 4, Switzerland {Marc.Escher, Igor.Pandzic, Nadia.Thalmann}@cui.unige.ch

More information

Physical based Rigging

Physical based Rigging Physical based Rigging Dinghuang Ji Introduction Computer animation has been a popular research topic since 1970s, when the first parametric facial model is proposed[0]. In the recent few years, a lot

More information

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC

Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics. Velocity Interpolation. Handing Free Surface with MAC Homework 2 Questions? Animation, Motion Capture, & Inverse Kinematics Velocity Interpolation Original image from Foster & Metaxas, 1996 In 2D: For each axis, find the 4 closest face velocity samples: Self-intersecting

More information

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66

C O M P U T E R G R A P H I C S. Computer Animation. Guoying Zhao 1 / 66 Computer Animation Guoying Zhao 1 / 66 Basic Elements of Computer Graphics Modeling construct the 3D model of the scene Rendering Render the 3D model, compute the color of each pixel. The color is related

More information

Case Study: The Pixar Story. By Connor Molde Comptuer Games & Interactive Media Year 1

Case Study: The Pixar Story. By Connor Molde Comptuer Games & Interactive Media Year 1 Case Study: The Pixar Story By Connor Molde Comptuer Games & Interactive Media Year 1 Contents Section One: Introduction Page 1 Section Two: About Pixar Page 2 Section Three: Drawing Page 3 Section Four:

More information

COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG

COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION. Rémi Ronfard, Animation, M2R MOSIG COMPUTER ANIMATION 3 KEYFRAME ANIMATION, RIGGING, SKINNING AND CHARACTER ANIMATION Rémi Ronfard, Animation, M2R MOSIG 2 Outline Principles of animation Keyframe interpolation Rigging, skinning and walking

More information

Transfer Facial Expressions with Identical Topology

Transfer Facial Expressions with Identical Topology Transfer Facial Expressions with Identical Topology Alice J. Lin Department of Computer Science University of Kentucky Lexington, KY 40506, USA alice.lin@uky.edu Fuhua (Frank) Cheng Department of Computer

More information

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based Animation Forward and

More information

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based

More information

Shape and Expression Space of Real istic Human Faces

Shape and Expression Space of Real istic Human Faces 8 5 2006 5 Vol8 No5 JOURNAL OF COMPU TER2AIDED DESIGN & COMPU TER GRAPHICS May 2006 ( 0087) (peiyuru @cis. pku. edu. cn) : Canny ; ; ; TP394 Shape and Expression Space of Real istic Human Faces Pei Yuru

More information

Motion Control with Strokes

Motion Control with Strokes Motion Control with Strokes Masaki Oshita Kyushu Institute of Technology oshita@ces.kyutech.ac.jp Figure 1: Examples of stroke-based motion control. Input strokes (above) and generated motions (below).

More information

Speech Driven Synthesis of Talking Head Sequences

Speech Driven Synthesis of Talking Head Sequences 3D Image Analysis and Synthesis, pp. 5-56, Erlangen, November 997. Speech Driven Synthesis of Talking Head Sequences Peter Eisert, Subhasis Chaudhuri,andBerndGirod Telecommunications Laboratory, University

More information

image-based visual synthesis: facial overlay

image-based visual synthesis: facial overlay Universität des Saarlandes Fachrichtung 4.7 Phonetik Sommersemester 2002 Seminar: Audiovisuelle Sprache in der Sprachtechnologie Seminarleitung: Dr. Jacques Koreman image-based visual synthesis: facial

More information

A Survey of Facial Modeling and Animation Techniques

A Survey of Facial Modeling and Animation Techniques A Survey of Facial Modeling and Animation Techniques Jun-yong Noh Integrated Media Systems Center, University of Southern California jnoh@cs.usc.edu Ulrich Neumann Integrated Media Systems Center, University

More information

CS770/870 Spring 2017 Animation Basics

CS770/870 Spring 2017 Animation Basics Preview CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles

More information

CS770/870 Spring 2017 Animation Basics

CS770/870 Spring 2017 Animation Basics CS770/870 Spring 2017 Animation Basics Related material Angel 6e: 1.1.3, 8.6 Thalman, N and D. Thalman, Computer Animation, Encyclopedia of Computer Science, CRC Press. Lasseter, J. Principles of traditional

More information

SYNTHESIS OF 3D FACES

SYNTHESIS OF 3D FACES SYNTHESIS OF 3D FACES R. Enciso, J. Li, D.A. Fidaleo, T-Y Kim, J-Y Noh and U. Neumann Integrated Media Systems Center University of Southern California Los Angeles, CA 90089, U.S.A. Abstract In this paper,

More information

An Automatic 3D Face Model Segmentation for Acquiring Weight Motion Area

An Automatic 3D Face Model Segmentation for Acquiring Weight Motion Area An Automatic 3D Face Model Segmentation for Acquiring Weight Motion Area Rio Caesar Suyoto Samuel Gandang Gunanto Magister Informatics Engineering Atma Jaya Yogyakarta University Sleman, Indonesia Magister

More information

Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation

Announcements: Quiz. Animation, Motion Capture, & Inverse Kinematics. Last Time? Today: How do we Animate? Keyframing. Procedural Animation Announcements: Quiz Animation, Motion Capture, & Inverse Kinematics On Friday (3/1), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension

More information

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation

Last Time? Animation, Motion Capture, & Inverse Kinematics. Today. Keyframing. Physically-Based Animation. Procedural Animation Last Time? Animation, Motion Capture, & Inverse Kinematics Navier-Stokes Equations Conservation of Momentum & Mass Incompressible Flow Today How do we animate? Keyframing Procedural Animation Physically-Based

More information

Chapter 9 Animation System

Chapter 9 Animation System Chapter 9 Animation System 9.1 Types of Character Animation Cel Animation Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted

More information

AN ANALYSIS OF THE CURRENT AND FUTURE STATE OF 3D FACIAL ANIMATION TECHNIQUES AND SYSTEMS. Chen Liu B.A., Communication University of China 2006

AN ANALYSIS OF THE CURRENT AND FUTURE STATE OF 3D FACIAL ANIMATION TECHNIQUES AND SYSTEMS. Chen Liu B.A., Communication University of China 2006 AN ANALYSIS OF THE CURRENT AND FUTURE STATE OF 3D FACIAL ANIMATION TECHNIQUES AND SYSTEMS by Chen Liu B.A., Communication University of China 2006 A THESIS SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS

More information

Faces. Face Modeling. Topics in Image-Based Modeling and Rendering CSE291 J00 Lecture 17

Faces. Face Modeling. Topics in Image-Based Modeling and Rendering CSE291 J00 Lecture 17 Face Modeling Topics in Image-Based Modeling and Rendering CSE291 J00 Lecture 17 Faces CS291-J00, Winter 2003 From David Romdhani Kriegman, slides 2003 1 Approaches 2-D Models morphing, indexing, etc.

More information

Image Base Rendering: An Introduction

Image Base Rendering: An Introduction Image Base Rendering: An Introduction Cliff Lindsay CS563 Spring 03, WPI 1. Introduction Up to this point, we have focused on showing 3D objects in the form of polygons. This is not the only approach to

More information

Reading. Animation principles. Required:

Reading. Animation principles. Required: Reading Required: Animation principles John Lasseter. Principles of traditional animation applied to 3D computer animation. Proceedings of SIGGRAPH (Computer Graphics) 21(4): 35-44, July 1987. Recommended:

More information

Animation, Motion Capture, & Inverse Kinematics. Announcements: Quiz

Animation, Motion Capture, & Inverse Kinematics. Announcements: Quiz Animation, Motion Capture, & Inverse Kinematics Announcements: Quiz On Tuesday (3/10), in class One 8.5x11 sheet of notes allowed Sample quiz (from a previous year) on website Focus on reading comprehension

More information

Curves and Surfaces 2

Curves and Surfaces 2 Curves and Surfaces 2 Computer Graphics Lecture 17 Taku Komura Today More about Bezier and Bsplines de Casteljau s algorithm BSpline : General form de Boor s algorithm Knot insertion NURBS Subdivision

More information

Computer Animation INF2050

Computer Animation INF2050 Computer Animation INF2050 Comments from Lasseter Keyframing Computers are stupid Worst case, keyframe required for every frame John discovered that some degrees of freedom (DOFs) require more keyframes

More information

Animation. Itinerary. What is Animation? What is Animation? Animation Methods. Modeling vs. Animation Computer Graphics Lecture 22

Animation. Itinerary. What is Animation? What is Animation? Animation Methods. Modeling vs. Animation Computer Graphics Lecture 22 15-462 Computer Graphics Lecture 22 Animation April 22, 2003 M. Ian Graham Carnegie Mellon University What is Animation? Making things move What is Animation? Consider a model with n parameters Polygon

More information

Video based Animation Synthesis with the Essential Graph. Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes

Video based Animation Synthesis with the Essential Graph. Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes Video based Animation Synthesis with the Essential Graph Adnane Boukhayma, Edmond Boyer MORPHEO INRIA Grenoble Rhône-Alpes Goal Given a set of 4D models, how to generate realistic motion from user specified

More information

Motion Synthesis and Editing. Yisheng Chen

Motion Synthesis and Editing. Yisheng Chen Motion Synthesis and Editing Yisheng Chen Overview Data driven motion synthesis automatically generate motion from a motion capture database, offline or interactive User inputs Large, high-dimensional

More information