Transcript

Rishabh BattulwarResearch and Development at Digital Domain

Data-Driven Future in Visual Effects

VFx pipelines

Fluids

FireSmoke Rigid Body

Hair

What’s important?

Facial Animation

Natural Facial Shapes Realistic Appearance

Facial Motion

Highly Non-Linear

Organic

Person Specific

Facial Animation Goal

Traditional Model

Ekman and Friesen (1978)

Facial Action Coding System (FACS)

50-60 Primary Shapes

Empirical Interpretations

GENERIC Facial Shape Basis*

Codify Facial Expressions

Inspired by Facial Musculature

FACS Model

FACS shapesAnimation Rig Setup

50-60 Primary Shapes

More than 1000Combination Shapes

FACS Model

50-60 Primary Shapes

More than 1000Combination Shapes

Primary Shape Primary Shape Hand-CORRECTED Combo Shape

An example of combination shape in FACS model

[A] [B] [A+B]*

FACS Model

FACS shapesAnimation Rig Setup

50-60 Primary Shapes

More than 1000Combination Shapes

FACS Model

FACS based process

Geometric Approach

Low-Resolution Capture

Geometric Approach

MASQUERADE

Geometric Mesh Deformer Output

Geometric Approach

Correspondence Mapping

Performance Transfer using Differential Geometry

Geometric Approach

MASQUERADE

Geometric Mesh Deformer Output

Quick Result !

Geometric Approach

MASQUERADE

Geometric Mesh Deformer Output

NO ! Medium-scale &

Hi-resolution detail !

NOT !True to the Person

Quick Result !

NO ! Medium-scale &

Hi-resolution detail !

NOT !True to the Person

NO ! Medium-scale &

Hi-resolution detail !

NOT !True to the Person

NO ! Medium-scale &

Hi-resolution detail !

NOT !True to the Person

Data Preparation

Raw Data Capture Rigs

Data Preparation

High-Resolution Captures

Capturing Facial Range of Motion

Offline Processing

Data Preparation

More High-Resolution Captures

Capturing Mesoscopic Detail

Texture Maps

MASQUERADE

Data-driven Shape ModelTaking sparse facial capture to high-resolution data

Moser et. al. ‘17 - Masquerade

Medium-scale &Hi-frequency detail ! True to the Person !

Medium-scale &Hi-frequency detail ! True to the Person !

Medium-scale &Hi-frequency detail ! True to the Person !

Issues in Geometric Approach

Specific features (lip shapes)Collapsing Geometry

Synthetic Data-driven Corrections on CG Creatures

Sculpted Corrections for CG Creatures

No FACS-based BlendShape-Rig

Data-driven Corrections on CG Creatures

Pre-Correction Post-CorrectionSource Hendler et. al. ‘17 - Direct Drive

More examples - Wrinkle Map Regression

Comparison

Takes Several Months

Shape-space modeled iteratively

Takes 1-2 Weeks

Shape-space built from physical data

Final Result

Markeredface input Large-Scale

Geomteric Deformation using low-resolution capture

Training Data!!

Final High-Resolution Output Mesh

Overview of Data-Driven Facial Animation

Final Result

Acknowledgements

Thanks to~

David Corral, David Mclean, Rickey Cloudsdale, Lucio Moser, Geoff Wedig, Mark Williams, Ron Griswold, Nafees Bin Zafar, Doug Roble,

Jeremy Buttell, Derek Crosby, Ron Miller, Darren Hendlerand the entire Digital Domain Team!

~


Recommended