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Realtime Performance-Driven Physical Simulation for Facial Animation

Vincent Barrielle, Nicolas Stoiber

CGFAcademic15 citesFacial

First real-time physics-based facial animation method driven by performance capture, using projective dynamics on volumetric skin.

Abstract

We present the first realtime method for generating facial animations enhanced by physical simulation from realtime performance capture data. Unlike purely data‐based techniques, our method is able to produce physical effects on the fly through the simulation of volumetric skin behaviour, lip contacts and sticky lips. It remains however practical as it does not require any physical/medical data which are complex to acquire and process, and instead relies only on the input of a blendshapes model. We achieve realtime performance on the CPU by introducing an efficient progressive Projective Dynamics solver to efficiently solve the physical integration steps even when confronted to constantly changing constraints. Also key to our realtime performance is a new Taylor approximation and memoization scheme for the computation of the Singular Value Decompositions required for the simulation of volumetric skin. We demonstrate the applicability of our method by animating blendshape characters from a simple webcam feed .

How to read this

Category
Method: real-time physics-based facial animation from performance capture
Contributions
  • Presents the first real-time method enhancing performance-driven facial animation with physical simulation of volumetric skin, lip contacts, and sticky lips
  • Introduces an efficient progressive Projective Dynamics solver to handle constantly changing constraints in real time on the CPU
  • Adds a Taylor approximation and memoization scheme to speed up the SVD computations needed for volumetric skin simulation, driving blendshape characters from a simple webcam feed
Context
Builds on the authors' BlendForces dynamic facial-animation framework (Barrielle et al. 2016) and on blendshape-based capture, adding real-time physical simulation on top of a blendshapes model without requiring physical or medical data.Builds on: BlendForces: A Dynamic Framework for Facial Animation
Correctness
Relies only on a blendshapes model (no medical/physical data) and is demonstrated driving characters from webcam input; real-time CPU performance hinges on the progressive solver and SVD approximations, whose accuracy tradeoffs a reader should keep in mind.
Clarity
Technically dense in the solver sections; a first pass conveys the contributions and pipeline, a second pass is required for the Projective Dynamics and SVD-approximation details.
How to read it
First pass for what physical effects are added and the practical webcam-driven setup; second pass on the progressive Projective Dynamics solver and SVD memoization if real-time performance or the numerics matter to you.

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