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High Resolution Passive Facial Performance Capture

Derek Bradley, Wolfgang Heidrich, Tiberiu Popa, Alla Sheffer

SIGGRAPHAcademic1 descendantFacial

Multi-view passive capture system for facial performance without markers, recovering high-resolution dynamic geometry from synchronized cameras.

Abstract

We introduce a purely passive facial capture approach that uses only an array of video cameras, but requires no template facial geometry, no special makeup or markers, and no active lighting. We obtain initial geometry using multi-view stereo, and then use a novel approach for automatically tracking texture detail across the frames. As a result, we obtain a high-resolution sequence of compatibly triangulated and parameterized meshes. The resulting sequence can be rendered with dynamically captured textures, while also consistently applying texture changes such as virtual makeup.

How to read this

Category
Capture system: passive multi-view facial performance capture
Contributions
  • A purely passive facial capture approach using only an array of video cameras, with no template geometry, no markers or makeup, and no active lighting
  • Initial geometry from multi-view stereo plus a method for automatically tracking texture detail across frames
  • Output of a high-resolution sequence of compatibly triangulated and parameterized meshes that can be rendered with captured textures and support texture edits such as virtual makeup
Context
A markerless, passive alternative in the performance-driven facial animation lineage (Williams, Performance-Driven Facial Animation), relying on multi-view stereo plus temporal texture tracking.Builds on: Performance-Driven Facial Animation
Correctness
Relies on sufficient skin texture and synchronized multi-view coverage for stereo and tracking; readers should keep in mind that without markers or active lighting, tracking robustness depends on visible texture detail and the capture-studio camera setup.
Clarity
Accessible; a first pass conveys the passive, template-free pipeline, do a second pass for the texture-tracking method that yields temporally consistent meshes.
How to read it
Focus on what makes it template- and marker-free and on the cross-frame texture tracking; a second pass pays off on the tracking and mesh-correspondence details if you compare it to active-lighting systems.

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