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Interactive Facial Animation: Enhancing Facial Rigs With Real-Time Shell And Contact Simulation
Jose Antonio Fernandez-Fernandez, Ryan Goldade, Ladislav Kavan, Jan Bender, Philipp Herholz
Layers real-time thin-shell simulation and contact onto an existing facial rig, with no anatomical priors or extra artist work, adding plausible skin dynamics and self-contact that run interactively on consumer hardware.
Abstract
Augments a facial animation rig with real-time shell simulation and contact handling, without anatomical priors or additional artist intervention. Layered over an existing rig, it adds physically plausible skin dynamics and self-contact at the lips and eyelids, runs interactively on consumer hardware, and generalises across realistic, stylized and fantastical characters.
How to read this
- Category
- Method: real-time physics augmentation of facial rigs
- Contributions
- Augments an existing facial rig with real-time thin-shell simulation and contact handling, with no anatomical priors or additional artist intervention.
- Adds physically plausible skin dynamics and self-contact at the lips and eyelids, layered over the rig.
- Runs interactively on consumer hardware and generalizes across realistic, stylized and fantastical characters.
- Context
- Builds on physics-based face modeling such as Phace, but trades anatomical priors for a lightweight shell-plus-contact layer on top of any existing rig.Builds on: Phace: Physics-based Face Modeling and Animation
- Correctness
- Demonstrated to add plausible dynamics and self-contact interactively across character styles; the no-anatomy, shell-based approximation is the key assumption, so a reader should keep in mind it adds surface dynamics rather than true volumetric tissue simulation.
- Clarity
- Accessible motivation; a first pass conveys what it adds and where, do a second pass for the shell and contact formulation.
- How to read it
- Focus on how the shell and contact model couples to an arbitrary rig and the real-time budget; second pass the contact handling if you care about lips/eyelids fidelity.
Builds on
Built upon by
Nothing yet.
Related work
- High Fidelity Facial Animation Capture and Retargeting with Contours 2013 / SCA
- Position Based Dynamics 2007 / JVCA
- Sketch-Based Controllers for Blendshape Facial Animation 2015 / Eurographics
- Easy Generation of Facial Animation Using Motion Graphs 2017 / CGF
Keywords
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