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Building and Animating User-Specific Volumetric Face Rigs

Alexandru Eugen Ichim, Ladislav Kavan, Merlin Nimier-David, Mark Pauly

SCAAcademic15 citesFacialRiggingMuscles

System for constructing personalized volumetric facial rigs from scans, combining blendshapes with physics simulation for expressive animation.

Abstract

This paper presents a facial animation system that builds user-specific volumetric face rigs combining the direct control of blendshapes with the physical realism of simulation. From 3D scans of an actor in a neutral pose and around ten facial expressions, an average-human volumetric head template (skull, jaw, flesh tet-mesh, and skin) is registered and deformed using a Projective Dynamics optimization framework with priors such as flesh thickness measurements and a PCA face model. A volumetric extension of Example-Based Facial Rigging produces volumetric blendshapes that are driven by the same weights as traditional blendshapes but blend deformation gradients across all tetrahedra. The resulting rig delivers physics-based effects including inertia and secondary motion, volume preservation, and collision response between lips, teeth, and external objects, and the simulated model is also used to bake quadratic corrective blendshapes for fast game-engine use.

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Category
Method: user-specific volumetric face rigs combining blendshapes and simulation
Contributions
  • Builds personalized volumetric face rigs (skull, jaw, flesh tet-mesh, skin) from a neutral scan plus ~ten expression scans, registered with a Projective Dynamics framework and anatomical/PCA priors
  • Introduces a volumetric extension of example-based facial rigging that blends deformation gradients across tetrahedra under the same weights as traditional blendshapes
  • Delivers physics effects (inertia, secondary motion, volume preservation, lip/teeth/object collisions) and bakes quadratic corrective blendshapes for fast game-engine use
Context
Builds on the authors' avatar-from-video work (ichim-dynamic-avatar-2015), extending example-based rigging into a volumetric, physically simulated representation.Builds on: Dynamic 3D Avatar Creation from Hand-Held Video Input
Correctness
Assumes an average-human volumetric template can be registered to an actor from a neutral plus ~ten expressions with flesh-thickness and PCA priors; the physical realism depends on those priors and template fit, and full simulation is heavier than the baked corrective approximation it provides for runtime.
Clarity
Technical and pipeline-heavy; a first pass conveys the volumetric-rig concept, a second pass is needed for the Projective Dynamics fitting and the volumetric blendshape construction.
How to read it
First pass for the rig construction inputs and the simulation-versus-baked-correctives trade; second pass on the Projective Dynamics registration and deformation-gradient blending for implementation detail.

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