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Compressed Skinning for Facial Blendshapes

Ladislav Kavan, John Doublestein, Martin Prazak, Matthew Cioffi, Doug Roble

SIGGRAPHAcademic6 citesFacialSkinning

Proximal-algorithm method to bake large facial blendshape sets into a compact linear blend skinning representation for real-time use.

Abstract

We present a new method to bake classical facial animation blendshapes into a fast linear blend skinning representation. Previous work explored skinning decomposition methods that approximate general animated meshes using a dense set of bone transformations; these optimizers typically alternate between optimizing for the bone transformations and the skinning weights. We depart from this alternating scheme and propose a new approach based on proximal algorithms, which effectively means adding a projection step to the popular Adam optimizer. This approach is very flexible and allows us to quickly experiment with various additional constraints and/or loss functions. Specifically, we depart from the classical skinning paradigms and restrict the transformation coefficients to contain only about 90% non-zeros, while achieving similar accuracy and visual quality as the state-of-the-art. The sparse storage enables our method to deliver significant savings in terms of both memory and run-time speed. We include a compact implementation of our new skinning decomposition method in PyTorch, which is easy to experiment with and modify to related problems.

How to read this

Category
Method: a skinning-decomposition algorithm for compressing facial blendshapes
Contributions
  • A method to bake classical facial blendshapes into a fast linear blend skinning representation
  • A proximal-algorithm approach (a projection step added to Adam) replacing the usual alternating optimization, allowing flexible constraints and losses
  • Sparse transformation coefficients (about 90% non-zeros restricted out) yielding memory and run-time savings at comparable accuracy, with a compact PyTorch implementation
Context
Sits in the skinning-decomposition and pose-space deformation lineage (building on Lewis et al.'s Pose Space Deformation), targeting real-time facial animation.Builds on: Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation
Correctness
Claims similar accuracy and visual quality to state-of-the-art while enforcing sparsity; keep in mind it approximates blendshapes with LBS, so reproduction quality depends on the target rig and the sparsity level chosen, and gains are reported relative to prior decomposition methods.
Clarity
Accessible to readers familiar with skinning and optimization; a first pass conveys the proximal/projection idea, a second pass for the loss formulation and constraints.
How to read it
Focus on how the proximal projection enforces sparsity and why that helps memory and speed; a second pass plus the PyTorch code pays off if implementing or extending it.

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