← ArchivePaper2009
Face poser: interactive modeling of 3D facial expressions using model priors
Interactive facial expression modelling where a learned prior over real faces keeps every edit plausible, so a handful of user constraints resolves into a natural pose.
Abstract
This paper presents an intuitive and easy-to-use system for interactively posing 3D facial expressions. The user can model and edit facial expressions by drawing freeform strokes, by specifying distances between facial points, by incrementally editing curves on the face, or by directly dragging facial points in 2D screen space. Designing such an interface for 3D facial modeling and editing is challenging because many unnatural facial expressions might be consistent with the user's input. We formulate the problem in a maximum a posteriori framework by combining the user's input with priors embedded in a large set of facial expression data. Maximizing the posteriori allows us to generate an optimal and natural facial expression that achieves the goal specified by the user. We evaluate the performance of our system by conducting a thorough comparison of our method with alternative facial modeling techniques. To demonstrate the usability of our system, we also perform a user study of our system and compare with state-of-the-art facial expression modeling software (Poser 7).
How to read this
- Category
- Journal paper on interactive facial expression modelling using a learned prior over faces.
- Contributions
- An interactive system for posing 3D facial expressions in real time, where the result stays plausible however sparse the input.
- Four interchangeable ways to say what you want: freeform strokes, specified distances between facial points, incremental curve editing on the face, and direct dragging of points in 2D screen space.
- A maximum a posteriori formulation that combines the user's input with priors learned from a large set of facial expression data, which is what rules out the many unnatural faces consistent with any given input.
- A comparison against alternative facial modelling techniques, plus a user study against Poser 7, which was the commercial state of the art at the time.
- Context
- The same Carnegie Mellon lineage as chai-vision-facial-2003, with Chai co-authoring both, but pointed at a different problem. The 2003 paper takes a video signal and needs a prior to interpret it. This one takes a user's sparse edits and needs a prior for the same reason. Seeing the two together is the point: the prior is the reusable idea, and the input source is interchangeable.Builds on: Vision-based control of 3D facial animation
- Correctness
- This one does evaluate itself, both against other modelling techniques and with a user study, which was not the norm for the period and counts in its favour. The limitation is structural rather than experimental: the prior is the whole method, so its training data is the whole limitation. Expressions outside the recorded distribution get pulled back toward it, which is exactly what makes the system feel good and exactly what makes it wrong for a stylised face or a creature. Ask what faces the prior was built from before trusting it on anything unusual. The real-time claim is against 2009 hardware, a floor rather than a ceiling today.
- Clarity
- Excellent. A well-constructed Transactions on Graphics paper, and one of the clearest statements anywhere of the pattern where sparse user constraints plus a learned prior produce a full result.
- How to read it
- First pass: abstract, figure one, and the results, to see how little input actually determines a pose. Second pass: the maximum a posteriori formulation and the optimization, which is the transferable core and reads directly onto modern latent space face editing. Third pass: worth it, and pair it with the user study section if you build posing tools, since the comparison against a commercial package is the kind of evaluation most interface papers skip.
Builds on
Built upon by
Nothing yet.
Related work
- Sketch-Based Controllers for Blendshape Facial Animation 2015 / Eurographics
- Reusable Facial Rigging and Animation: Create Once, Use Many 2007 / PhD Thesis
- Easy Generation of Facial Animation Using Motion Graphs 2017 / CGF
- Vision-based control of 3D facial animation 2003 / SCA
Keywords
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