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Transferring Facial Expressions to Different Face Models
Finds the correspondence between a generic facial rig and a target face, then transfers controls and anatomy so the same deformation parameters yield expressions across different 3D face models.
Abstract
Presents a facial deformation system that eases character setup by letting artists manipulate a face like a puppet. It finds the correspondence of the main attributes of a generic rig and transfers them to different 3D face models, automatically generating an anatomy-based facial rig that adapts muscles and a skeleton to each face, so the same deformation parameters produce unique expressions across models.
How to read this
- Category
- Method: facial rig and expression transfer across face models
- Contributions
- A facial deformation system that lets artists manipulate a face like a puppet for easier character setup.
- Finding correspondence of a generic rig's main attributes and transferring them to different 3D face models.
- Automatic generation of an anatomy-based rig (muscles plus skeleton) so the same parameters produce unique expressions per model.
- Context
- Relates to deformation-transfer ideas, building on Sumner and Popovic's Deformation Transfer for Triangle Meshes to carry rig controls and anatomy from a generic face to target faces.Builds on: Deformation Transfer for Triangle Meshes
- Correctness
- Presented as a setup-acceleration system that reuses one rig across faces; the result quality depends on the quality of the established correspondence and how well the generic rig's anatomy adapts to differing topology and proportions, which a reader should treat as the main assumption.
- Clarity
- Accessible to a rigging/character-tech reader; a first pass conveys the create-once, transfer-to-many idea, a second pass for the correspondence and anatomy-adaptation steps.
- How to read it
- First pass for the pipeline and motivation; second pass on the correspondence method and anatomy transfer if you intend to evaluate it against other rig-retargeting work.
Builds on
Related work
- Transferring the Rig and Animations from a Character to Different Face Models 2008 / CGF
- Reusable Facial Rigging and Animation: Create Once, Use Many 2007 / PhD Thesis
- Facial Retargeting with Automatic Range of Motion Alignment 2017 / SIGGRAPH
- Transferring a Labeled Generic Rig to Animate Face Models 2006 / AMDO
Keywords
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