← ArchivePaper2019
Interactive Editing of Performance-based Facial Animation
Interactive system for editing performance-captured facial animation, allowing artists to intuitively adjust and correct captured data.
Abstract
While performance-based facial animation efficiently produces realistic animation, it still needs additional editing after automatic solving and retargeting. We review why additional editing is required and present a set of interactive editing solutions for VFX studios. The presented solutions allow artists to enhance the result of the automatic solve-retarget with a few tweaks. The methods are integrated into our performance-based facial animation framework and have been actively used in high-quality movie production.
How to read this
- Category
- Method / production system (interactive editing of captured facial animation)
- Contributions
- Analyzes why performance-based facial animation still needs editing after automatic solve and retarget
- Presents a set of interactive editing tools that let artists correct solved-retargeted results with a few tweaks
- Integrates the methods into a production facial-animation framework used in high-quality movie work
- Context
- Builds on performance-capture facial pipelines, specifically Seol and colleagues' 'Creating an Actor-Specific Facial Rig from Performance Capture' (2016), adding an artist-facing correction layer on top of the automatic solve.Builds on: Creating an Actor-Specific Facial Rig from Performance Capture
- Correctness
- Described as actively used in high-quality movie production, which is strong practical validation, but evidence is qualitative and studio-internal rather than benchmarked, so generality beyond their framework is not established.
- Clarity
- Accessible motivation and tool descriptions; a first pass conveys the editing ideas, a second pass helps if you want to map each tool to a specific solve artifact.
- How to read it
- Focus first on the taxonomy of why edits are needed, then skim each editing solution; a second pass pays off only if you are building an artist-correction layer for your own facial pipeline.
Built upon by
Nothing yet.
Related work
- Animatomy: An Animator-Centric, Anatomically Inspired System for 3D Facial Modeling, Animation and Transfer 2022 / SIGGRAPH Asia
- Dynamic 3D Avatar Creation from Hand-Held Video Input 2015 / SIGGRAPH
- Emotion Challenge: Building a New Photoreal Facial Performance Pipeline for Games 2017 / DigiPro
- Creating an Actor-Specific Facial Rig from Performance Capture 2016 / DigiPro
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →