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Fast Dynamic Facial Wrinkles

Sebastian Weiss, Prashanth Chandran, Gaspard Zoss, Derek Bradley

EurographicsDisney Research0 citesFacialML Deformation

Real-time method for synthesizing temporally consistent dynamic facial wrinkles driven by expression parameters for character faces.

Abstract

The paper presents a method to animate dynamic skin wrinkles under facial expressions by modifying how wrinkles are constructed in displacement maps based on local stretch and compression. Wrinkles perpendicular to the stress axis become wider when stretched and deeper when compressed. A fast approximation divides wrinkles into orientation bins with pre-computed displacement maps that are blended in a shader, achieving 50x speedup compared to the per-frame approach.

How to read this

Category
Method: real-time facial wrinkle synthesis
Contributions
  • A method that animates dynamic skin wrinkles under expression by modifying displacement-map wrinkles based on local stretch and compression (wider when stretched, deeper when compressed).
  • A fast approximation that bins wrinkles by orientation with pre-computed displacement maps blended in a shader.
  • A reported ~50x speedup compared to the per-frame approach while keeping temporally consistent dynamic wrinkles.
Context
Extends deformation-driven displacement-map facial detailing (Ma et al., 'Facial Performance Synthesis using Deformation-Driven Polynomial Displacement Maps') toward a real-time, stretch/compression-aware wrinkle formulation.Builds on: Facial Performance Synthesis using Deformation-Driven Polynomial Displacement Maps
Correctness
Rests on the assumption that wrinkles behave perpendicular to the local stress axis and can be approximated by orientation bins blended in a shader; the speedup is an approximation of a per-frame method, so a reader should weigh fidelity against the binning/blending shortcut.
Clarity
Quite accessible; a single first pass conveys the core stretch/compression rule and the binning trick, with a second pass only for the shader blending details.
How to read it
First pass for the stretch-compression wrinkle rule and the orientation-bin approximation; a brief second pass on the shader blending is enough if you plan to integrate it into a real-time face pipeline.

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