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Fast Dynamic Facial Wrinkles
Sebastian Weiss, Prashanth Chandran, Gaspard Zoss, Derek Bradley
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.
Built upon by
Nothing yet.
Related work
- Cloth and Skin Deformation with a Triangle Mesh Based Convolutional Neural Network 2020 / CGF
- A Neural Network Model for Efficient Musculoskeletal-Driven Skin Deformation 2024 / SIGGRAPH
- The Digital Emily Project: Achieving a Photorealistic Digital Actor 2010 / Tech Note
- A Pixel-Based Framework for Data-Driven Clothing 2020 / SCA
Keywords
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