Physics-based simulation facilitates a number of advanced effects for facial animation, such as applying wind forces, fattening and slimming of the face, wearing a VR headset, and even turning into a zombie.
Abstract
We present a novel physics-based approach to facial animation. Contrary to
commonly used generative methods, our solution computes facial expressions
by minimizing a set of non-linear potential energies that model the
physical interaction of passive flesh, active muscles, and rigid bone structures.
By integrating collision and contact handling into the simulation,
our algorithm avoids inconsistent poses commonly observed in generative
methods such as blendshape rigs. A novel muscle activation model leads to
a robust optimization that faithfully reproduces complex facial articulations.
We show how person-specific simulation models can be built from a few
expression scans with a minimal data acquisition process and an almost
entirely automated processing pipeline. Our method supports temporal dynamics
due to inertia or external forces, incorporates skin sliding to avoid
unnatural stretching, and offers full control of the simulation parameters,
which enables a variety of advanced animation effects. For example, slimming
or fattening the face is achieved by simply scaling the volume of the
soft tissue elements.We show a series of application demos, including artistic
editing of the animation model, simulation of corrective facial surgery, or
dynamic interaction with external forces and objects.
Publication
Alexandru-Eugen Ichim, Petr Kadlecek, Ladislav Kavan, Mark Pauly. Phace: Physics-based Face Modeling and Animation. ACM Transactions on Graphics 36(4) [Proceedings of SIGGRAPH], 2017.
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Acknowledgements
This material is based upon work supported by the National Science
Foundation under Grant Numbers IIS-1617172 and IIS-1622360, the
grant SVV-2017-260452 and GA UK 1524217. Any opinions, findings,
and conclusions or recommendations expressed in this material are
those of the author(s) and do not necessarily reflect the views of the
National Science Foundation. We also gratefully acknowledge the
support of Activision.