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Towards Human-Realistic Animation by Observing Real Human Dynamics

Towards Human-Realistic Animation by Observing Real Human Dynamics. Darren Cosker Department of Computer Science, University of Bath. Motivation. Overview . Analysis and Re-Synthesis of Facial Dynamics Dynamics > CG Puppet Dynamics > us Dynamics > Computer Vision

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Towards Human-Realistic Animation by Observing Real Human Dynamics

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  1. Towards Human-Realistic Animation by Observing Real Human Dynamics Darren Cosker Department of Computer Science, University of Bath

  2. Motivation

  3. Overview • Analysis and Re-Synthesis of Facial Dynamics • Dynamics > CG Puppet • Dynamics > us • Dynamics > Computer Vision • Intuitive/Automatic methods for animation • Voice Driven Animation/Analysis • Reactive Avatars

  4. Analysing/Resynthesising Dynamics Parameter Magnitude Time

  5. Analysing/Resynthesising Dynamics • Study effect of manipulating temporal characteristics of emotions, e.g. smiles [Emotion 2007]

  6. Analysing/ResynthesisingDynamics

  7. Analysing/ResynthesisingDynamics

  8. Analysing/ResynthesisingDynamics • What did we learn? • ‘Genuine’ Dynamics = More likeable/Trustworthy/Employable • ‘Fake’ Dynamics = Less Likeable/Trustworthy/Employable • Relationship between Attractiveness and Facial Dynamics • To Do! - Mock Video Game Scenario

  9. Analysing Multiple Actions • Define facial regions local to sub-facial actions • Construct new training set of artificial images

  10. Analysing Multiple Actions • Create a corresponding artificial training set of shape vectors

  11. Performance Analysis

  12. Image Based Transfer

  13. Performance Analysis

  14. 3D Model Transfer • Animation of a 3D facial model

  15. 3D Model Transfer Dynamic knowledge easily applied to existing pipelines

  16. 3D Facial Modelling • 4D Camera • Continuous 3D Scanning (Cardiff/Surrey)

  17. 3D Facial Modelling (Link to 3D Example Expression)

  18. 3D Facial Modelling

  19. Voice Driven Animation Visual Speech Synthesis ‘Non-Verbal’ Action Synthesis

  20. Perceptual Evaluation • Motivation: How best to evaluate facial animation? • Perceptual test based on McGurk effect [ACM TAP 2005]

  21. Perceptual Evaluation • Record participant responses • Compare real and synthetic • Subtle - participants blind to real motivation • Isolate strengths and weaknesses

  22. Reactive Full Body Avatar Animation • Motivation: • Animate based on an input performance • Key avatar drives other avatar behaviour

  23. Conclusions and Future Directions • Humans are very sensitive to different dynamics • Different interpretation depending on timing • Human realism will depend on understanding dynamic behaviours • Realism will also depend on the accurate modelling and resynthesis of dynamics - e.g. McGurk effect • Technology now allows study of 3D dynamics - our work has only just started!

  24. Thanks for listening! Acknowledgements: • Eva Krumhuber, Antony Manstead, Lanthao Benedikt, David Marshall, Paul Rosin, Alistair Calvert, Cathy Holt, Daniel Mason, Gemma Whatling, Simon Rushton, Susan Paddock • RAEng, EPSRC.

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