Realtime Performance‐Driven Physical Simulation for Facial Animation

dc.contributor.authorBarrielle, V.en_US
dc.contributor.authorStoiber, N.en_US
dc.contributor.editorChen, Min and Benes, Bedrichen_US
dc.date.accessioned2019-03-17T09:56:51Z
dc.date.available2019-03-17T09:56:51Z
dc.date.issued2019
dc.description.abstractWe present the first realtime method for generating facial animations enhanced by physical simulation from realtime performance capture data. Unlike purely data‐based techniques, our method is able to produce physical effects on the fly through the simulation of volumetric skin behaviour, lip contacts and sticky lips. It remains however practical as it does not require any physical/medical data which are complex to acquire and process, and instead relies only on the input of a blendshapes model. We achieve realtime performance on the CPU by introducing an efficient progressive Projective Dynamics solver to efficiently solve the physical integration steps even when confronted to constantly changing constraints. Also key to our realtime performance is a new Taylor approximation and memoization scheme for the computation of the Singular Value Decompositions required for the simulation of volumetric skin. We demonstrate the applicability of our method by animating blendshape characters from a simple webcam feed .We present the first realtime method for generating facial animations enhanced by physical simulation from realtime performance capture data. Unlike purely data‐based techniques, our method is able to produce physical effects on the fly through the simulation of volumetric skin behaviour, lip contacts and sticky lips. It remains however practical as it does not require any physical/medical data which are complex to acquire and process, and instead relies only on the input of a blendshapes model. We achieve realtime performance on the CPU by introducing an efficient progressive Projective Dynamics solver to efficiently solve the physical integration steps even when confronted to constantly changing constraints. Also key to our realtime performance is a new Taylor approximation and memoization scheme for the computation of the Singular Value Decompositions required for the simulation of volumetric skin. We demonstrate the applicability of our method by animating blendshape characters from a simple webcam feed.en_US
dc.description.number1
dc.description.sectionheadersArticles
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume38
dc.identifier.doi10.1111/cgf.13450
dc.identifier.issn1467-8659
dc.identifier.pages151-166
dc.identifier.urihttps://doi.org/10.1111/cgf.13450
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13450
dc.publisher© 2019 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectfacial animation
dc.subjectphysical simulation
dc.subjectperformance capture
dc.subjectComputing methodologies: Animation
dc.subjectPhysical simulation
dc.subjectMotion capture
dc.titleRealtime Performance‐Driven Physical Simulation for Facial Animationen_US
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