1 / 24

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

beck
Download Presentation

Towards Human-Realistic Animation by Observing Real Human Dynamics

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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.

More Related