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Fast and deep facial deformations

Published: 12 August 2020 Publication History

Abstract

Film-quality characters typically display highly complex and expressive facial deformation. The underlying rigs used to animate the deformations of a character's face are often computationally expensive, requiring high-end hardware to deform the mesh at interactive rates. In this paper, we present a method using convolutional neural networks for approximating the mesh deformations of characters' faces. For the models we tested, our approximation runs up to 17 times faster than the original facial rig while still maintaining a high level of fidelity to the original rig. We also propose an extension to the approximation for handling high-frequency deformations such as fine skin wrinkles. While the implementation of the original animation rig depends on an extensive set of proprietary libraries making it difficult to install outside of an in-house development environment, our fast approximation relies on the widely available and easily deployed TensorFlow libraries. In addition to allowing high frame rate evaluation on modest hardware and in a wide range of computing environments, the large speed increase also enables interactive inverse kinematics on the animation rig. We demonstrate our approach and its applicability through interactive character posing and real-time facial performance capture.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 39, Issue 4
August 2020
1732 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/3386569
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 12 August 2020
Published in TOG Volume 39, Issue 4

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Author Tags

  1. character rig
  2. deep learning
  3. facial animation
  4. function approximation
  5. mesh deformations

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  • (2024)Implementing a Machine Learning Deformer for CG Crowds: Our JourneyProceedings of the 2024 Digital Production Symposium10.1145/3665320.3670994(1-7)Online publication date: 24-Jul-2024
  • (2024)Compressed Skinning for Facial BlendshapesACM SIGGRAPH 2024 Conference Papers10.1145/3641519.3657477(1-9)Online publication date: 13-Jul-2024
  • (2024)Auto Facial Rigging of Digital Humans Based on Normal Constrained Skinning Decomposition2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct)10.1109/ISMAR-Adjunct64951.2024.00076(331-332)Online publication date: 21-Oct-2024
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