An Analysis of the Current and Future State of 3D Facial Animation Techniques and Systems
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Easy Facial Rigging and Animation Approaches
Pedro Tavares Barata Bastos EASY FACIAL RIGGING AND ANIMATION APPROACHES A dissertation in Computer Graphics and Human-Computer Interaction Presented to the Faculty of Engineering of the University of Porto in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Digital Media Supervisor: Prof. Verónica Costa Orvalho April 2015 ii This work is financially supported by Fundação para a Ciência e a Tecnologia (FCT) via grant SFRH/BD/69878/2010, by Fundo Social Europeu (FSE), by Ministério da Educação e Ciência (MEC), by Programa Operacional Potencial Humano (POPH), by the European Union (EU) and partially by the UT Austin | Portugal program. Abstract Digital artists working in character production pipelines need optimized facial animation solutions to more easily create appealing character facial expressions for off-line and real- time applications (e.g. films and videogames). But the complexity of facial animation has grown exponentially since it first emerged during the production of Toy Story (Pixar, 1995), due to the increasing demand of audiences for better quality character facial animation. Over the last 15 to 20 years, companies and artists developed various character facial animation techniques in terms of deformation and control, which represent a fragmented state of the art in character facial rigging. Facial rigging is the act of planning and building the mechanical and control structures to animate a character's face. These structures are the articulations built by riggers and used by animators to bring life to a character. Due to the increasing demand of audiences for better quality facial animation in films and videogames, rigging faces became a complex field of expertise within character production pipelines. -
Digital Production Pipelines: Examining Structures And
DIGITAL PRODUCTION PIPELINES: EXAMINING STRUCTURES AND METHODS IN THE COMPUTER EFFECTS INDUSTRY A Thesis by DANE EDWARD BETTIS Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE May 2005 Major Subject: Visualization Sciences DIGITAL PRODUCTION PIPELINES: EXAMINING STRUCTURES AND METHODS IN THE COMPUTER EFFECTS INDUSTRY A Thesis by DANE EDWARD BETTIS Submitted to Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Approved as to style and content by: ___________________________________ ______________________________________ Karen Hillier Frederic Parke (Chair of Committee) (Member) __________________ ___________________ Joyce Juntune Phillip Tabb (Member) (Head of Department) May 2005 Major Subject: Visualization Sciences iii ABSTRACT Digital Production Pipelines: Examining Structures and Methods in the Computer Effects Industry. (May 2005) Dane Edward Bettis, B.E.D., Texas A&M University Chair of Advisory Committee: Prof. Karen Hillier Computer animated films require collaboration: blending artistic concept with technical skill, meeting budget constraints and adhering to deadlines. The path which production follows from initial idea to finished product is known as the pipeline. The purpose of this thesis is to collect, study and share information regarding production pipeline practices and to derive a conceptual definition. Research focused on selected companies in the United States which have produced at least one feature-length computer generated film and continue to produce them. The key finding of this thesis is a conceptual definition of digital production pipelines: A digital production pipeline must, by definition, utilize digital computing hardware and software to facilitate human work and collaboration for the overarching purpose of producing content for film. -
3D Animation Overview
CHAPTER 1 3D Animation Overview 3D animation has become a mainstay in film, television, and video games, and is becoming an integral part of other industries that may not have found it all that useful at first. Fields such as medicine, architecture, law, and even forensics now use 3D animation. To really understand 3D animation, you must look at its short history, which is tied directly to the history of the com- puter. Computer graphics, one of the fastest growing industries today, drives the technology and determines what computers are going to be able to do tomorrow. In this chapter, you will look at present-day 3D animation and then look back at how the past has shaped what we do today. Defining 3D animation Exploring the 3D animation industry Delving into the history of 3D animation Defining 3D Animation 3D animation, which falls into the larger field of 3D computer graphics, is a general term describing an entire industry that utilizes 3D animation computer software and hardware in many types of productions. This book uses the term 3D animation to refer to a wide range of 3D graphics, including static images or evenCOPYRIGHTED real solid models printed with aMATERIAL 3D printer called a rapid prototyper. But animation and movement is the primary function of the 3D animation indus- try. 3D animation is used in three primary industries: Entertainment Scientific Other 147481c01.indd 1 1/11/12 4:20:32 PM 2 Chapter 1 • 3D Animation Overview Each of these industries uses 3D animation in completely different ways and for different final output, including film, video, visualizations, rapid prototyping, and many others. -
A Facial Model and Animation Techniques for Animated Speech
A Facial Model and Animation Techniques for Animated Speech DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Scott Alan King, B.S., M.S. * * * * * The Ohio State University 2001 Dissertation Committee: Approved by Richard E. Parent, Adviser Wayne E. Carlson Adviser Han-Wei Shen Department of Computer and Information Science c Copyright by Scott Alan King 2001 ABSTRACT Creating animated speech requires a facial model capable of representing the myr- iad shapes the human face experiences during speech and a method to produce the correct shape at the correct time. We present a facial model designed to support animated speech. Our model has a highly deformable lip model that is grafted onto the input facial geometry providing the necessary geometric complexity for creating lip shapes and high-quality lip renderings. We provide a highly deformable tongue model that can represent the shapes the tongue experiences during speech. We add teeth, gums, and upper palate geometry to complete the inner mouth. For more realistic movement of the skin we consider the underlying soft and hard tissue. To decrease the processing time we hierarchically deform the facial surface. We also present a method to animate the facial model over time to create animated speech. We use a track-based animation system that has one facial model parameter per track with possibly more than one track per parameter. The tracks contain control points for a curve that describes the value of the parameter over time. We allow many different types and orders of curves that can be combined in different manners.