Democratizing the Creation of Animatable Facial Avatars

Fuente: arXiv
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Auteurs principaux: Zhu, Yilin, Omens, Dalton, He, Haodi, Fedkiw, Ron
Format: Preprint
Publié: 2024
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author Zhu, Yilin
Omens, Dalton
He, Haodi
Fedkiw, Ron
author_facet Zhu, Yilin
Omens, Dalton
He, Haodi
Fedkiw, Ron
contents In high-end visual effects pipelines, a customized (and expensive) light stage system is (typically) used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a novel pipeline for obtaining geometry and texture as well as enough expression information to build a customized person-specific animation rig without using a light stage or any other high-end hardware (or manual cleanup). A key novel idea consists of warping real-world images to align with the geometry of a template avatar and subsequently projecting the warped image into the template avatar's texture; importantly, this allows us to leverage baked-in real-world lighting/texture information in order to create surrogate facial features (and bridge the domain gap) for the sake of geometry reconstruction. Not only can our method be used to obtain a neutral expression geometry and de-lit texture, but it can also be used to improve avatars after they have been imported into an animation system (noting that such imports tend to be lossy, while also hallucinating various features). Since a default animation rig will contain template expressions that do not correctly correspond to those of a particular individual, we use a Simon Says approach to capture various expressions and build a person-specific animation rig (that moves like they do). Our aforementioned warping/projection method has high enough efficacy to reconstruct geometry corresponding to each expressions.
format Preprint
id arxiv_https___arxiv_org_abs_2401_16534
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle Democratizing the Creation of Animatable Facial Avatars
Zhu, Yilin
Omens, Dalton
He, Haodi
Fedkiw, Ron
Graphics
Computer Vision and Pattern Recognition
In high-end visual effects pipelines, a customized (and expensive) light stage system is (typically) used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a novel pipeline for obtaining geometry and texture as well as enough expression information to build a customized person-specific animation rig without using a light stage or any other high-end hardware (or manual cleanup). A key novel idea consists of warping real-world images to align with the geometry of a template avatar and subsequently projecting the warped image into the template avatar's texture; importantly, this allows us to leverage baked-in real-world lighting/texture information in order to create surrogate facial features (and bridge the domain gap) for the sake of geometry reconstruction. Not only can our method be used to obtain a neutral expression geometry and de-lit texture, but it can also be used to improve avatars after they have been imported into an animation system (noting that such imports tend to be lossy, while also hallucinating various features). Since a default animation rig will contain template expressions that do not correctly correspond to those of a particular individual, we use a Simon Says approach to capture various expressions and build a person-specific animation rig (that moves like they do). Our aforementioned warping/projection method has high enough efficacy to reconstruct geometry corresponding to each expressions.
title Democratizing the Creation of Animatable Facial Avatars
topic Graphics
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2401.16534