[x3d-public] [h-anim] Web3D Facial Animation
Joseph D Williams
joedwil at earthlink.net
Tue Jan 29 16:23:33 PST 2019
Sorry, I didn’t notice the wide distribution on the message I meant for hanim.
Joe
From: Joseph D Williams
Sent: Tuesday, January 29, 2019 4:17 PM
To: Brutzman, Donald (Don) (CIV); X3D Graphics public mailing list; Web3D Consortium Board of Directors
Cc: Web3D Communications Team; Humanoid Animation (HAnim) Working Group; Web3D Consortium Members
Subject: RE: [h-anim] Web3D Facial Animation
H All,
I really want to make some points about the proposal concerning facial animation models.
from slides > Humanoid face is usually represented by one-single skinned mesh and also a collection of face regions
The most simple humanoid face is represented by a single continuous mesh skin and animated using a collection of face landmarks and regions to identify animation areas. This single mesh model can be considered HAnim LOA1 with added facial animation landmarks, because the geometry is parented by the HAnim skullbase. The animation style for this mesh uses HAnim Displacers, CoordinateInterpolator, and any other x3d technique for moving sets of vertices associated with landmarks in and around defined face regions in order to form a series of desired facial expressions.
Complexity (number of vertices and regions) of the mesh can provide a level of expressiveness, given that greater density of mesh and finer definition of animation areas can add 'expression' to the facial animation. There are three levels of expression. The higher LOE, the more regions and details.
Next, the more complex and higher performance humanoid face uses the hanim LOA4 level of articulation model to include joint, segment, and site structures for jaw, eyeball, eyelid, eyebrow, tongue, and others. For example, the LOA4 equivalent face would use realistic geometries for eyeballs independent of the facial mesh, parented to the eyeball joint, to achieve max realism in eye movements. This improved articulation also increases possibility of expressiveness to the model by use of hanim skeletal-based skin animation, in addition to Displacer and other means, for more realistic and easier to animate humanoid facial movements.
True, the eyeball, eyelid, and eyebrow, or tongue, are not constructed from joint objects, just that using these joint objects to drive certain animations allows more realism and more simple animation structures. Maybe the jaw and mouth animations are best example to discuss.
HAnim Facial Animation Working Draft, Jung-Ju Choi (Ajou U.) and Myeong Won Lee (Suwon U.)
http://www.web3d.org/sites/default/files/attachment/node/2326/edit/04_JungJuChoi_HAnimFacialAnimation-Web3D%40Seoul-20190121.pdf
Thanks for Sharing,
Joe
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