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Physics-Based Modeling and Animation of Faces and Humans

Our research focuses at anatomically correct modeling and physically based animation of human faces and bodies. To this end, we have developed MEDUSA and LEONARDO, two systems for modeling and animation of faces and bodies, respectively. Both of these systems include tools and techniques for a variety of sub-tasks that have to be handled in order to generate photorealistic facial and full-body animations in real-time on standard PC hardware. Both MEDUSA and LEONARDO are used for research and education purposes.



Modeling and Animation of Faces

Investigators: Irene Albrecht and Jörg Haber

Facial reconstruction for postmortem identification of humans from their skeletal remains is a challenging and fascinating part of forensic art. The former look of a face can be approximated by predicting and modeling the layers of tissue on the skull. This work is as of today carried out solely by physical sculpting with clay, where experienced artists invest up to hundreds of hours to craft a reconstructed face model [Tay01]. Remarkably, one of the most popular tissue reconstruction methods bears many resemblances with surface fitting techniques used in computer graphics, thus suggesting the possibility of a transfer of the manual approach to the computer. In [KHS03], we presented a facial reconstruction approach that fits an anatomy-based virtual head model, incorporating skin and muscles, to a scanned skull using statistical data on skull/tissue relationships, see Figure 0.1. The approach has many advantages over the traditional process: a reconstruction can be completed in about an hour from acquired skull data; also, variations such as a slender or a more obese build of the modeled individual are easily created. Last not least, by matching not only skin geometry but also virtual muscle layers, an animatable head model is generated that can be used to form facial expressions beyond the neutral face typically used in physical reconstructions.

Figure 0.1: Reconstruction of a face from the skull. Left to right: scanning the skull; skull mesh tagged with landmarks; skin mesh with muscles fitted to the skull; textured skin mesh, smiling expression.

Image pbma-reconstruct

In [ASHS05], we introduced an algorithm for generating facial expressions for a continuum of pure and mixed emotions of varying intensity. Based on the observation that in natural interaction among humans, shades of emotion are much more frequently encountered than expressions of basic emotions, a method to generate more than Ekman's six basic emotions (joy, anger, fear, sadness, disgust and surprise) is required. To this end, we have adapted the algorithm proposed by Tsapatsoulis et al. [TRK+02] to be applicable to our MEDUSA system and a single, integrated emotion model. We combined MEDUSA with an equally flexible and expressive text-to-speech synthesis system, based upon the same emotion model, to form a talking head capable of expressing non-basic emotions of varying intensities.

In [FHS04], we presented a versatile language for specifying facial animations. The language MIMIC can be used together with any facial animation system that employs animation parameters varying over time to control the animation. In addition to the automatic alignment of individual actions, the user can fine-tune the temporal alignment of actions relatively to each other. A set of pre-defined functions can be used to control oscillatory behavior of actions. Temporal constraints are resolved automatically by the MIMIC compiler.

To equip our head models with hair, we proposed a hair model together with rendering algorithms suitable for real-time rendering [KHS04]. In our approach, we take into account the major lighting factors contributing to a realistic appearance of human hair: anisotropic reflection and self-shadowing. To deal with the geometric complexity of human hair, we combine single hair fibers into hair wisps, which are represented by textured triangle strips. Our rendering algorithms use OpenGL extensions to achieve real-time performance on recent commodity graphics boards, see Figure 0.2.

Figure 0.2: Different hair styles rendered at real-time frame rates on commodity graphics boards. Both anisotropic reflection and self-shadowing are taken into account and computed on the graphics board.

Image pbma-short-hair Image pbma-long-hair Image pbma-curly-hair



Modeling and Animation of Hands and Bodies

Investigators: Irene Albrecht, Mardé Greeff, and Jörg Haber

The human hand is a masterpiece of mechanical complexity, able to perform fine motor manipulations and powerful work alike. Designing an animatable human hand model that features the abilities of the archetype created by Nature requires a great deal of anatomical detail to be modeled. In [AHS03], we presented a human hand model with underlying anatomical structure (see Figure 0.3). Animation of the hand model is controlled by muscle contraction values. We employ a physically based hybrid muscle model to convert these contraction values into movement of skin and bones. Pseudo muscles directly control the rotation of bones based on anatomical data and mechanical laws, while geometric muscles deform the skin tissue using a mass-spring system. Thus, resulting animations automatically exhibit anatomically and physically correct finger movements and skin deformations. In addition, we presented a deformation technique to create individual hand models from photographs. A radial basis warping function is set up from the correspondence of feature points and applied to the complete structure of the reference hand model, making the deformed hand model instantly animatable. We have successfully used our hand model in another project [TAH+04], where we capture the movement of a baseball and the pitcher's hand using stroboscope lighting and regular still cameras as described in the Section "Capturing Rapid Motion with Regular Still Cameras".

Figure 0.3: Construction and animation of the reference hand mode. Left to right: plaster cast of a human hand ready for 3D scanning; assembly of skin mesh and individual bone meshes; two examples for skin tissue deformation during animation.

Image pbma-plaster Image pbma-skeleton Image pbma-victory Image pbma-thumbs-up

Inverse kinematics is commonly applied to compute the resulting movement of an avatar for a prescribed target pose. The motion path computed by inverse kinematics, however, often differs from the expected or desired result due to an underconstrained parameter space of the degrees-of-freedom of all joints. In such cases, it is necessary to introduce additional constraints, for instance by locking a joint's position and/or rotation. In [GHS05], we described a method to fix a joint in terms of position and/or rotation and explained how to incorporate these constraints into the inverse kinematics solution.


Bibliography

AHS03
Irene Albrecht, Jörg Haber, and Hans-Peter Seidel.
Construction and animation of anatomically based human hand models.
In Dave Breen and Ming Lin, editors, ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SIGGRAPH-SCA-03), pages 98-109,368, San Diego, USA, July 2003. ACM.

ASHS05
Irene Albrecht, Marc Schröder, Jörg Haber, and Hans-Peter Seidel.
Mixed feelings: Expression of non-basic emotions in a muscle-based talking head.
Virtual Reality, 2005.
to appear.

FHS04
Thomas Fuchs, Jörg Haber, and Hans-Peter Seidel.
Mimic -- A language for specifying facial animations.
In WSCG '2004 : the 12th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2004 ; short communication papers proceedings, volume 12 of Journal of WSCG, pages 71-78, Plzen, Czech Republic, February 2004. UNION Agency - Science Press.

GHS05
Mardé Greeff, Jörg Haber, and Hans-Peter Seidel.
Nailing and pinning: Adding constraints to inverse kinematics.
In Vaclav Skala, editor, WSCG '2005 : the 13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005 ; short papers proceedings, Short Paper Proceedings, pages 125-128, Plzen, Czech Republic, February 2005. UNION Agency - Science Press.

KHS03
Kolja Kähler, Jörg Haber, and Hans-Peter Seidel.
Reanimating the dead: Reconstruction of expressive faces from skull data.
ACM Transactions on Graphics, 22(3):554-561, July 2003.
(Proc. ACM SIGGRAPH '03).

KHS04
Martin Koster, Jörg Haber, and Hans-Peter Seidel.
Real-time rendering of human hair using programmable graphics hardware.
In Daniel Cohen-Or, Lakhmi Jain, and Nadia Magnenat-Thalmann, editors, Computer graphics international : proceedings ; CGI 2004, pages 248-256, Crete, Greece, June 2004. IEEE.

TAH+04
Christian Theobalt, Irene Albrecht, Jörg Haber, Marcus Magnor, and Hans-Peter Seidel.
Pitching a baseball -- tracking high-speed motion with multi-exposure images.
ACM Transactions on Graphics, 23(3):540-547, August 2004.
(Proc. ACM SIGGRAPH '04).

Tay01
K. T. Taylor.
Forensic Art and Illustration.
CRC Press LLC, 2001.

TRK+02
N. Tsapatsoulis, A. Raousaiou, S. Kollias, R. Cowie, and E. Douglas-Cowie.
Emotion Recognition and Synthesis Based on MPEG-4 FAPs.
In MPEG-4 Facial Animation - The standard, implementations, applications, pages 141-167. John Wiley & Sons, Hillsdale, NJ, USA, 2002.

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