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Nonlinear Bone Based Rigs for Realistic Facial Animation: Confidential Report for FaceBook

  • Shaojun Bian
  • , Anzong Zheng
  • , Lin Gao
  • , Greg Maguire
  • , Willem Kokke

Research output: Book/ReportCommissioned report

24 Downloads (Pure)

Abstract

The facial movements of a character are commonly animated using a blendshape-based rig, which requires a large dataset and a significant amount of manual work to correct artefacts intrinsically caused by linear interpolation between the multiple blendshape targets. Another common approach uses a bone-based rig which can add a large degree of global nonlinearity, has less intrinsic artefacts but does not have the high fidelity of scan-based blendshape targets. In order to solve this problem, we combine a) the nonlinearity captured by a 4D scanner and b) high-fidelity captured scans into c) a bone-based rig. Our results show that reintroducing nonlinearity in a face rig improves accuracy and fidelity in a measurable and observable way, and that our method reduces manual labour significantly and can scale to other characters.
Original languageEnglish
Publication statusPublished (in print/issue) - 27 Sept 2019

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 9 - Industry, Innovation, and Infrastructure
    SDG 9 Industry, Innovation, and Infrastructure

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  • HUMAIN: EKER

    Maguire, G. (Creator), 28 Jul 2019

    Research output: Non-textual formSoftware

    Open Access
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