Related papers: Accurate Face Rig Approximation with Deep Differen…
Movie productions use high resolution 3d characters with complex proprietary rigs to create the highest quality images possible for large displays. Unfortunately, these 3d assets are typically not compatible with real-time graphics engines…
Automated methods for facial animation are a necessary tool in the modern industry since the standard blendshape head models consist of hundreds of controllers and a manual approach is painfully slow. Different solutions have been proposed…
Physically-based simulation is a powerful approach for 3D facial animation as the resulting deformations are governed by physical constraints, allowing to easily resolve self-collisions, respond to external forces and perform realistic…
In this work we present a novel approach for computing correspondences between non-rigid objects, by exploiting a reduced representation of deformation fields. Different from existing works that represent deformation fields by training a…
We present a simple method to reconstruct a high-resolution video from a face-video, where the identity of a person is obscured by pixelization. This concealment method is popular because the viewer can still perceive a human face figure…
Drawing is a fun and intuitive way to create a character, accessible even to small children. However, animating 2D figure drawings is a much more challenging task, requiring specialized tools and skills. Bringing 2D figures to 3D so they…
Digital human animation relies on high-quality 3D models of the human face: rigs. A face rig must be accurate and, at the same time, fast to compute. One of the most common rigging models is the blendshape model. We propose a novel…
Accurate modelling of object deformations is crucial for a wide range of robotic manipulation tasks, where interacting with soft or deformable objects is essential. Current methods struggle to generalise to unseen forces or adapt to new…
Facial animation is one of the most challenging problems in computer graphics, and it is often solved using linear heuristics like blend-shape rigging. More expressive approaches like physical simulation have emerged, but these methods are…
We propose a method to fit arbitrarily accurate blendshape rig models by solving the inverse rig problem in realistic human face animation. The method considers blendshape models with different levels of added corrections and solves the…
Direct mesh editing and deformation are key components in the geometric modeling and animation pipeline. Mesh editing methods are typically framed as optimization problems combining user-specified vertex constraints with a regularizer that…
Rig inversion is the problem of creating a method that can find the rig parameter vector that best approximates a given input mesh. In this paper we propose to solve this problem by first obtaining a differentiable rig function by training…
A longstanding goal in character animation is to combine data-driven specification of behavior with a system that can execute a similar behavior in a physical simulation, thus enabling realistic responses to perturbations and environmental…
Reconstructing 3D human heads in low-view settings presents technical challenges, mainly due to the pronounced risk of overfitting with limited views and high-frequency signals. To address this, we propose geometry decomposition and adopt a…
What's the most accurate 3D model of your face you can obtain while sitting at your desk? We attempt to answer this question in our work. High fidelity face reconstructions have so far been limited to either studio settings or through…
We propose a new model-based algorithm solving the inverse rig problem in facial animation retargeting, exhibiting higher accuracy of the fit and sparser, more interpretable weight vector compared to SOTA. The proposed method targets a…
This paper addresses the limitations of neural rendering-based multi-view surface reconstruction methods, which require an additional mesh extraction step that is inconvenient and would produce poor-quality surfaces with mesh aliasing,…
We propose an end-to-end deep-learning approach for automatic rigging and retargeting of 3D models of human faces in the wild. Our approach, called Neural Face Rigging (NFR), holds three key properties: (i) NFR's expression space maintains…
Facial recognition systems have achieved remarkable success by leveraging deep neural networks, advanced loss functions, and large-scale datasets. However, their performance often deteriorates in real-world scenarios involving low-quality…
In this work, we use facial landmarks to make the deformation for facial images more authentic. The deformation includes the expansion of eyes and the shrinking of noses, mouths, and cheeks. An advanced 106-point facial landmark detector is…