English

Dynamic Facial Asset and Rig Generation from a Single Scan

Graphics 2020-10-07 v2 Computer Vision and Pattern Recognition

Abstract

The creation of high-fidelity computer-generated (CG) characters used in film and gaming requires intensive manual labor and a comprehensive set of facial assets to be captured with complex hardware, resulting in high cost and long production cycles. In order to simplify and accelerate this digitization process, we propose a framework for the automatic generation of high-quality dynamic facial assets, including rigs which can be readily deployed for artists to polish. Our framework takes a single scan as input to generate a set of personalized blendshapes, dynamic and physically-based textures, as well as secondary facial components (e.g., teeth and eyeballs). Built upon a facial database consisting of pore-level details, with over 4,0004,000 scans of varying expressions and identities, we adopt a self-supervised neural network to learn personalized blendshapes from a set of template expressions. We also model the joint distribution between identities and expressions, enabling the inference of the full set of personalized blendshapes with dynamic appearances from a single neutral input scan. Our generated personalized face rig assets are seamlessly compatible with cutting-edge industry pipelines for facial animation and rendering. We demonstrate that our framework is robust and effective by inferring on a wide range of novel subjects, and illustrate compelling rendering results while animating faces with generated customized physically-based dynamic textures.

Keywords

Cite

@article{arxiv.2010.00560,
  title  = {Dynamic Facial Asset and Rig Generation from a Single Scan},
  author = {Jiaman Li and Zhengfei Kuang and Yajie Zhao and Mingming He and Karl Bladin and Hao Li},
  journal= {arXiv preprint arXiv:2010.00560},
  year   = {2020}
}

Comments

18 pages, 25 figures, ACM SIGGRAPH Asia 2020

R2 v1 2026-06-23T18:56:38.288Z