真实感人脸表情合成的关键技术研究
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摘要
人脸表情动画技术作为计算机图形学的一个重要分支,一直是广大研究人员竞相追逐的研究热点。当前,该领域已取得大量研究成果,且被广泛应用于影视、广告和游戏等产业。《金刚》、《指环王》、《阿凡达》等作品中使用了大量的计算机合成人脸表情,它们向观众展现了人脸表情动画的无穷魅力。人脸表情合成技术的发展已深入人心。随着技术的发展和时代的进步,人们对合成表情动画的真实感与合成速度的要求也在不断提高。广阔的应用前景与技术的可行性必将使这一领域的研究得到越来越多的投入和关注。
     本文综述了人脸表情合成的发展现状,对现有方法进行分类并详细分析了各自的优缺点。在此基础上,我们对真实感人脸表情合成中的几个关键问题进行了深入探讨,提出了系统的解决方案,包括人脸运动数据的采集与人脸表情的提取、真实感人脸表情的合成以及人脸表情的编辑等。具体地说,本文的工作主要包括以下几个方面:
     给出了一种高精度人脸表情的采集与提取方案。对于光学运动捕获系统采集的人脸运动数据,我们使用径向基函数(Radial Basis Functions, RBF)插值将其映射到中性人脸模型所在的坐标系下,以获得中性人脸模型空间的人脸运动数据。借助于数据采集时标定的与人脸表情变化无关的标记点(marker),我们从中提取表演者的脸部表情信息,同时得到相应头部刚体运动。
     提出了一种基于拉普拉斯的表情合成技术,在人脸变形中保留人脸模型上已有细节特征,保证了合成表情的真实感。对于给定人脸模型,我们首先计算每个顶点的拉普拉斯坐标。在表情合成时,保持所有顶点的拉普拉斯坐标不变,由表情特征点的位移以及选取的固定点,计算人脸模型上其他所有顶点的新位置,从而合成新的人脸表情。结合提取的头部刚体运动,我们可以获得和表演者表情相似、头部姿态一致的目标人脸模型。
     提出了一种基于测地距离与RBF插值的人脸表情合成新方法。由于人脸模型中嘴巴、眼睛等孔洞区域的存在,欧氏距离与沿着曲面表面的测地距离差异较大,直接使用传统的基于欧氏距离的RBF插值容易产生这些孔洞区域被拉伸的结果。本文引入了一种近似测地距离的计算规则,能够测量从人脸表情特征点到人脸模型上其他顶点的测地距离。使用测地距离衡量人脸模型上顶点间的相互影响,结合RBF插值,从而合成真实感人脸表情。
     表情编辑是真实感人脸表情动画中的重要步骤,本文提出了一种基于时空的人脸表情动画编辑方法。我们使用拉普拉斯变形技术将用户对人脸表情特征点的编辑效果在空间域上传播到整个人脸模型。与此同时,用户对某一帧的编辑效果在时间域上以高斯函数的衰减模式在给定人脸动画上的邻近表情序列间传播。在编辑过程中,允许用户指定编辑在时间域上的传播范围,这为用户提供了人脸表情动画编辑范围的局部控制。
     提出了一种基于二维形变的人脸表情编辑技术。在表情编辑中,我们保持人脸模型中每个三角面片的形状和比例,使得它们的变形总和达到最小。同时,根据对人脸表情变化的观察,我们约束在变形中人脸外围轮廓边长总和不变,以合成自然、真实的人脸表情。该技术还可以应用于服装设计的初期,自动地计算服装在新姿势下的形态,以获得服装在不同姿势下的效果。这可以避免设计师对类似的服装进行简单、重复绘制,为设计师的设计工作以及与他人进行交流思想提供了一种辅助手段,提高了工作效率。我们选用人体骨架作为服装变形的驱动元素,由初始状态下的骨架自动获取变形中的控制点、以新姿势下的骨架计算这些控制点的目标位置,从而驱动新姿势服装的变形。
     我们分别使用了多个人脸模型对上述各种方法进行测试,均取得了不错的实验结果。最后,我们对本文的研究工作进行总结,分析了存在的问题,并指出了未来可能的研究方向。
Facial expression animation is an important branch of computer graphics, which is always the research hotspot. People have generated plenty of results in facial expression, and many of them have been applied in film and television, advertisement, and games, etc. The famous movies, such as King Kong, The Lord of the Rings, and Avatar used facial expression synthesized with computer successfully, which demonstrated the ever-lasting charm of facial expression animation, and gave people deep impression about this research domain. With the development of technology and the progress of the times, people require more realistic results, and hope the calculation can be faster. Broad application prospects and the technical feasibility must lead to more and more focus and investment.
     This thesis described the related work of facial expression synthesis, category the existed methods into several sets, and analyzed the advantage and disadvantage of each set. Based on this, we focused on the research of several key problems in realistic facial expression synthesis, and provided some systematic resolutions, including the acquisition of facial motion data and the extraction of facial expression, the synthesis of realistic facial expression, and the editing of facial animation, etc. To be specific, our work includes the following aspects:
     In this thesis, we presented a scheme to extract high fidelity facial expression. For the facial motion data captured from a Vicon motion capture system, we mapped it to the space of the neutral facial model using Radial Basis Functions (RBF) interpolation. With the aid of the neutral markers during motion capture, we extract the facial expression of the performer, and obtain the corresponding rigid head motion accordingly.
     This thesis presented an expression synthesis method based on Laplacian deformation, which can preserve the model details during facial deformation and improve the reality of the synthesized expression. For the given facial model, we calculate the Laplacian coordinates of all the vertices firstly. During the expression synthesis, we preserve the vertices' Laplacian coordinates. With the displacements of the facial feature points and the positions of the fixed points, all the new positions of the facial model are evaluated, which correspond to a new facial expression. With the rigid head motion, we synthesized the target facial model with similar expression and pose corresponding to the performer.
     This thesis proposed to synthesize facial expression via geodesic distance and RBF interpolation. For a mesh surface, the Euclidean distance may be quite different from the distance along the mesh surface, and this is more obvious for a facial model with holes, such as the mouth and the eyes. The geodesic distance provides an approximate description for the distance along the mesh surface, which is important for expression synthesis. We present a new scheme to synthesize natural facial expression using the geodesic distance instead of the Euclidean distance in the RBF interpolation.
     To improve the post-editing efficiency of the synthesized facial animation, this thesis presented a space-time-based method to edit the facial animation. It propagated the users'editing among the input facial model with the Laplacian-based mesh deformation. Then, a Gaussian function was employed to propagate the editing effect to the surrounding frames in a fast way. It provides users with the local control of the facial animation editing. Users can assign the influence range of their editing and the editing result is propagated to the surrounding frames naturally.
     This thesis proposed to edit the facial expression based on2D shape deformation. Expression editing is performed to minimize the distortion of all the triangles of the facial model. Taking into the consideration of the face properties, we try to preserve the total length of the facial model's silhouette during the deformation.In the meantime, the technology of shape deformation can also be used to garments design to calculate the garment in new poses automatically. It can help designers efficiently present their ideas in a professional manner, detect any inappropriateness in the designs, provide instant feedbacks on design and thus accelerate the design process. We use the human skeletons to drive the garment deformation, and the handles and target positions in the new pose are obtained accordingly.
     We performed the above methods with several facial models, and obtained satisfactory results for all. At last, we conclude our work, analyze the existed problems, and indicate the future work.
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