Dynamic Facial Asset and Rig Generation from a Single Scan
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 digitiza...
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creator | Li, Jiaman Kuang, Zhengfei Zhao, Yajie He, Mingming Bladin, Karl Li, Hao |
description | 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 $4,000$ 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. |
doi_str_mv | 10.48550/arxiv.2010.00560 |
format | Article |
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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 $4,000$ 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.</description><identifier>DOI: 10.48550/arxiv.2010.00560</identifier><language>eng</language><subject>Computer Science - Computer Vision and Pattern Recognition ; Computer Science - Graphics</subject><creationdate>2020-10</creationdate><rights>http://arxiv.org/licenses/nonexclusive-distrib/1.0</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>228,230,776,881</link.rule.ids><linktorsrc>$$Uhttps://arxiv.org/abs/2010.00560$$EView_record_in_Cornell_University$$FView_record_in_$$GCornell_University$$Hfree_for_read</linktorsrc><backlink>$$Uhttps://doi.org/10.48550/arXiv.2010.00560$$DView paper in arXiv$$Hfree_for_read</backlink></links><search><creatorcontrib>Li, Jiaman</creatorcontrib><creatorcontrib>Kuang, Zhengfei</creatorcontrib><creatorcontrib>Zhao, Yajie</creatorcontrib><creatorcontrib>He, Mingming</creatorcontrib><creatorcontrib>Bladin, Karl</creatorcontrib><creatorcontrib>Li, Hao</creatorcontrib><title>Dynamic Facial Asset and Rig Generation from a Single Scan</title><description>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 $4,000$ 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.</description><subject>Computer Science - Computer Vision and Pattern Recognition</subject><subject>Computer Science - Graphics</subject><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><sourceid>GOX</sourceid><recordid>eNotj81qAjEURrPpolgfoKveFxi9k5hJ6E78qyAUqvvhJnMjgZkoGRF9e3_q6sC3OHxHiM8SRxOrNY4pX-J5JPE-IOoK38X3_Jqoix6W5CO1MO17PgGlBv7iHlacONMpHhKEfOiAYBvTvmXYekof4i1Q2_PwxYHYLRe72U-x-V2tZ9NNQZXBImhUpQlMjjxVNgSvpbHWOra-CUrKiWs0OeUIK2PYKmk0S4Mle1YKSQ3E17_2eb4-5thRvtaPiPoZoW6UKEDV</recordid><startdate>20201001</startdate><enddate>20201001</enddate><creator>Li, Jiaman</creator><creator>Kuang, Zhengfei</creator><creator>Zhao, Yajie</creator><creator>He, Mingming</creator><creator>Bladin, Karl</creator><creator>Li, Hao</creator><scope>AKY</scope><scope>GOX</scope></search><sort><creationdate>20201001</creationdate><title>Dynamic Facial Asset and Rig Generation from a Single Scan</title><author>Li, Jiaman ; Kuang, Zhengfei ; Zhao, Yajie ; He, Mingming ; Bladin, Karl ; Li, Hao</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a670-f50317feabaca68ffc527888be8cdf3224bd5ab3ba0677e83275e2701ece330a3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Computer Science - Computer Vision and Pattern Recognition</topic><topic>Computer Science - Graphics</topic><toplevel>online_resources</toplevel><creatorcontrib>Li, Jiaman</creatorcontrib><creatorcontrib>Kuang, Zhengfei</creatorcontrib><creatorcontrib>Zhao, Yajie</creatorcontrib><creatorcontrib>He, Mingming</creatorcontrib><creatorcontrib>Bladin, Karl</creatorcontrib><creatorcontrib>Li, Hao</creatorcontrib><collection>arXiv Computer Science</collection><collection>arXiv.org</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Li, Jiaman</au><au>Kuang, Zhengfei</au><au>Zhao, Yajie</au><au>He, Mingming</au><au>Bladin, Karl</au><au>Li, Hao</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Dynamic Facial Asset and Rig Generation from a Single Scan</atitle><date>2020-10-01</date><risdate>2020</risdate><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 $4,000$ 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.</abstract><doi>10.48550/arxiv.2010.00560</doi><oa>free_for_read</oa></addata></record> |
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subjects | Computer Science - Computer Vision and Pattern Recognition Computer Science - Graphics |
title | Dynamic Facial Asset and Rig Generation from a Single Scan |
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