Recent Advances in Facial Appearance Capture
Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films. While significant progress has occurred over...
Gespeichert in:
Veröffentlicht in: | Computer graphics forum 2015-05, Vol.34 (2), p.709-733 |
---|---|
Hauptverfasser: | , , , , , , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 733 |
---|---|
container_issue | 2 |
container_start_page | 709 |
container_title | Computer graphics forum |
container_volume | 34 |
creator | Klehm, Oliver Rousselle, Fabrice Papas, Marios Bradley, Derek Hery, Christophe Bickel, Bernd Jarosz, Wojciech Beeler, Thabo |
description | Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films. While significant progress has occurred over the last two decades, no single survey currently exists that discusses the similarities, differences, and practical considerations of the available appearance capture techniques as applied to human faces. A central difficulty of facial appearance capture is the way light interacts with skin—which has a complex multi‐layered structure—and the interactions that occur below the skin surface can, by definition, only be observed indirectly. In this report, we distinguish between two broad strategies for dealing with this complexity. “Image‐based methods” try to exhaustively capture the exact face appearance under different lighting and viewing conditions, and then render the face through weighted image combinations. “Parametric methods” instead fit the captured reflectance data to some parametric appearance model used during rendering, allowing for a more lightweight and flexible representation but at the cost of potentially increased rendering complexity or inexact reproduction. The goal of this report is to provide an overview that can guide practitioners and researchers in assessing the tradeoffs between current approaches and identifying directions for future advances in facial appearance capture. |
doi_str_mv | 10.1111/cgf.12594 |
format | Article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_1778035400</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>3721827441</sourcerecordid><originalsourceid>FETCH-LOGICAL-c3684-71de04f8895b73e4f4a58fcc437431d223cc1986064f0e3aea76b3896c9c16483</originalsourceid><addsrcrecordid>eNp1kE1Lw0AQhhdRsFYP_oOAFwXT7mY_cyzBVEWqiFLwsmy3E0lNk7ibqP33pkY9CM5lhuF5h-FB6JjgEelqbJ-zEYl4zHbQgDAhQyV4vIsGmHSzxJzvowPvVxhjJgUfoPN7sFA2wWT5ZkoLPsjLIDU2N0UwqWswbrsNElM3rYNDtJeZwsPRdx-ix_TiIbkMb26nV8nkJrRUKBZKsgTMMqVivpAUWMYMV5m1jEpGyTKKqLUkVgILlmGgBowUC6piYWNLBFN0iE77u7WrXlvwjV7n3kJRmBKq1msipcKUM4w79OQPuqpaV3bfaSJiTBSPFOmos56yrvLeQaZrl6-N22iC9dab7rzpL28dO-7Z97yAzf-gTqbpTyLsE7lv4OM3YdyLFpJKruezqZbRk5hd36V6Tj8B6UB6bg</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1690185281</pqid></control><display><type>article</type><title>Recent Advances in Facial Appearance Capture</title><source>Wiley Online Library Journals Frontfile Complete</source><source>EBSCOhost Business Source Complete</source><creator>Klehm, Oliver ; Rousselle, Fabrice ; Papas, Marios ; Bradley, Derek ; Hery, Christophe ; Bickel, Bernd ; Jarosz, Wojciech ; Beeler, Thabo</creator><creatorcontrib>Klehm, Oliver ; Rousselle, Fabrice ; Papas, Marios ; Bradley, Derek ; Hery, Christophe ; Bickel, Bernd ; Jarosz, Wojciech ; Beeler, Thabo</creatorcontrib><description>Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films. While significant progress has occurred over the last two decades, no single survey currently exists that discusses the similarities, differences, and practical considerations of the available appearance capture techniques as applied to human faces. A central difficulty of facial appearance capture is the way light interacts with skin—which has a complex multi‐layered structure—and the interactions that occur below the skin surface can, by definition, only be observed indirectly. In this report, we distinguish between two broad strategies for dealing with this complexity. “Image‐based methods” try to exhaustively capture the exact face appearance under different lighting and viewing conditions, and then render the face through weighted image combinations. “Parametric methods” instead fit the captured reflectance data to some parametric appearance model used during rendering, allowing for a more lightweight and flexible representation but at the cost of potentially increased rendering complexity or inexact reproduction. The goal of this report is to provide an overview that can guide practitioners and researchers in assessing the tradeoffs between current approaches and identifying directions for future advances in facial appearance capture.</description><identifier>ISSN: 0167-7055</identifier><identifier>EISSN: 1467-8659</identifier><identifier>DOI: 10.1111/cgf.12594</identifier><language>eng</language><publisher>Oxford: Blackwell Publishing Ltd</publisher><subject>Analysis ; Complexity ; Computer & video games ; Face ; Facial ; Illumination ; Image processing systems ; Lighting ; Motion pictures ; Rendering ; Reproduction ; Studies ; Viewing ; Weight reduction</subject><ispartof>Computer graphics forum, 2015-05, Vol.34 (2), p.709-733</ispartof><rights>2015 The Author(s) Computer Graphics Forum © 2015 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd.</rights><rights>2015 The Eurographics Association and John Wiley & Sons Ltd.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c3684-71de04f8895b73e4f4a58fcc437431d223cc1986064f0e3aea76b3896c9c16483</citedby><cites>FETCH-LOGICAL-c3684-71de04f8895b73e4f4a58fcc437431d223cc1986064f0e3aea76b3896c9c16483</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1111%2Fcgf.12594$$EPDF$$P50$$Gwiley$$H</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1111%2Fcgf.12594$$EHTML$$P50$$Gwiley$$H</linktohtml><link.rule.ids>314,776,780,1411,27903,27904,45553,45554</link.rule.ids></links><search><creatorcontrib>Klehm, Oliver</creatorcontrib><creatorcontrib>Rousselle, Fabrice</creatorcontrib><creatorcontrib>Papas, Marios</creatorcontrib><creatorcontrib>Bradley, Derek</creatorcontrib><creatorcontrib>Hery, Christophe</creatorcontrib><creatorcontrib>Bickel, Bernd</creatorcontrib><creatorcontrib>Jarosz, Wojciech</creatorcontrib><creatorcontrib>Beeler, Thabo</creatorcontrib><title>Recent Advances in Facial Appearance Capture</title><title>Computer graphics forum</title><addtitle>Computer Graphics Forum</addtitle><description>Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films. While significant progress has occurred over the last two decades, no single survey currently exists that discusses the similarities, differences, and practical considerations of the available appearance capture techniques as applied to human faces. A central difficulty of facial appearance capture is the way light interacts with skin—which has a complex multi‐layered structure—and the interactions that occur below the skin surface can, by definition, only be observed indirectly. In this report, we distinguish between two broad strategies for dealing with this complexity. “Image‐based methods” try to exhaustively capture the exact face appearance under different lighting and viewing conditions, and then render the face through weighted image combinations. “Parametric methods” instead fit the captured reflectance data to some parametric appearance model used during rendering, allowing for a more lightweight and flexible representation but at the cost of potentially increased rendering complexity or inexact reproduction. The goal of this report is to provide an overview that can guide practitioners and researchers in assessing the tradeoffs between current approaches and identifying directions for future advances in facial appearance capture.</description><subject>Analysis</subject><subject>Complexity</subject><subject>Computer & video games</subject><subject>Face</subject><subject>Facial</subject><subject>Illumination</subject><subject>Image processing systems</subject><subject>Lighting</subject><subject>Motion pictures</subject><subject>Rendering</subject><subject>Reproduction</subject><subject>Studies</subject><subject>Viewing</subject><subject>Weight reduction</subject><issn>0167-7055</issn><issn>1467-8659</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2015</creationdate><recordtype>article</recordtype><recordid>eNp1kE1Lw0AQhhdRsFYP_oOAFwXT7mY_cyzBVEWqiFLwsmy3E0lNk7ibqP33pkY9CM5lhuF5h-FB6JjgEelqbJ-zEYl4zHbQgDAhQyV4vIsGmHSzxJzvowPvVxhjJgUfoPN7sFA2wWT5ZkoLPsjLIDU2N0UwqWswbrsNElM3rYNDtJeZwsPRdx-ix_TiIbkMb26nV8nkJrRUKBZKsgTMMqVivpAUWMYMV5m1jEpGyTKKqLUkVgILlmGgBowUC6piYWNLBFN0iE77u7WrXlvwjV7n3kJRmBKq1msipcKUM4w79OQPuqpaV3bfaSJiTBSPFOmos56yrvLeQaZrl6-N22iC9dab7rzpL28dO-7Z97yAzf-gTqbpTyLsE7lv4OM3YdyLFpJKruezqZbRk5hd36V6Tj8B6UB6bg</recordid><startdate>201505</startdate><enddate>201505</enddate><creator>Klehm, Oliver</creator><creator>Rousselle, Fabrice</creator><creator>Papas, Marios</creator><creator>Bradley, Derek</creator><creator>Hery, Christophe</creator><creator>Bickel, Bernd</creator><creator>Jarosz, Wojciech</creator><creator>Beeler, Thabo</creator><general>Blackwell Publishing Ltd</general><scope>BSCLL</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>F28</scope><scope>FR3</scope></search><sort><creationdate>201505</creationdate><title>Recent Advances in Facial Appearance Capture</title><author>Klehm, Oliver ; Rousselle, Fabrice ; Papas, Marios ; Bradley, Derek ; Hery, Christophe ; Bickel, Bernd ; Jarosz, Wojciech ; Beeler, Thabo</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c3684-71de04f8895b73e4f4a58fcc437431d223cc1986064f0e3aea76b3896c9c16483</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2015</creationdate><topic>Analysis</topic><topic>Complexity</topic><topic>Computer & video games</topic><topic>Face</topic><topic>Facial</topic><topic>Illumination</topic><topic>Image processing systems</topic><topic>Lighting</topic><topic>Motion pictures</topic><topic>Rendering</topic><topic>Reproduction</topic><topic>Studies</topic><topic>Viewing</topic><topic>Weight reduction</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Klehm, Oliver</creatorcontrib><creatorcontrib>Rousselle, Fabrice</creatorcontrib><creatorcontrib>Papas, Marios</creatorcontrib><creatorcontrib>Bradley, Derek</creatorcontrib><creatorcontrib>Hery, Christophe</creatorcontrib><creatorcontrib>Bickel, Bernd</creatorcontrib><creatorcontrib>Jarosz, Wojciech</creatorcontrib><creatorcontrib>Beeler, Thabo</creatorcontrib><collection>Istex</collection><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>ANTE: Abstracts in New Technology & Engineering</collection><collection>Engineering Research Database</collection><jtitle>Computer graphics forum</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Klehm, Oliver</au><au>Rousselle, Fabrice</au><au>Papas, Marios</au><au>Bradley, Derek</au><au>Hery, Christophe</au><au>Bickel, Bernd</au><au>Jarosz, Wojciech</au><au>Beeler, Thabo</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Recent Advances in Facial Appearance Capture</atitle><jtitle>Computer graphics forum</jtitle><addtitle>Computer Graphics Forum</addtitle><date>2015-05</date><risdate>2015</risdate><volume>34</volume><issue>2</issue><spage>709</spage><epage>733</epage><pages>709-733</pages><issn>0167-7055</issn><eissn>1467-8659</eissn><abstract>Facial appearance capture is now firmly established within academic research and used extensively across various application domains, perhaps most prominently in the entertainment industry through the design of virtual characters in video games and films. While significant progress has occurred over the last two decades, no single survey currently exists that discusses the similarities, differences, and practical considerations of the available appearance capture techniques as applied to human faces. A central difficulty of facial appearance capture is the way light interacts with skin—which has a complex multi‐layered structure—and the interactions that occur below the skin surface can, by definition, only be observed indirectly. In this report, we distinguish between two broad strategies for dealing with this complexity. “Image‐based methods” try to exhaustively capture the exact face appearance under different lighting and viewing conditions, and then render the face through weighted image combinations. “Parametric methods” instead fit the captured reflectance data to some parametric appearance model used during rendering, allowing for a more lightweight and flexible representation but at the cost of potentially increased rendering complexity or inexact reproduction. The goal of this report is to provide an overview that can guide practitioners and researchers in assessing the tradeoffs between current approaches and identifying directions for future advances in facial appearance capture.</abstract><cop>Oxford</cop><pub>Blackwell Publishing Ltd</pub><doi>10.1111/cgf.12594</doi><tpages>25</tpages></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0167-7055 |
ispartof | Computer graphics forum, 2015-05, Vol.34 (2), p.709-733 |
issn | 0167-7055 1467-8659 |
language | eng |
recordid | cdi_proquest_miscellaneous_1778035400 |
source | Wiley Online Library Journals Frontfile Complete; EBSCOhost Business Source Complete |
subjects | Analysis Complexity Computer & video games Face Facial Illumination Image processing systems Lighting Motion pictures Rendering Reproduction Studies Viewing Weight reduction |
title | Recent Advances in Facial Appearance Capture |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-24T10%3A04%3A19IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Recent%20Advances%20in%20Facial%20Appearance%20Capture&rft.jtitle=Computer%20graphics%20forum&rft.au=Klehm,%20Oliver&rft.date=2015-05&rft.volume=34&rft.issue=2&rft.spage=709&rft.epage=733&rft.pages=709-733&rft.issn=0167-7055&rft.eissn=1467-8659&rft_id=info:doi/10.1111/cgf.12594&rft_dat=%3Cproquest_cross%3E3721827441%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=1690185281&rft_id=info:pmid/&rfr_iscdi=true |