• Title/Summary/Keyword: Facial Expression Animation

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A Generation Methodology of Facial Expressions for Avatar Communications (아바타 통신에서의 얼굴 표정의 생성 방법)

  • Kim Jin-Yong;Yoo Jae-Hwi
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.55-64
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    • 2005
  • The avatar can be used as an auxiliary methodology of text and image communications in cyber space. An intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real or compressed pictures. In this paper. for supporting the action of arm and leg gestures, a method of generating the facial expressions that can represent sender's emotions is provided. The facial expression can be represented by Action Unit(AU), in this paper we suggest the methodology of finding appropriate AUs in avatar models that have various shape and structure. And, to maximize the efficiency of emotional expressions, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated.

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Study on Facial Expression Factors as Emotional Interaction Design Factors (감성적 인터랙션 디자인 요소로서의 표정 요소에 관한 연구)

  • Heo, Seong-Cheol
    • Science of Emotion and Sensibility
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    • v.17 no.4
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    • pp.61-70
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    • 2014
  • Verbal communication has limits in the interaction between robot and man, and therefore nonverbal communication is required for realizing smoother and more efficient communication and even the emotional expression of the robot. This study derived 7 pieces of nonverbal information based on shopping behavior using the robot designed to support shopping, selected facial expression as the element of the nonverbal information derived, and coded face components through 2D analysis. Also, this study analyzed the significance of the expression of nonverbal information using 3D animation that combines the codes of face components. The analysis showed that the proposed expression method for nonverbal information manifested high level of significance, suggesting the potential of this study as the base line data for the research on nonverbal information. However, the case of 'embarrassment' showed limits in applying the coded face components to shape and requires more systematic studies.

3D Facial Model Expression Creation with Head Motion (얼굴 움직임이 결합된 3차원 얼굴 모델의 표정 생성)

  • Kwon, Oh-Ryun;Chun, Jun-Chul;Min, Kyong-Pil
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1012-1018
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    • 2007
  • 본 논문에서는 비전 기반 3차원 얼굴 모델의 자동 표정 생성 시스템을 제안한다. 기존의 3차원 얼굴 애니메이션에 관한 연구는 얼굴의 움직임을 나타내는 모션 추정을 배제한 얼굴 표정 생성에 초점을 맞추고 있으며 얼굴 모션 추정과 표정 제어에 관한 연구는 독립적으로 이루어지고 있다. 제안하는 얼굴 모델의 표정 생성 시스템은 크게 얼굴 검출, 얼굴 모션 추정, 표정 제어로 구성되어 있다. 얼굴 검출 방법으로는 얼굴 후보 영역 검출과 얼굴 영역 검출 과정으로 구성된다. HT 컬러 모델을 이용하며 얼굴의 후보 영역을 검출하며 얼굴 후보 영역으로부터 PCA 변환과 템플릿 매칭을 통해 얼굴 영역을 검출하게 된다. 검출된 얼굴 영역으로부터 얼굴 모션 추정과 얼굴 표정 제어를 수행한다. 3차원 실린더 모델의 투영과 LK 알고리즘을 이용하여 얼굴의 모션을 추정하며 추정된 결과를 3차원 얼굴 모델에 적용한다. 또한 영상 보정을 통해 강인한 모션 추정을 할 수 있다. 얼굴 모델의 표정을 생성하기 위해 특징점 기반의 얼굴 모델 표정 생성 방법을 적용하며 12개의 얼굴 특징점으로부터 얼굴 모델의 표정을 생성한다. 얼굴의 구조적 정보와 템플릿 매칭을 이용하여 눈썹, 눈, 입 주위의 얼굴 특징점을 검출하며 LK 알고리즘을 이용하여 특징점을 추적(Tracking)한다. 추적된 특징점의 위치는 얼굴의 모션 정보와 표정 정보의 조합으로 이루어져있기 때문에 기하학적 변환을 이용하여 얼굴의 방향이 정면이었을 경우의 특징점의 변위인 애니메이션 매개변수를 획득한다. 애니메이션 매개변수로부터 얼굴 모델의 제어점을 이동시키며 주위의 정점들은 RBF 보간법을 통해 변형한다. 변형된 얼굴 모델로부터 얼굴 표정을 생성하며 모션 추정 결과를 모델에 적용함으로써 얼굴 모션 정보가 결합된 3차원 얼굴 모델의 표정을 생성한다.

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The Study on the Effects of Elasticity on the Animation Characters (탄성이 애니메이션 캐릭터에 미치는 영향에 관한 연구)

  • Kyung Byung-Pyo;Ryu Seuc-Ho;Lee Nam-Kook
    • The Journal of the Korea Contents Association
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    • v.6 no.3
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    • pp.135-142
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    • 2006
  • An animation character can be applied an Elasticity principle to strengthen an action and expression. That principle is called as Squash & Stretch in animation. The application of this principle gives the illusion of weight and volume to an animation character, and makes it possible that an animation action be the smooth and soft by escaping from the stiffness and rigidity. If an action of human or object on animation is expressed like a real world, it seems to be unnatural. Any action without Squash & Stretch will look rigid, uninteresting and not alive. It can be applied to movement of all objects, characters' actions, dialogues and facial expressions with a basic rule of mass, volume and gravity. Havier characters squash and stretch more than thinner ones. Any action will not be well expressed without this principle. To be a good animation movement, it should be widely applied in all type of animation, not only 2D animation.

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A Study on the Visual Expression of the Characters for the Narrative in Animation - A Focus on Skeleton Character in "Coco(2017)" by Pixar - (장편 애니메이션 내러티브를 위한 캐릭터의 시각적 표현에 관한 연구 -픽사(PIXAR) "코코(2017)"의 해골 캐릭터를 중심으로-)

  • Kim, Soong-Hyun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.451-459
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    • 2019
  • This study is aims to examine how the skeleton character in Pixar's Animation is visualized for the narrative of the film and suggests the direction of attractive character development corresponding to the story. First of all, it was conducted the case studies on the narrative of animation, character design, character's emotion expression, and animations featuring skeleton character. Based on this study, it was derived the visual representation of the skeleton character featuring in and analyzed the role and function in the animation. As a result, the expressions by the skeleton's eyes, eyebrows, mouth, lips, and jaw played the most important role for the emotional expression and lines in , and the major characteristic for human facial expression was reflected in the design of the skeleton character. In addition, the various props were used to provide the detailed informations of the skeleton's character, and it was expressed the movement emphasizing its essential attribute. Finally, the skeleton's symbolic image was strengthened by composing and arranging the skeleton's image through Mise en scene. It is expected that this study will be used as a reference for the animation character related researchers and practitioners in the business and it helps develop attractive characters fir the narrative animation in the future.

Realistics Facial Expression Animation and 3D Face Synthesis (실감 있는 얼굴 표정 애니메이션 및 3차원 얼굴 합성)

  • 한태우;이주호;양현승
    • Science of Emotion and Sensibility
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    • v.1 no.1
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    • pp.25-31
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    • 1998
  • 컴퓨터 하드웨어 기술과 멀티미디어 기술의 발달로 멀티미디어 입출력 장치를 이용한 고급 인터메이스의 필요성이 대두되었다. 친근감 있는 사용자 인터페이스를 제공하기 위해 실감 있는 얼굴 애니메이션에 대한 요구가 증대되고 있다. 본 논문에서는 사람의 내적 상태를 잘 표현하는 얼굴의 표정을 3차원 모델을 이용하여 애니메이션을 수행한다. 애니메이션에 실재감을 더하기 위해 실제 얼굴 영상을 사용하여 3차원의 얼굴 모델을 변형하고, 여러 방향에서 얻은 얼굴 영상을 이용하여 텍스터 매핑을 한다. 변형된 3차원 모델을 이용하여 얼굴 표정을 애니메이션 하기 위해서 해부학에 기반한 Waters의 근육 모델을 수정하여 사용한다. 그리고, Ekman이 제안한 대표적인 6가지 표정들을 합성한다.

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Design and Realization of Stereo Vision Module For 3D Facial Expression Tracking (3차원 얼굴 표정 추적을 위한 스테레오 시각 모듈 설계 및 구현)

  • Lee, Mun-Hee;Kim, Kyong-Sok
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.533-540
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    • 2006
  • In this study we propose to use a facial motion capture technique to track facial motions and expressions effectively by using the stereo vision module, which has two CMOS IMAGE SENSORS. In the proposed tracking algorithm, a center point tracking technique and correlation tracking technique, based on neural networks, were used. Experimental results show that the two tracking techniques using stereo vision motion capture are able to track general face expressions at a 95.6% and 99.6% success rate, for 15 frames and 30 frames, respectively. However, the tracking success rates(82.7%,99.1%) of the center point tracking technique was far higher than those(78.7%,92.7%) of the correlation tracking technique, when lips trembled.

Gesture Communications Between Different Avatar Models Using A FBML (FBML을 이용한 서로 다른 아바타 모델간의 제스처 통신)

  • 이용후;김상운;아오끼요시나오
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.5
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    • pp.41-49
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    • 2004
  • As a means of overcoming the linguistic barrier between different languages in the Internet cyberspace, a sign-language communication system has been proposed. However, the system supports avatars having the same model structure so that it is difficult to communicate between different avatar models. Therefore, in this paper, we propose a new gesture communication system in which different avatars models can communicate with each other by using a FBML (Facial Body Markup Language). Using the FBML, we define a standard document format that contains the messages to be transferred between models, where the document includes the action units of facial expression and the joint angles of gesture animation. The proposed system is implemented with Visual C++ and Open Inventor on Windows platforms. The experimental results demonstrate a possibility that the method could be used as an efficient means to overcome the linguistic problem.

Putting Your Best Face Forward: Development of a Database for Digitized Human Facial Expression Animation

  • Lee, Ning-Sung;Alia Reid Zhang Yu;Edmond C. Prakash;Tony K.Y Chan;Edmund M-K. Lai
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.153.6-153
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    • 2001
  • 3-Dimentional 3D digitization of the human is a technology that is still relatively new. There are present uses such as radiotherapy, identification systems and commercial uses and potential future applications. In this paper, we analyzed and experimented to determine the easiest and most efficient method, which would give us the most accurate results. We also constructed a database of realistic expressions and high quality human heads. We scanned people´s heads and facial expressions in 3D using a Minolta Vivid 700 scanner, then edited the models obtained on a Silicon Graphics workstation. Research was done into the present and potential uses of the 3D digitized models of the human head and we develop ideas for ...

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Study on Effective Facial Rigging Process for Facial Expression of 3D Animation Character (3D 애니메이션 캐릭터의 표정연출을 위한 효율적인 페이셜 리깅 공정 연구)

  • Yu, Jiseon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.169-170
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    • 2014
  • 컴퓨터 그래픽의 발달로 3D 애니메이션은 시각적 리얼리티와 화려한 영상미로 애니메이션 특유의 비현실적인 상황과 허구적 캐릭터가 주는 재미를 관객에게 전한다. 특히 캐릭터의 얼굴 표정은 관객과의 감정 소통과 의사전달에 중요한 정보로서 디테일한 연기를 필요로 한다. 이에 3D 애니메이션 캐릭터의 경우 페이셜에 다양한 기능들이 요구되며, 일반적인 블렌드 쉐입과 클러스터 외에도 만화적 표현을 위한 다양한 기술들이 사용된다. 기존의 공정 과정에는 한 페이셜에 이러한 모든 기능들이 접목되어 복잡하며 까다로운 페이셜 리깅 공정이 이뤄진다. 본 연구에서는 기존의 공정들에서 한정되게 사용되었던 블렌드 쉐입을 이용하여 다양한 기능들을 타겟팅하는 레이어 방식을 통해 효율적인 페이셜 리깅 공정을 연구하고자 한다.

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