Get 20M+ Full-Text Papers For Less Than $1.50/day. Start a 14-Day Trial for You and Your Team.

Learn More →

A hybrid approach to facial rigging

A hybrid approach to facial rigging A Hybrid Approach to Facial Rigging David Komorowski∗ Walt Disney Animation Studios Vinod Melapudi Sidhe Interaction Darren Mortillaro ¡ Sony Pictures Gene S. Lee§ Walt Disney Animation Studios (a) Controls on Face (b) Locators on Skull (c) Animation Retargeting from One Rig to Another Figure 1: Facial Rigging using Pose Space Deformation Introduction In production environments, facial rigging is commonly done by either geometric deformations or blendshapes. Geometric deformations are driven by simulated muscle actions, which are loosely based upon the dynamics of facial tissue [Magnenat-Thalmann et al. 1988]. Blendshapes interpolate a large number of sculpted shapes [Bergeron and Lachapelle 1985]. The former approach is intuitive, yet slow and less precise. The latter is fast, yet memory intensive and sensitive to model changes. Conventional implementations of both approaches are di ƒcult to generalize in order to build rigs quickly and retarget animation e ƒciently. This paper introduces a general approach to facial rigging that is a hybrid of the two approaches. It uses pose space deformation (PSD) [Lewis et al. 2000] to seamlessly combine both geometric deformations and blendshapes. PSD is a technique for scattered data interpolation that is useful in manipulating both numerics and shapes [Lee and http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

A hybrid approach to facial rigging

Association for Computing Machinery — Dec 15, 2010

Loading next page...
/lp/association-for-computing-machinery/a-hybrid-approach-to-facial-rigging-0uJtmrlOb0
Datasource
Association for Computing Machinery
Copyright
Copyright © 2010 by ACM Inc.
ISBN
978-1-4503-0523-5
doi
10.1145/1899950.1899992
Publisher site
See Article on Publisher Site

Abstract

A Hybrid Approach to Facial Rigging David Komorowski∗ Walt Disney Animation Studios Vinod Melapudi Sidhe Interaction Darren Mortillaro ¡ Sony Pictures Gene S. Lee§ Walt Disney Animation Studios (a) Controls on Face (b) Locators on Skull (c) Animation Retargeting from One Rig to Another Figure 1: Facial Rigging using Pose Space Deformation Introduction In production environments, facial rigging is commonly done by either geometric deformations or blendshapes. Geometric deformations are driven by simulated muscle actions, which are loosely based upon the dynamics of facial tissue [Magnenat-Thalmann et al. 1988]. Blendshapes interpolate a large number of sculpted shapes [Bergeron and Lachapelle 1985]. The former approach is intuitive, yet slow and less precise. The latter is fast, yet memory intensive and sensitive to model changes. Conventional implementations of both approaches are di ƒcult to generalize in order to build rigs quickly and retarget animation e ƒciently. This paper introduces a general approach to facial rigging that is a hybrid of the two approaches. It uses pose space deformation (PSD) [Lewis et al. 2000] to seamlessly combine both geometric deformations and blendshapes. PSD is a technique for scattered data interpolation that is useful in manipulating both numerics and shapes [Lee and

There are no references for this article.