DocumentCode
79897
Title
Regression-Based Facial Expression Optimization
Author
Hui Yu ; Honghai Liu
Author_Institution
Intell. Syst. & Robot. Group, Univ. of Portsmouth, Portsmouth, UK
Volume
44
Issue
3
fYear
2014
fDate
Jun-14
Firstpage
386
Lastpage
394
Abstract
This paper presents an approach for reproducing optimal 3-D facial expressions based on blendshape regression. It aims to improve fidelity of facial expressions but maintain the efficiency of the blendshape method, which is necessary for applications such as human-machine interaction and avatars. The method intends to optimize the given facial expression using action units (AUs) based on the facial action coding system recorded from human faces. To help capture facial movements for the target face, an intermediate model space is generated, where both the target and source AUs have the same mesh topology and vertex number. The optimization is conducted interactively in the intermediate model space through adjusting the regulating parameter. The optimized facial expression model is transferred back to the target facial model to produce the final facial expression. We demonstrate that given a sketched facial expression with rough vertex positions indicating the intended facial expression, the proposed method approaches the sketched facial expression through automatically selecting blendshapes with corresponding weights. The sketched expression model is finally approximated through AUs representing true muscle movements, which improves the fidelity of facial expressions.
Keywords
computer animation; gesture recognition; optimisation; regression analysis; topology; action units; automatic blendshape selection; blendshape method efficiency maintenance; facial action coding system; facial expressions fidelity improvement; facial movement capture; human faces; intermediate model space generation; mesh topology; muscle movements; onblendshape regression; optimal 3D facial expression reproduction; regression-based facial expression optimization; regulating parameter; rough vertex positions; sketched facial expression model; source AU; target AU; target facial model; vertex number; Deformable models; Facial animation; Gold; Mathematical model; Muscles; Optimization; Shape; Blendshape; facial action coding system (FACS) action unit; facial expression; online avatar;
fLanguage
English
Journal_Title
Human-Machine Systems, IEEE Transactions on
Publisher
ieee
ISSN
2168-2291
Type
jour
DOI
10.1109/THMS.2014.2313912
Filename
6798681
Link To Document