39-Issue 2
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Browsing 39-Issue 2 by Subject "Animation"
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Item Expression Packing: As-Few-As-Possible Training Expressions for Blendshape Transfer(The Eurographics Association and John Wiley & Sons Ltd., 2020) Carrigan, Emma; Zell, Eduard; Guiard, Cedric; McDonnell, Rachel; Panozzo, Daniele and Assarsson, UlfTo simplify and accelerate the creation of blendshape rigs, using a template rig is a common procedure, especially during the creation of digital doubles. Blendshape transfer methods facilitate copy and paste functionality of the blendshapes from the template model to the digital double. However, for adequate personalization, such methods require a set of scanned training expressions of the original actor. So far, the semantics of the facial expressions to scan have been defined manually. In contrast, we formulate the semantics of the facial expressions as an integer optimization of the blendshape weights. By combining different blendshapes of the template model, our method creates facial expressions that serve as semantic references during scanning. Our method guarantees to compute as-few-as-possible training expressions with minimal overlap of activated blendshapes. If the number of training expressions is limited, blendshapes are selected based on their power to personalize the resulting blendshapes compared to generic blendshape transfer methods.Item Fast Nonlinear Least Squares Optimization of Large-Scale Semi-Sparse Problems(The Eurographics Association and John Wiley & Sons Ltd., 2020) Fratarcangeli, Marco; Bradley, Derek; Gruber, Aurel; Zoss, Gaspard; Beeler, Thabo; Panozzo, Daniele and Assarsson, UlfMany problems in computer graphics and vision can be formulated as a nonlinear least squares optimization problem, for which numerous off-the-shelf solvers are readily available. Depending on the structure of the problem, however, existing solvers may be more or less suitable, and in some cases the solution comes at the cost of lengthy convergence times. One such case is semi-sparse optimization problems, emerging for example in localized facial performance reconstruction, where the nonlinear least squares problem can be composed of hundreds of thousands of cost functions, each one involving many of the optimization parameters. While such problems can be solved with existing solvers, the computation time can severely hinder the applicability of these methods. We introduce a novel iterative solver for nonlinear least squares optimization of large-scale semi-sparse problems. We use the nonlinear Levenberg-Marquardt method to locally linearize the problem in parallel, based on its firstorder approximation. Then, we decompose the linear problem in small blocks, using the local Schur complement, leading to a more compact linear system without loss of information. The resulting system is dense but its size is small enough to be solved using a parallel direct method in a short amount of time. The main benefit we get by using such an approach is that the overall optimization process is entirely parallel and scalable, making it suitable to be mapped onto graphics hardware (GPU). By using our minimizer, results are obtained up to one order of magnitude faster than other existing solvers, without sacrificing the generality and the accuracy of the model. We provide a detailed analysis of our approach and validate our results with the application of performance-based facial capture using a recently-proposed anatomical local face deformation model.Item SoftSMPL: Data-driven Modeling of Nonlinear Soft-tissue Dynamics for Parametric Humans(The Eurographics Association and John Wiley & Sons Ltd., 2020) Santesteban, Igor; Garces, Elena; Otaduy, Miguel A.; Casas, Dan; Panozzo, Daniele and Assarsson, UlfWe present SoftSMPL, a learning-based method to model realistic soft-tissue dynamics as a function of body shape and motion. Datasets to learn such task are scarce and expensive to generate, which makes training models prone to overfitting. At the core of our method there are three key contributions that enable us to model highly realistic dynamics and better generalization capabilities than state-of-the-art methods, while training on the same data. First, a novel motion descriptor that disentangles the standard pose representation by removing subject-specific features; second, a neural-network-based recurrent regressor that generalizes to unseen shapes and motions; and third, a highly efficient nonlinear deformation subspace capable of representing soft-tissue deformations of arbitrary shapes. We demonstrate qualitative and quantitative improvements over existing methods and, additionally, we show the robustness of our method on a variety of motion capture databases.Item Style-Controllable Speech-Driven Gesture Synthesis Using Normalising Flows(The Eurographics Association and John Wiley & Sons Ltd., 2020) Alexanderson, Simon; Henter, Gustav Eje; Kucherenko, Taras; Beskow, Jonas; Panozzo, Daniele and Assarsson, UlfAutomatic synthesis of realistic gestures promises to transform the fields of animation, avatars and communicative agents. In off-line applications, novel tools can alter the role of an animator to that of a director, who provides only high-level input for the desired animation; a learned network then translates these instructions into an appropriate sequence of body poses. In interactive scenarios, systems for generating natural animations on the fly are key to achieving believable and relatable characters. In this paper we address some of the core issues towards these ends. By adapting a deep learning-based motion synthesis method called MoGlow, we propose a new generative model for generating state-of-the-art realistic speech-driven gesticulation. Owing to the probabilistic nature of the approach, our model can produce a battery of different, yet plausible, gestures given the same input speech signal. Just like humans, this gives a rich natural variation of motion. We additionally demonstrate the ability to exert directorial control over the output style, such as gesture level, speed, symmetry and spacial extent. Such control can be leveraged to convey a desired character personality or mood. We achieve all this without any manual annotation of the data. User studies evaluating upper-body gesticulation confirm that the generated motions are natural and well match the input speech. Our method scores above all prior systems and baselines on these measures, and comes close to the ratings of the original recorded motions. We furthermore find that we can accurately control gesticulation styles without unnecessarily compromising perceived naturalness. Finally, we also demonstrate an application of the same method to full-body gesticulation, including the synthesis of stepping motion and stance.