User‐Guided Facial Animation through an Evolutionary Interface
dc.contributor.author | Reed, K. | en_US |
dc.contributor.author | Cosker, D. | en_US |
dc.contributor.editor | Chen, Min and Benes, Bedrich | en_US |
dc.date.accessioned | 2019-09-27T14:11:23Z | |
dc.date.available | 2019-09-27T14:11:23Z | |
dc.date.issued | 2019 | |
dc.description.abstract | We propose a design framework to assist with user‐generated content in facial animation — without requiring any animation experience or ground truth reference. Where conventional prototyping methods rely on handcrafting by experienced animators, our approach looks to encode the role of the animator as an Evolutionary Algorithm acting on animation controls, driven by visual feedback from a user. Presented as a simple interface, users sample control combinations and select favourable results to influence later sampling. Over multiple iterations of disregarding unfavourable control values, parameters converge towards the user's ideal. We demonstrate our framework through two non‐trivial applications: creating highly nuanced expressions by evolving control values of a face rig and non‐linear motion through evolving control point positions of animation curves.We propose a design framework to assist with user‐generated content in facial animation — without requiring any animation experience or ground truth reference. Where conventional prototyping methods rely on handcrafting by experienced animators, our approach looks to encode the role of the animator as an Evolutionary Algorithm acting on animation controls, driven by visual feedback from a user. Presented as a simple interface, users sample control combinations and select favourable results to influence later sampling. Over multiple iterations of disregarding unfavourable control values, parameters converge towards the user's ideal. We demonstrate our framework through two non‐trivial applications: creating highly nuanced expressions by evolving control values of a face rig and non‐linear motion through evolving control point positions of animation curves. | en_US |
dc.description.number | 6 | |
dc.description.sectionheaders | Articles | |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.volume | 38 | |
dc.identifier.doi | 10.1111/cgf.13612 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.pages | 165-176 | |
dc.identifier.uri | https://doi.org/10.1111/cgf.13612 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13612 | |
dc.publisher | © 2019 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd | en_US |
dc.subject | animation interfaces | |
dc.subject | facial animation | |
dc.subject | genetic algorithms | |
dc.subject | user‐generated content | |
dc.subject | • Animation → Animation Systems; Facial Animation; • Methods and Applications → Genetic Algorithms | |
dc.title | User‐Guided Facial Animation through an Evolutionary Interface | en_US |