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研究生:莊棨元
研究生(外文):Chii-Yuan Chuang
論文名稱:合成具細紋之三維臉部表情之研究
論文名稱(外文):Synthesis of 3D Detailed Facial Expression
指導教授:林奕成林奕成引用關係
指導教授(外文):I-Chen Lin
學位類別:碩士
校院名稱:國立交通大學
系所名稱:資訊科學與工程研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2006
畢業學年度:95
語文別:英文
論文頁數:37
中文關鍵詞:人臉表情人臉動畫表面重建圖形介面
外文關鍵詞:facial expressionfacial animationsurface reconstructiongraphical interfaces
相關次數:
  • 被引用被引用:0
  • 點閱點閱:372
  • 評分評分:
  • 下載下載:35
  • 收藏至我的研究室書目清單書目收藏:0
想要產生一張表情栩栩如生的三維人臉一向都要花費許多人力與時間,即使是經驗豐富的動畫師,仍然要花許多時間在人臉表情的細部調整與修改上。在今日的電影與遊戲製作中,真實表情的動作資料,可藉由三維動態捕捉技術擷取,並且被用來加速三維人臉表情的製作。然而,一般的三維動態捕捉技術僅能擷取較大維度的臉部幾何,對於臉部細微的紋理變化則很難有效捕捉。
在本篇論文中,我們針對臉部細紋的合成與表情的編輯,提出了一個以特徵點驅動的具細紋之三維臉部表情合成系統,此系統可分為兩個主要部分—三維臉部表情的編輯與臉部細微紋理的擷取。我們的系統提供了使用者一個較為直覺的編輯介面,並利用一群指定的臉部特徵點之間的幾何關係,使用一群範例影像估算並合成出新的表情的近似三維幾何結構與相對的法向量或二維外觀影像。除了用在單純的具細紋表情之編輯上,此一技術所產生的臉部細紋資料亦可進一步用在強化現有三維動態捕捉技術所產生的人臉表情上。
Producing a life-like 3D facial expression is usually a labor-intensive process. Even for an experienced animator, it spends much time on trial-and-error procedure. In movie and game industries, motion capture techniques and 3D scanning, acquiring motion data from real persons, are used to speed up the production. However, acquiring dynamic and subtle details, such as wrinkles, on a face are still difficult or expensive.
In this thesis, we developed a feature-point-driven approach to synthesize novel expressions with details. Our work can be divided into two main parts: acquisition of 3D facial details and expression synthesis. By employing geometric relation between specific feature points, our system provides an intuitive editing tool to synthesize 3D geometry and corresponding 3D detailed normal or 2D textures of novel expressions. Besides expression editing, the proposed method can also be extended to enhance existing motion capture data with facial details.
摘要 I
ABSTRACT II
ACKNOWLEDGEMENTS III
CONTENTS IV
LIST OF FIGURES V
1. INTRODUCTION 1
1.1 Motivation 1
1.2 Introduction 2
1.3 System Overview 3
2. RELATED WORK 5
3. ACQUISITION OF EXPRESSION DETAILS 11
3.1 Reconstruction of 3D Geometry 11
3.2 Normal Recovery 11
3.3 Normal difference map 14
3.4 Post Processing of Normal Difference Maps 16
4. FEATURE-POINT-DRIVEN SYNTHESIS OF NOVEL EXPRESSIONS 17
4.1 Calculation of Blending Weights 17
4.2 Synthesis of Textures and Normals 20
4.3 Editing and Synthesis of 3D geometry 22
4.3.1 Editing Interface 23
5. EXPERIMENT AND RESULTS 25
5.1 Collection and Pre-Processing of Prototype Images 25
5.2 Results 26
6. CONCLUSION AND FUTURE WORK 34
6.1 Conclusion 34
6.2 Future Work 34
7. REFERENCE 35
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