Abstract

This paper presents a new anthropometrics-based method for generating realistic, controllable face models. Our method establishes an intuitive and efficient interface to facilitate procedures for interactive 3D face modeling and editing. It takes 3D face scans as examples in order to exploit the variations presented in the real faces of individuals. The system automatically learns a model prior from the data-sets of example meshes of facial features using principal component analysis (PCA) and uses it to regulate the naturalness of synthesized faces. For each facial feature, we compute a set of anthropometric measurements to parameterize the example meshes into a measurement space. Using PCA coefficients as a compact shape representation, we formulate the face modeling problem in a scattered data interpolation framework which takes the user-specified anthropometric parameters as input. Solving the interpolation problem in a reduced subspace allows us to generate a natural face shape that satisfies the user-specified constraints. At runtime, the new face shape can be generated at an interactive rate. We demonstrate the utility of our method by presenting several applications, including analysis of facial features of subjects in different race groups, facial feature transfer, and adapting face models to a particular population group.

Highlights

  • One of the most challenging tasks in graphics modeling is to build an interactive system that allows users to model varied, realistic geometric models of human faces quickly and

  • The system automatically learns a statistical model from example meshes of facial features and enforces it as a prior to generate/edit the face model

  • We parameterize the feature shape examples using a set of anthropometric measurements, projecting them into the measurement spaces

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Summary

Introduction

One of the most challenging tasks in graphics modeling is to build an interactive system that allows users to model varied, realistic geometric models of human faces quickly and . Some authoring tools for character modeling and animation are available (e.g., Maya [1], Poser [2], DazStudio [3], PeoplePutty [4]) In these systems, deformation settings are specified manually over the range of possible deformation for hundreds of vertices in order to achieve desired results. The desire is to create an encapsulated model that can generate a wide range of faces based on a small set of input parameters. They provide full control over the result, including the ability to produce cartoon effects and the high efficiency of geometric manipulation. The choice of the parameter set depends on the face mesh topology and the manual association of a group of vertices to a specific parameter is required

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