Snapshots and Movies

Overview:

  1. Geometry-based Muscle Modeling for Facial Animation (June 2001)
  2. Face to Face: From Real Humans to Realistic Facial Animation (Oct 2001)
  3. Texturing Faces (May 2002)
  4. Automatic Generation of Subdivision Surface Head Models from Point Cloud Data (May 2002)
  5. Automatic Generation of Non-Verbal Facial Expressions from Speech (July 2002)
  6. Head shop: Generating animated head models with anatomical structure (July 2002)
  7. "May I talk to you? :-)" - Facial Animation from Text (October 2002)
  8. Reanimating the Dead: Reconstruction of Expressive Faces from Skull Data (July 2003)

The video clips you find here document the progress of our facial modeling and animation system. You may freely use the movies for research and for demonstration purposes, as long as the source is properly referenced. Commercial use is, of course, prohibited.

We have tried to provide a variety of file formats and quality settings to enable playback on a wide range of machines with different software. Compression ratios vary a lot between formats, and some of the files are quite big, even when restricting to a minimum of visual quality. Please be aware of this if you have a slow network link, such as a modem.


Geometry-based Muscle Modeling for Facial Animation

This movie demonstrates the features of our geometry-based muscle modeling tool (PDF paper):

  full movie (avi, 46.8 MB) , for lower quality version (avi, 27.7 MB) click here

For previewing or slow connections, you might consider downloading the movie in separate parts and/or lower quality:

part 1: components part 2: muscle editing part 3: transferring muscles part 4: animations
high quality (10.9 MB) high quality (18.5 MB) high quality (9.2 MB) high quality (7.9 MB)
preview quality (6.4 MB) preview quality (10.8 MB) preview quality (5.5 MB) preview quality (4.7 MB)

All movie files are in AVI format with audio and a resolution of 256x256 pixels.

Here is a short description of what is demonstrated in each part (this is pretty much a transcript of the speech track in the movie).

Part 1: Head model components

To create an animatable model from an individual face, we acquire its geometry using a range scanner. Several photographs are taken from different viewing angles. A textured triangle mesh is generated, in the example shown with 3000 polygons. The model also includes a skull. Skin regions are automatically attached to the fixed part of the bone structure or to the rotating mandible. Several components that cannot be obtained by scanning are modeled as separate components, in particular eyes, teeth and tongue. Our approach also handles synthetic data. As an example, we have prepared a triangle mesh consisting of fourteen thousand polygons from the Stanford dragon data set. It was created by cutting off the head from the original triangle mesh and applying a mesh simplification algorithm. The skull mesh was in this case created by computing an offset surface and deleting those parts that don't correspond to bony tissue. Since tongue and teeth are already in the model, the only additional part is a pair of eyes.

Part 2: Interactive muscle editing

In our interactive edting tool, muscle outlines are simply sketched onto the surface of the mesh. The actual muscle shape is then adapted to the local geometry, so that the muscle follows the curvature of the surface and will flow over the skull when contracted. Sphincter muscles are created in a similar fashion, only an additional center of contraction has to be specified. Muscle outlines can be re-edited in several ways for fine-tuning muscle shape.

Part 3: Transferring muscles to another head model

Since manual creation of a complete set of facial muscles still takes considerable time, we have devised a simple method to transfer an existing muscle set from one head to another, if both of these share a common skull model. In an interactive fitting procedure, the skull model for a new head (the female shown in the clip) is placed into the skin mesh and deformed using affine transformations. The transformation from the skull of the original model to the skull of the new model is now applied to the original muscle set. Note that only the muscle outlines are transferred in this way, so adaptation of the muscle shape to the local geometry of the new head is performed as before. The resulting transferred muscle layout usually still needs some editing - in the order of a few minutes - to accomodate for individual traits in the new face, e.g. mouth shape.

Part 4: Animations of two human heads and the Stanford dragon

These animations have been produced by linear blending of muscle contraction parameters (plus jaw and eyelid movement) between expressions. A mass-spring system simulates skin deformation due to muscle contraction and jaw rotation. All animations have been recorded in real-time from a 1GHz Linux-PC. Since the muscle set for the female head was transferred from the male head (as demonstrated in part three), we can use exactly the same animation parameters to reproduce animated expressions - without additional re-touching. While this method obviously does not consider the many individual nuances of facial expression, the expressions are of similar quality on both models.


Face to Face: From Real Humans to Realistic Facial Animation

This movie demonstrates our facial animation system and shows some speech synchronized facial animations (PDF paper).

codec resolution
AVI: DivX 4.12 256x256 (11.4 MB)
AVI: DivX 4.12 512x512 (39.3 MB)
AVI: Indeo 5.1 256x256 (19.1 MB)
QuickTime: Sorensen 256x256 (23.0 MB)
MPEG 2 256x256 (100.0 MB)

Please choose the file format / codec that works best on your system. All movies have audio and a framerate of 25 fps.


Texturing Faces

We present a number of techniques to facilitate the generation of textures for facial modeling. In particular, we address the generation of facial skin textures from uncalibrated input photographs as well as the creation of individual textures for facial components such as eyes or teeth. Apart from an initial feature point selection for the skin texturing, all our methods work fully automatically without any user interaction. The resulting textures show a high quality and are suitable for both photo-realistic and real-time facial animation (PDF paper).


Automatic Generation of Subdivision Surface Head Models from Point Cloud Data

(PDF paper) coming up soon...


Automatic Generation of Non-Verbal Facial Expressions from Speech

The movie shows a speech synchronized facial animation. In the first part of the movie, only mouth movements have been generated automatically from the speech signal (see also Speech Synchronization for Physics-based Facial Animation). The second part of the movie includes additional non-verbal facial expressions that have been generated automatically from the speech signal in accordance to the results from a paralinguistic analysis (PDF paper).

codec movie
AVI: DivX 4.12 high quality (6.4 MB)
AVI: Indeo 5.1 high quality (18.7 MB)
AVI: Indeo 5.1 preview quality (8.5 MB)
QuickTime: Sorensen high quality (24.6 MB)
QuickTime: Sorensen preview quality (12.0 MB)
MPEG 2 high quality (74.6 MB)
MPEG 2 preview quality (37.3 MB)

Please choose the file format / codec that works best on your system. All movies have audio and a resolution of 496x496 pixels at 25 fps. The preview versions exhibit higher compression artifacts than the high quality movies.

This is a transcript of the spoken text that has been used to create the animations:

Hello! I'm a talking head, and all my movements have been generated fully automatically from the speech signal.
What could I tell you? - Oh yes, I'm a source of wisdom and I'll let you share my knowledge:

How happy is the little stone,
that rambles in the road alone,
and never cares about careers,
and exigencies never fears.

I CAN ALSO SHOUT! Could you hear me?


Head shop: Generating animated head models with anatomical structure

Here, the focus is on deformation of an animatable, structured head model. This is used for adaptation of a generic head template to range scan data, and for simulation of growth and aging. The video explains the head model structure and the creation of individual models via this deformation technique (PDF paper).

codec movie
AVI: DivX 4.12 high quality (12 MB)


"May I talk to you? :-)" - Facial Animation from Text

In this work, we combined a state-of-the-art text-to-speech (TtS) synthesis component with our facial animation system. The TtS synthesis component performs linguistic analysis of the text input and creates a speech signal from phonetic and intonation information. The phonetic transcription is additionally used to drive a speech synchronization method for the physically based facial animation. Further high-level information from the linguistic analysis such as different types of accents or pauses as well as the type of the sentence is used to generate non-verbal speech-related facial expressions such as movement of head, eyes, and eyebrows or voluntary eye blinks (PDF paper).

codec movie
AVI: DivX 5.01 512x480, 25fps (9 MB)
AVI: Indeo 5.1 512x480, 25fps (22.7 MB)
QuickTime: Sorensen 512x480, 25fps (28.3 MB)
MPEG 2 512x480, 25fps (47.3 MB)


Reanimating the Dead: Reconstruction of Expressive Faces from Skull Data

Facial reconstruction for postmortem identification of humans from their skeletal remains is a challenging and fascinating part of forensic art. The former look of a face can be approximated by predicting and modeling the layers of tissue on the skull. This work is as of today carried out solely by physical sculpting with clay, where experienced artists invest up to hundreds of hours to craft a reconstructed face model. Remarkably, one of the most popular tissue reconstruction methods bears many resemblances with surface fitting techniques used in computer graphics, thus suggesting the possibility of a transfer of the manual approach to the computer. In this paper, we present a facial reconstruction approach that fits an anatomy-based virtual head model, incorporating skin and muscles, to a scanned skull using statistical data on skull / tissue relationships. The approach has many advantages over the traditional process: a reconstruction can be completed in about an hour from acquired skull data; also, variations such as a slender or a more obese build of the modeled individual are easily created. Last not least, by matching not only skin geometry but also virtual muscle layers, an animatable head model is generated that can be used to form facial expressions beyond the neutral face typically used in physical reconstructions (PDF paper).

codec movie
AVI: DivX 5.01 720x480, 25fps (49 MB)
AVI: Indeo 5.1 720x480, 25fps (203 MB)
MPEG 2 720x480, 25fps (266 MB)
Quicktime: Sorensen 720x480, 25fps (270 MB)


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