Title: Face Synthesis
1Face Synthesis
2Outline
- Face Synthesis
- From Modeling to Synthesis
- Facial Expression Synthesis
- Conclusions
3Face Synthesis
- How to synthesize photorealistic images of human
faces has been a fascinating yet difficult
problem in computer graphics. - Here, the term face synthesis refers to
synthesis of still images as well as synthesis of
facial animations. - For example, the technique of synthesizing facial
expression images can be directly used for
generating facial animations, and most of the
facial animation systems involve the synthesis of
still images.
4Face Synthesis
- Face synthesis has many interesting applications.
- In the film industry, people would like to create
virtual human characters that are
indistinguishable from the real ones. - In games, people have been trying to create human
characters that are interactive and realistic. - There are commercially available products that
allow people to create realistic looking avatars
that can be used in chatting rooms, e-mails,
greeting cards, and teleconferencing. - Many human-machine dialog systems use
realistic-looking human faces as visual
representation of the computer agent that
interacts with the human user.
5Face Modeling from an Image Sequence
- Face modeling
- image matching,
- structure from motion,
- and model fitting.
- First, two or three relatively frontal views are
selected, and some - image matching algorithms are used to compute
point - correspondences. Point correspondences are
computed either by using dense matching
techniques such as optimal flow or feature-based
corner matching. - Second, one needs to compute the head motion and
the 3D - structures of the tracked points.
- Finally, a face model is fitted to the
reconstructed 3D points. People have used
different types of face model representations
including parametric surfaces, linear face scans,
and linear deformation vectors.
6Face Modeling from an Image Sequence
- Liu et al. developed a face modeling system that
allows an untrained user - with a personal computer and an ordinary video
camera to create an - instantly animate his or her face model.
- After the matching is done, they used both the
corner points from the - image matching and the five feature points
clicked by the user to estimate - the camera motion.
7Face Modeling from an Image Sequence
- Shan et al. proposed an algorithm, called
model-based bundle - adjustment, that combines the motion estimation
and model fitting - into a single formulation. Their main idea was to
directly use the - model space as a search space.
8Face Modeling from an Image Sequence
On the top are the front views, and on the bottom
are the side views. On each row, the one in the
middle is the ground truth, on the left is the
result from the traditional bundle adjustment,
and on the right is the result from the
model-based bundle adjustment. The result of
the model-based bundle adjustment is much closer
to the ground truth mesh.
9Face Modeling from 2 Orthogonal Views
- A number of researchers have proposed that we
create face models from two orthogonal views one
frontal view and one side view. - The frontal view provides the information
relative to the horizontal and vertical axis, and
the side view provides depth information. - The user needs to manually mark a number of
feature points on - both images. The feature points are typically the
points around the face features, including
eyebrows, eyes, nose and mouth. The more feature
points, the better the model, but one needs to
balance between the amount of manual work
required from the user and the quality of the
model.
10Face Modeling from a Single Image
- Liu developed a fully automatic system to
construct 3D face models from a single frontal
image. - They first used a face detection algorithm to
find a face and then a feature alignment
algorithm to find face features. By assuming an
orthogonal projection, they fit a 3D face model
by using the linear space of face geometries.
Given that there are existing face detection and
feature alignment systems, implementing this
system is simple. - The main drawback of this system is that the
depth of the reconstructed model is in general
not accurate. For small head rotations, however,
the model is recognizable.
11Example of model generation
Figure (top) shows an example where the left is
the input image and the right is the feature
alignment result. Figure (middle) shows the
different views of the reconstructed 3D model.
Figure (bottom) shows the results of making
expressions for the reconstructed face model.
12Outline
- Face Synthesis
- Face Modeling
- Facial Expression Synthesis
- Conclusions
13Facial Expression Synthesis
- Physically Based Facial Expression Synthesis
- One of the early physically based approaches is
the work by Badler and Platt, who used a mass and
spring model to simulate the skin. They
introduced a set of muscles. Each muscle is
attached to a number of vertices of the skin
mesh. When the muscle contracts, it generates
forces on the skin vertices, thereby deforming
the skin mesh. A user generates facial
expressions by controlling the muscle actions. - Waters introduced two types of muscles linear
and sphincter. The lips and eye regions are
better modeled by the sphincter muscles. To gain
better control, they defined an influence zone
for each muscle so the influence of a muscle
diminishes as the vertices are farther away from
the muscle attachment point. - Morph_Based Facial Expression Synthesis
- Given a set of 2D or 3D expressions, one could
blend these expressions to generate new
expressions. This technique is called morphing or
interpolation. This technique was first reported
in Parkes pioneer work. Beier and Neely
developed a feature-based image morphing
technique to blend 2D images of facial
expressions. Bregler et al. applied the morphing
technique to mouth regions to generate lip-synch
animations.
14Facial Expression Synthesis
- Expression Mapping
- Expression mapping (also called
performance-driven animation) has been a popular
technique for generating realistic facial
expressions. This technique applies to both 2D
and 3D cases. Given an image of a persons
neutral face and another image of the same
persons face with an expression, the positions
of the face features (e.g. eyes, eyebrows,
mouths) on both images are located either
manually or through some automated method. - Noh and Neumann developed a technique to
automatically find a correspondence between two
face meshes based on a small number of
user-specified correspondences. They also
developed a new motion mapping technique. Instead
of directly mapping the vertex difference, this
technique adjusts both the direction and
magnitude of the motion vector based on the local
geometries of the source and target model. - Liu et al. proposed a technique to map one
persons facial expression details to a different
person. Facial expression details are subtle
changes in illumination and appearance due to
skin deformations. The expression details are
important visual cues, but they are difficult to
model.
15Facial Expression Synthesis
Expression ratio image. Left neutral face.
Middle expression face. Right expression Ratio
image. The ratios of the RGB components are
converted to colors for display purpose.
Mapping a smile to Mona Lisas face. Left
neutral face. Middle result from geometric
warping. Right result from ERI.
16Geometry-Driven Expression Synthesis
Mapping expressions to statues. A. Left original
statue. Right result from ERI. B. Left another
statue. Right result from ERI (Z. Zhang, MSR).
17Geometry-Driven Expression Synthesis
- To increase the space of all possible
expressions, the face is - subdivided into a number of subregions. For each
subregion, the - geometry associated with the subregion is used to
compute the - subregion texture image. The final expression is
then obtained by - blending these subregion images together. The
figure is an - overview of the system.
Geometry-driven expression synthesis system.
18Geometry-Driven Expression Synthesis
- The function MotionPropagationFeaturePointSet is
defined as - follows
19Geometry-Driven Expression Synthesis
a. Feature points. b. Face region subdivision
20Geometry-Driven Expression Synthesis
Example images of the male subject.
21Geometry-Driven Expression Synthesis
- In addition to expression mapping,
- Zhang et al. applied their
- techniques to expression editing.
- They developed an interactive
- expression editing system that
- allows a user to drag a face
- feature point, and the system
- interactively displays the resulting
- image with expression details.
- The figure shows some of the
- expressions generated by the
- expression editing system.
Expressions generated by the expression editing
system.
223D synthesis
Generic face mesh
Placement of Control Points
Sibson Coordinates Computation
Deformation With Control points
Target pictures
23System Description
- Placement of Control Points
- Very important for the final synthesis result
- Only the vertices inside are deformable
- How many points?
- Where to put those points?
- Important features must be controlled in a
specific way (such as the corners of the eyes,
the nose, the mouth etc..) - Include as many facial vertices as possible
- Acceptable to be pointed out manually
- Computational expenses
-
24System Description
18 control points the fewest number to indicate
those importance features, such as eyes,
eyebrows, nose, mouth etc..
25System Description
28 morphing zones Advantages increase
computational efficiency local morphing
effects preventing incorrect deformation
effects from other areas
26 System Description
What we know? The original 3D control points
position in the generic face mesh What we
get? The displacement of these control points
27System Description
Sibson Coordinates Computation DFFD
displacement relation
In order to strengthen or alleviate the
displacement effects from different Sibson
neighbors, different weights wi to Sibson
coordinates. Final Weighted DFFD relation is
28System Description
2D Sibson Coordinates Computation
3D Sibson Coordinates Computation
29System Description
Deformation With Control points
30Synthesis Results
Implement in Matlab Input images, generic face
mesh, texture all from FaceGen platform Generic
face mesh 7177 vertices, 6179 facets Input Image
size 400x477 pixels, 96dpi Experiments on Intel
Pentium 4 CPU 2.0 GHz with 256MB of RAM 180s
31Synthesis Results
32Conclusions for Face Synthesis
- One problem is how to generate face models with
fine geometric details. Many 3D face modeling
techniques use some type of model space to
constrain the search, thereby improving the
robustness. The resulting face models in general
do not have the geometric details, such as
creases and wrinkles. Geometric details are
important visual cues for human perception. With
geometric details, the models look more
realistic and for personalized face models, they
look more recognizable to human users. Geometric
details can potentially improve computer face
recognition performance as well. - Another problem is how to handle non-Lambertian
reflections. The reflection of human face skin is
approximately specular when the angle between the
view direction and lighting direction is close to
900. Therefore, given any face image, it is
likely that there are some points on the face
whose reflection is not Lambertian. It is
desirable to identify the non-Lambertian
reflections and use different techniques for them
during relighting. - How to handle facial expressions in face modeling
and face relighting is another interesting
problem. Can we reconstruct 3D face models from
expression images? One would need a way to
identify and undo the skin deformations caused by
the expression. To apply face relighting
techniques on expression face images, we would
need to know the 3d geometry of the expression
face to generate correct illumination for the
areas with strong deformations.
33Future Work
- Conclusion A method for 3D facial model
synthesis is proposed. With two orthogonal views
of an individual face image as the input, 18
feature points are defined on the two images.
Then, a Voronoi based interpolation technique,
DFFDs, is utilized to deform a generic face mesh
to fit the input face images. With the
synthesized facial models, the same animation
technique can be used to generate individual
facial animation. - Future work
- 1. Increase control points number, automate
feature points extraction - image segmentation, edge detection
techniques etc.. - 2. Analyze real facial expression video data,
construct a common - facial expression database to drive the
animation
34References
- S. Z. Li and A. K. Jain. Handbook of Face
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gabor-wavelet-based facial action unit
recognition in image sequences of increasing
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automatic face and gesture recognition, 2002 - Z. Wen and T. Huang. Capturing subtle facial
motions in 3D face tracking. In Proc. Of Int.
Conf. On Computer Vision, 2003 - J. Xiao, T. Kanade, and J. Cohn. Robust full
motion recovery of head dynamic templates and
registration techniques. In Proc. Of Int. Conf.
On automatic face and gesture recognition, 2002 - Z. Liu. A fully automatic system to model faces
from a single image. Microsoft research
technical report, 2003 - Z. Liu, Y. Shan, and Z. Zhang. Expressive
expression mapping with ratio images. In Siggraph
2001 - Q. Zhang, Z. Liu, B. Guo, and H. Shum.
Geometry-driven photorealistic facial expression
synthesis. In SCA 2003.