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Integrating Speech Synthesis and Emotional Variations with Dynamic 3D Facial Expressions using Simul

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Title: Integrating Speech Synthesis and Emotional Variations with Dynamic 3D Facial Expressions using Simul


1
Integrating Speech Synthesis and Emotional
Variations with Dynamic 3D Facial Expressions
using Simulation of Anatomical Muscles
  • by
  • Youssef Hijazi
  • Committee Members
  • Dr. Arvind Bansal (Chair)
  • Dr. Cheng-Chang Lu
  • Dr. Paul Wang

2
Motivation
  • Facial expressions form the major modality in
    human communication.
  • Although it takes little effort for humans to
    recognize facial expressions, it is rather
    difficult to develop an automated system to do
    such task.
  • The major issue is the lack of detailed
    mathematical integration of constrained muscle
    movement, constrained skull movement, and skin
    deformations.
  • Application
  • -Medicine Facial tissue surgical simulation
  • -Teleconferencing Transmitting receiving
    facial images
  • -Game industry Realistic games
  • -Media and art Movies A bugs life, The
    Mummy

3
Previous Work
  • image manipulation
  • Image morphing
  • -It restricts by the number of input
    images
  • video sequences
  • -It is difficult to ensure smooth
    transitions between these V.sequences
  • geometry manipulation
  • geometric interpolations
  • -Combinations of independent face
    motions are difficult to produce
  • parameterizations
  • - rarely produces human expressions when
    a conflict between parameters occurs
  • muscle based modeling
  • - It has improved realism, but they do
    not capture interaction of all the muscles,,
    Skelton movement, and skin deformations.

4
Facial Action Coding System
  • FACS is a set of all possible basic actions
    performable on the human face. An action unit
    (AU) is a single action or movement for the face

5
This Research
  • A new XML based language FEML (Facial Expression
    Markup Language) has been developed that
    integrates the emotion with the speech. that is
    suitable for tele-presence
  • The 3D facial simulating a detailed anatomical
    model that integrates the constrained muscle
    movement does reconstruction, bone movement, and
    skin movement.
  • the whole speech file and the image of the
    announcer is downloaded from the server end, and
    displayed at the client end.
  • Facial expression synthesis has been modeled as a
    weighted combination of the contraction of a set
    of typical facial muscles.
  • The idea is to build multi-layer structure
    involving trusses, springs, and 3D meshes to
    simulate the dynamic behavior of different types
    of muscles and soft tissue needed to show the
    emotions and visemes.
  • Language used MS Visual C 7.0 using
    Text-tospeech conversion

6
Contributions
  • A new multilayered approach based upon the
    integration of finite elements and trusses has
    been developed to model 3D facial expressions.
  • The use of 2D trusses to model sheet muscles
    improves realism as muscles contract in all the
    direction when the force is applied.
  • An XML based markup language has been developed
    for transmitting facial expressions and speech
    over the Internet.
  • The system supports smooth transition from one
    emotion to another emotion, and also supports
    blending of two emotions.
  • The system supports limited variations in speech
    tone and length with emotions.
  • Multiple faces can be superimposed automatically.

7
Multimedia Transmission over the Internet
  • Multimedia transmission requires representing an
    animation as a sequence of frames where each
    frame contains multiple objects
  • buffering is needed at the server end to avoid
    disk access delay
  • delay and the client end to reduce jitters caused
    by bandwidth variations in the transmission line
    and queuing delays
  • Jitter caused either by loss of frame, or the
    delay in rendering of frames, or the lack of
    synchronization

8
3D Representation of Object
  • Modeling The modeling is described as shaping
    individual objects that are later used in the
    scene.
  • Scene layout setup Scene setup involves
    arranging virtual objects, lights, cameras and
    other entities on a scene which will later be
    used to produce a still image or an animation
  • meshes The process of transforming
    representations of objects
  • Rendering It is the final process of creating
    the actual image or animation from the prepared
    scene

9
Text-to-Speech Generation
  • The user inputs text that is automatically
    translated into the corresponding phonetic
    symbols
  • After receiving the sequence of phonemes, viseme
    table is looked up to find out the mouth
    deformation
  • Animation is produced by interpolating between
    the visemes
  • The two processes of phoneme to sound conversion
    and face visualization are launched
    simultaneously to synchronize the face movement
    with the sound

10
Facial Muscles and their Coordination
11
Muscle types
  • Linear/parallel muscle It has a linear shape. It
    has a common emergence point (fixed point) in
    bone and another end pulls the facial tissue and
    skin in a linear and angular direction.
  • Sphincter muscle These muscles have ellipsoid
    shape, Both the origin and the insertion point
    attaches to the skin, and contracts around a
    virtual center
  • Sheet muscle There are multiple fibers with no
    localized fixed point. Sheet muscles can be
    rectangular or triangular. The fiber bundle
    stretches or contracts non-uniformly along two
    axis

12
Elastic Bodies and Tensors
  • Stress is defined as force per unit area. It has
    the same units as pressure.
  • Strain is defined as the amount of deformation an
    object experiences compared to its original size
    and shape.
  • Elastic material deforms under stress but returns
    to its original size and shape when the stress is
    released.
  • A truss is a slender member that can support an
    axial load. The axial members connected by pin
    joints that restrict the translation at the
    constrained node but allow free rotation in any
    direction

13
Finite elements method
  • The finite element method is a numerical
    techniques to solve complex set of differential
    equations involving complicated geometries where
    it is generally not possible to obtain an
    analytical mathematical solution.
  • ?F K ? U.
  • The stiffness matrix K is a function of the
    geometry of the member.
  • The displacements are calculated using the
    relationship above

14
XML ? EXtensible Markup Language
  • XML is a markup language used for complex
    structures using user defined tags in a flat
    textual form.
  • The Document Object Model is a platform- and
    language-neutral interface that allows programs
    and scripts to dynamically access and update the
    content, structure and style of documents.
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