Dynamic Facial Textures and Synthesized Body Movement for Near-Videorealistic Speech with Gesture - PowerPoint PPT Presentation

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Dynamic Facial Textures and Synthesized Body Movement for Near-Videorealistic Speech with Gesture

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Dynamic Facial Textures and Synthesized Body Movement for Near-Videorealistic Speech with Gesture Richard Kennaway, Vincent Jennings, Barry Theobald, and Andrew Bangham – PowerPoint PPT presentation

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Title: Dynamic Facial Textures and Synthesized Body Movement for Near-Videorealistic Speech with Gesture


1
Dynamic Facial Textures and Synthesized Body
Movementfor Near-Videorealistic Speech with
Gesture
Richard Kennaway, Vincent Jennings, Barry
Theobald, and Andrew Bangham School of Computing
Sciences, University of East Anglia, Norwich NR4
7TJ, U.K. jrk,vjj,bjt,ab_at_cmp.uea.ac.uk
Dynamic textures for facial animation
Gesture notation for body animation
  • Static textures enhance the realism of static
    geometry.
  • Dynamic textures enhance the realism of
    moving geometry.

HamNoSys avatar-independent transcription
notation for sign languages, developed at the
University of Hamburg.
Left hand points up/out/left, at shoulder level,
to the left of the body head and eyegaze turn
left.
Automatic translation to animation data (joint
rotations) for a specific avatar, using a
description of the avatars static body geometry.
  • Use models to track face in training video
  • gives equivalent model parameters for each
    frame.
  • Build synthesis codebook
  • a continuous trajectory for each sentence
    passing through the model parameters for each
    frame.

Movement trajectories precomputed from a
simplified control model, for several different
sets of parameters.
Synthesis codebook built from training video
  • Record training video
  • one speaker, constant lighting, head-mounted
    camera for constant pose
  • video contains 279 sentences, containing 6315
    different triphone sequences.

Speech to face animation synthesis
  • Given a new phoneme sequence
  • extract sub-trajectories from original based on
    phonetic context
  • concatenate sub-trajectories and apply to PDM
    and SFAM
  • Build face model
  • Hand-label the significant points in a selection
    of images
  • Use principal components analysis (PCA) to build
    point distribution model (PDM)
  • Use PCA to build shape-free appearance model
    (SFAM) parameterises the variation of the
    texture map.

Body animation data can be generated at up to
1000 frames/second 2.5 of the time budget for
25 fps animation.
Further information and publications Visual
speech synthesis http//www.sys.uea.ac.uk/bjt/
Synthetic animation for sign language
http//www.visicast.sys.uea.ac.uk/
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