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Computer facial animation is primarily an area of computer graphics that encapsulates models and techniques for generating and animating images of the human head and face. Due to its subject and output type, it is also related to many other scientific and artistic fields from psychology to traditional animation. The importance of human faces in verbal and non-verbal communication and advances in computer graphics hardware and software have caused considerable scientific, technological, and artistic interests in computer facial animation. Talking head is slang for interview footage shot in a locked down medium shot of the subjects head and shoulders. ...
Computer graphics (CG) is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world. ...
A human head In anatomy, the head of an animal is the anterior part (from anatomical position) that comprises the mouth, the brain and various sensory organs (e. ...
The face of Leonardo da Vincis Mona Lisa, one of the most recognized faces in the world The face is the front part of the human head from forehead to chin including the head, hair, forehead, eyebrow, eyes, nose, cheek, mouth, lips, teeth, skin, and chin. ...
Auguste Rodins The Thinker, bronze cast by Alexis Rudier, Laeken Cemetery, Brussels, Belgium. ...
12 frames per second is the typical rate for an animated cartoon. ...
The face of Leonardo da Vincis Mona Lisa, one of the most recognized faces in the world The face is the front part of the human head from forehead to chin including the head, hair, forehead, eyebrow, eyes, nose, cheek, mouth, lips, teeth, skin, and chin. ...
Communication is the process of exchanging information, usually via a common protocol. ...
Computer graphics (CG) is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world. ...
Hardware is the general term that is used to describe physical artifacts of a technology. ...
Computer software (or simply software) refers to one or more computer programs and data held in the storage of a computer for some purpose. ...
Although development of computer graphics methods for facial animation started in the early 1970s, major achievements in this field are more recent and happened since the late 1980s. Computer graphics (CG) is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world. ...
The 1970s decade refers to the years from 1970 to 1979, inclusive. ...
The 1980s decade refers to the years from 1980 to 1989, inclusive. ...
Computer facial animation includes a variety of techniques from morphing to three-dimensional modeling and rendering. It has become well-known and popular through animated feature films and computer games but its applications include many more areas such as communication, education, scientific simulation, and agent-based systems (for example online customer service representatives). Morphing is a special effect in motion pictures and animations that changes (or morphs) one image into another through a seamless transition. ...
Model may refer to more than one thing : For models in society, art, fashion, and cosmetics, see; role model model (person) supermodel figure drawing modeling section In science and technology, a model (abstract) is understood as an abstract or theoretical representation of a phenomenon,see; geologic modeling model (economics) model...
Rendering has several different usages: Rendering (computer graphics) is the process of producing the pixels of an image from a higher-level description of its components. ...
Film refers to the celluloid media on which movies are printed. ...
This article needs a complete rewrite for the reasons listed on the talk page. ...
Communication is the process of exchanging information, usually via a common protocol. ...
A simulation is an imitation of some real device or state of affairs. ...
In computer science, a software agent is software that acts as an agent for another as in a relationship of agency. ...
History
Human facial expression has been the subject of scientific investigation for more than one hundred years. Study of facial movements and expressions started from a biological point of view. After some older investigations, i.e. by John Bulwer in late 1640s, Charles Darwin’s book The Expression of the Emotions in Men and Animals can be considered a major departure for modern research in behavioural biology. Photographs from the 1862 book Mécanisme de la Physionomie Humaine by Guillaume Duchenne. ...
Events and Trends The personal union of the crowns of Spain and Portugal ends due to a revolution in the latter (1640). ...
In his lifetime Charles Darwin gained international fame as an influential scientist examining controversial topics. ...
Biology is the branch of science dealing with the study of life. ...
More recently, one of the most important attempts to describe facial activities (movements) was Facial Action Coding System (FACS). Introduced by Ekman and Friesen in 1978, FACS defines 64 basic facial Action Units (AUs). A major group of these Action Units represent primitive movements of facial muscles in actions such as raising brows, winking, and talking. Eight AUs are for 3D head movements, i.e. turning and tilting left and right and going up, down, forward and backward. FACS has been successfully used for describing desired movements of synthetic faces and also in tracking facial activities. Facial Action Coding System (FACS) is a system originally developed by Paul Ekman and Wallace Friesen in 1976, to taxonomize every conceivable human facial expression. ...
Paul Ekman (born 1934) was born in Washington, DC and grew up in Newark, New Jersey, Washington, Oregon, and southern California. ...
1978 (MCMLXXVIII in Roman) was a common year starting on Sunday (the link is to a full 1978 calendar). ...
The initials FACS can stand for more than one thing: Facial Action Coding System, an acronym which indicates a procedure to analyse human face expressions Fellow of the American College of Surgeons Fluorescent-activated cell sorting Formal Aspects of Computing Science, a British Computer Society Specialist Group Family and consumer...
Computer based facial expression modeling and animation is not a new endeavor. The earliest work with computer based facial representation was done in the early 1970s. The first three-dimensional facial animation was created by Parke in 1972. In 1973, Gillenson developed an interactive system to assemble and edit line drawn facial images. And in 1974, Parke developed a parameterized three-dimensional facial model. 12 frames per second is the typical rate for an animated cartoon. ...
The 1970s decade refers to the years from 1970 to 1979, inclusive. ...
1972 (MCMLXXII) was a leap year that started on a Tuesday. ...
1973 (MCMLXXIII) was a common year starting on Monday. ...
1974 (MCMLXXIV in Roman) is a common year starting on Tuesday (click on link for calendar). ...
The early 1980s saw the development of the first physically-based muscle-controlled face model by Platt and the development of techniques for facial caricatures by Brennan. In 1985, the short animated film ``Tony de Peltrie’’ was a landmark for facial animation. In it for the first time computer facial expression and speech animation were a fundamental part of telling the story. The 1980s decade refers to the years from 1980 to 1989, inclusive. ...
This article is about the year. ...
The late 1980s saw the development of a new muscle-based model by Waters, the development of an abstract muscle action model by Magnenat-Thalmann and colleagues, and approaches to automatic speech synchronization by Lewis and by Hill. The 1990s have seen increasing activity in the development of facial animation techniques and the use of computer facial animation as a key storytelling component as illustrated in animated films such as Toy Story, Antz, Shrek, and Monsters, Inc, and computer games such as Sims. Digital manipulation of photographs in order to create animations also advanced in this period, as illustrated by the popularity of videos based on morphing. The 1980s decade refers to the years from 1980 to 1989, inclusive. ...
The 1990s decade refers to the years from 1990 to 1999, inclusive. ...
Toy Story is a computer-generated imagery (CGI) animation film produced by Pixar Animation Studios and released by Walt Disney Pictures and Buena Vista Distribution in the United States on November 22, 1995, and the United Kingdom on 22 March 1996. ...
Antz is a computer animated film produced by DreamWorks, released in 1998. ...
Shrek is a computer-animated movie adaptation of William Steigs 1990 fairy tale picture-book of the same name. ...
Monsters, Inc. ...
This article needs a complete rewrite for the reasons listed on the talk page. ...
The Sims, a strategy/simulation computer game Secondary Ionisation (SIMS), a type of mass spectrometry This is a disambiguation page — a navigational aid which lists other pages that might otherwise share the same title. ...
Morphing is a special effect in motion pictures and animations that changes (or morphs) one image into another through a seamless transition. ...
Techniques 3D Three-dimensional head models provide the most powerful means of generating computer facial animation. One of the earliest works on computerized head models for graphics and animation was done by Parke. The model was a mesh of 3D points controlled by a set of conformation and expression parameters. The former group controls the relative location of facial feature points such as eye and lip corners. Changing these parameters can re-shape a base model to create new heads. The latter group of parameters (expression) are facial actions that can be performed on face such as stretching lips or closing eyes. This model was extended by other researchers to include more facial features and add more flexibility. Different methods for initializing such “generic” model based on individual (3D or 2D) data have been proposed and successfully implemented. The parameterized models are effective ways due to use of limited parameters, associated to main facial feature points. The MPEG-4 standard defines a minimum set of parameters for facial animation [1]. A human head In anatomy, the head of an animal is the anterior part (from anatomical position) that comprises the mouth, the brain and various sensory organs (e. ...
Graphics are visual presentations on some surface such as a wall, canvas, computer screen, paper or stone to inform, illustrate or entertain. ...
12 frames per second is the typical rate for an animated cartoon. ...
A mesh is similar to fabric or a web in that it has many connected or weaved pieces. ...
To meet Wikipedias quality standards, this article or section may require cleanup. ...
A womans lips with various kinds of lipstick applied. ...
Facial Action Coding System (FACS) is a system originally developed by Paul Ekman and Wallace Friesen in 1976, to taxonomize every conceivable human facial expression. ...
MPEG-4, introduced in late 1998, is the designation for a group of audio and video coding standards and related technology agreed upon by the ISO/IEC Moving Picture Experts Group (MPEG). ...
Animation is done by changing parameters over time. As illustrated in 3D mesh figure, changing a parameter moves a feature point and also points belonging to certain near regions. This figure also shows the use of a high-resolution mesh and realistic texture, compared to original Parke model. 12 frames per second is the typical rate for an animated cartoon. ...
A mesh is similar to fabric or a web in that it has many connected or weaved pieces. ...
A mesh is similar to fabric or a web in that it has many connected or weaved pieces. ...
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Physically-based head models form another approach in modeling the head and face. Here the physical and anatomical characteristics of bones, tissues, and skin are simulated to provide a realistic appearance (e.g. spring-like elasticity). Such methods can be very powerful for creating realism but the complexity of facial structures make them (1) computationally expensive, and (2) usually not adequate enough. Considering the effectiveness of parameterized models for communicative purposes (as explained in the next section), it may be argued that physically-based models are not a very efficient choice in many applications. This does not deny the advantages of physically-based models and the fact that they can even be used within the context of parameterized models to provide local details when needed. Waters, Terzopoulos, Kahler, and Seidel (among others) have developed physically-based facial animation systems. A human head In anatomy, the head of an animal is the anterior part (from anatomical position) that comprises the mouth, the brain and various sensory organs (e. ...
The face of Leonardo da Vincis Mona Lisa, one of the most recognized faces in the world The face is the front part of the human head from forehead to chin including the head, hair, forehead, eyebrow, eyes, nose, cheek, mouth, lips, teeth, skin, and chin. ...
Anatomical drawing of the human muscles from the Encyclopédie. ...
Grays illustration of a human femur, a typically recognized bone. ...
Biological tissue is a substance made up of cells that perform a similar function. ...
Diagram of the layers of human skin In zootomy and dermatology, skin is an organ of the integumentary system composed of a layer of tissues that protect underlying muscles and organs. ...
2D Two-dimensional methods for facial animation are based on applying image transformation to existing photographs. The most common technique in 2D facial animation is morphing and its variations. Morphing involves a pair of images (morph source and morph target) and creating a series of in-between images that show a transition from source to target (interpolation). Morph source and morph target images are animation keyframes. In the case of facial animation, they can be visemes. A set of such images can allow animating a talking head as shown in the top row of 2D facial animation figure. A more complicated situation is when only one image (e.g. a rest position of face) exists. In such cases, image processing techniques can be used to first create the morph target (see the bottom row of the figure). Morphing is a special effect in motion pictures and animations that changes (or morphs) one image into another through a seamless transition. ...
Morphing is a special effect in motion pictures and animations that changes (or morphs) one image into another through a seamless transition. ...
In the mathematical subfield of numerical analysis, interpolation is a method of constructing new data points from a discrete set of known data points. ...
12 frames per second is the typical rate for an animated cartoon. ...
In animation, a key frame is a frame in an animated sequence of frames that was drawn or otherwise constructed directly by the user. ...
Talking head is slang for interview footage shot in a locked down medium shot of the subjects head and shoulders. ...
This article needs to be cleaned up to conform to a higher standard of quality. ...
Face Animation Languages Many face animation languages are used to describe the content of facial animation. They can be input to a compatible "player" software which then creates the requested actions. Face animation languages are closely related to other multimedia presentation languages such as SMIL and VRML. Due to the popularity and effectiveness of XML as a data representation mechanism, most face animation languages are XML-based. For instance, this is a sample from Virtual Human Markup Language (VHML): <vhml> <person disposition=”angry”> First I speak with an angry voice and look very angry, <surprised intensity=”50”> but suddenly I change to look more surprised. </surprised> </person> </vhml> Computer software (or simply software) refers to one or more computer programs and data held in the storage of a computer for some purpose. ...
Multimedia is the use of several different media to convey information (text, audio, graphics, animation, video, and interactivity). ...
SMIL (pronounced smile) is an abbreviation for the Synchronized Multimedia Integration Language. ...
VRML (Virtual Reality Modeling Language, usually pronounced vermal) is a standard file format for representing 3-dimensional (3D) interactive vector graphics, designed particularly with the World Wide Web in mind. ...
The Extensible Markup Language (XML) is a W3C-recommended general-purpose markup language for creating special-purpose markup languages, capable of describing many different kinds of data. ...
More advanced languages allow decision-making, event handling, and parallel and sequential actions. Following is an example from Face Modeling Language (FML): <fml> <act> <par> <hdmv type="yaw" value="15" begin="0" end="2000" /> <expr type="joy" value="-60" begin="0" end="2000" /> </par> <excl event_name="kbd" event_value="" repeat="kbd;F3_up" > <hdmv type="yaw" value="40" begin="0" end="2000" event_value="F1_up" /> <hdmv type="yaw" value="-40" begin="0" end="2000" event_value="F2_up" /> </excl> </act> </fml>
See also Computer graphics (CG) is the field of visual computing, where one utilizes computers both to generate visual images synthetically and to integrate or alter visual and spatial information sampled from the real world. ...
Computer animation is the art of creating moving images via the use of computers. ...
12 frames per second is the typical rate for an animated cartoon. ...
Photographs from the 1862 book Mécanisme de la Physionomie Humaine by Guillaume Duchenne. ...
Morphing is a special effect in motion pictures and animations that changes (or morphs) one image into another through a seamless transition. ...
External links - Computer Facial Animation, book by Frederick Parke and Keith Waters
- Talking Heads
- Animation of Synthetic Faces in MPEG-4
- iFACE
- MikeTalk
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