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Computer Animation ’91 PDF

250 Pages·1991·10.427 MB·English
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N adia Magnenat Thalmann Daniel Thalmann (Eds.) Computer · ation '91 With 164 Figures, Including 79 in Color Springer Japan KK Prof. NADIA MAGNENAT THALMANN MIRALab, Centre Universitaire d'Informatique University of Geneva 12, rue du Lac CH-1207 Geneva Switzerland Prof. DANIEL THALMANN Computer Graphics Lab. Swiss Federal Institute of Technology CH-lOIS Lausanne Switzerland Cover picture: Design: Arghyro Paouri Artistic and technical directors: Nadia Magnenat Thalmann and Daniel Thalmann Copyright: MIRALab, University of Geneva and Computer Graphics Lab., Swiss Federal Institute of Technology 1990 ISBN 978-4-431-66892-3 ISBN 978-4-431-66890-9 (eBook) DOI 10.1007/978-4-431-66890-9 This work is subject to copyright. All rights are reserved, whether the whole or part of the material is concerned, specifically the rights of translation, reprint ing, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in other ways, and storage in data banks. © Springer Japan 1991 Originally published by Springer-Verlag Tokyo in 1991 Softcover reprint of the hardcover 1s t edition 1991 The use of registered names, trademarks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. Preface This book contains invited papers and a selection of research papers submitted to Computer Animation '91, the third international work shop on Computer Animation, which was held in Geneva on May 22-24. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '91, the fourth Computer-generated Film Festival of Geneva, was held. The book presents original research results and applications experience of the various areas of computer animation. This year most papers are related to character animation, human animation, facial animation, and motion contro!. NAD IA MAGNENAT THALMANN DANIEL THALMANN v Table of Contents Part I: Facial Animation Contral Parameterization for Facial Animation F.I. PARKE ............. ................ ....... ....................................... 3 Linguistic Issues in Facial Animation C. PELACHAUD, N.!. BADLER, M. STEEDMAN ............................... 15 Facial Animation by Spatial Mapping E.C. PATTERSON, P.c. LITWINOWICZ, N. GREENE ......................... 31 A Transformation Method for Modeling and Animation of the Human Face fram Photographs T. KURlHARA, K. ARAI ............................................................ 45 Techniques for Realistic Facial Modeling and Animation D. TERZOPOULOS, K. WATERS ................................................... 59 Part ll: Human Modeling and Animation Generation of Human Motion with Emotion M. UNUMA, R. TAKEUCHI ..........•............................................. 77 Creating Realistic Three-Dimensional Human Shape Characters for Computer-Generated Films A. PAOURl, N. MAGNENATTHALMANN, D. THALMANN ................... 89 Design of Realistic Gaits for the Purpose of Animation N. VASlLONIKOLIDAKIS, G. J CLAPWORTHY ................................... 101 Planning Human Movement Through Computer Animation O. FAHLANDER, J. YNGVESSON, I. WALLIN .................................. 115 VII Part m: Systems and Languages for Motion Synthesis and Control Toward an Integrated Motion-Synthesis Environment S. AMKRAuT, M. GIRARD ......................................................... 131 MacBounce: A Dynamics-Based Modeler for Character Animation G. MILLER ........................................................................... 149 Animation Platform: A Data Management System for Modeling Moving Objects M.-W. LEE, T.L. KUNII .......................................................... 169 Tools for Artists M. BRET .............................................................................. 187 Part IV: Rendering Techniques for Animation Forest: An Interacting Tree Model for Visualizing Forest Formation Processes by Algorithmic Computer Animation - A Case Study of a Tropical Rain Forest T.L. KUNII, H. ENOMOTO ........................................................ 199 Dynamic Scenes Management for Animation with Ray-Tracing Rendering H. MAUREL, B. MOISAN, J.P. JESSEL, Y. DUTHEN, R. CAUBET 215 Utilizing Parallel Processing in Computer Animation F. VAN REETH, E. FLERACKERS ................................................. 227 Extensions of the Color-Cell-Compression-Algorithm M. PINS ............................................................................... 241 Author Index ....................................................................... 253 Keyword Index ..................................................................... 255 VIII Part I Facial Animation Control Parameterization for Facial Animation FREDERIC I. PARKE Abstract The control mechanisms currently used in facial animation are reviewed. It is argued that all currently used or anticipated facial animation control schemes should be viewed as parameterizations. The development of facial animation should be viewed as two independent activities; the development of "universal" control parameterizations and interfaces, and the development of optimal techniques to implement facial animation based on these parameterizations. The development of complete low level parameterizations enables the development of higher levels of control abstract ion. Several possible directions for facial animation research are discussed. Key Words: facial animation, animation control, parameterization 1. Introduction In recent years there has been considerable renewed interest in computer based facial animation techniques. The initial efforts to represent and animate faces using computers go back almost 20 years (Chernoff 1971; Parke 1972; Gillenson 1974). The intent of this paper is to explore and develop a framework for the control aspects of fa ci al animation. We will review, consolidate, and hopefully extend the approaches to control of facial animation. From the animators view point, the important aspects of a facial animation system are the controllable features and characteristics, the range of control, and how control is accomplished. From the implementors point of view, the important aspects are the techniques and algorithms used to actually implement the controllable facial models. 2. Control Parameterization The unifying theme proposed in this paper is that, from the animators view point, animation may be viewed as manipulating a set of control parameters. Animation then becomes the process of specifying and controlling parameter set values as functions of time. Again from the animators point of view, the interesting quest ions are; (1) what are the parameters, (2) are the parameters adequate and appropriate, and (3) how are these parameters manipulated. The animator is not usually interested in the implementation algorithms or implementation details but only in the animation functionality provided. The animation system is viewed as a "black box" with (hopefully) a useful, predicatable interface that produces the desired results. The animator really does not care how the black box works, only that is does work and does provide appropriate functionality. 4 From the implementors point of view the interesting questions are; (1) what parameters should be provided, (2) what user interface to the the parameters should be provided, and (3) what techniques should be used to actually implement the facial animation system. Most of the work in recent years has concentrated on on the latter of these; on the specific techniques for implementing facial animation. Relatively little work has been done on establishing what control functionality and what interfaces should be provided. Questions concerning useful, optimal, and "complete" control parameterizations remain mostly unanswered. The functionality provided by each implementation has been primarily influenced by the characteristics of the particular implementation technique rat her than attempting to fulfill a weil understood set of functionality and interface goals. There are two major categories of specification or control parameters. The most often addressed of these concerns facial expression. The other concerns individual facial shape or conformation. Conformation control is used to select or specify a particular individual face from the universe of possible faces. Expression control is concerned with changes of facial expression. In the ideal case these two categories of control are orthogonal. Conformation should be independent of expression and expression independent of conformation. 3. Review of Facial Animation Techniques In most facial animation systems to date, the visible surfaces of the face are modeled as networks of connected polygons as illustrated in Figure 3. The goal of the various animation techniques is to control the polygon vertex positions over time such that the rendered facial surfaces have the desired shapes in each frame of the animated sequence. A few implementations such as Waite (1989) have used curved surface techniques rather than polygon modeling techniques. However, the goal of controlling surface shape remains the same. 3.1 Key Expression Interpolation Among the earlist and still most widely used schemes for implementing and controlling facial animation is the use of key expression poses and interpolation. Parke (1972) first demonstrated the use of this approach to produce viable facial animation. The basic idea and the control parameterization are very simple - and also limited. The idea is to collect by some means geometric data describing the face in at least two different expression poses. Then a single control parameter, the interpolation coefficient in the case of linear interpolation, is used as a function of time to change the face from one expression into the other. Figure 1 illustrates this approach. The two key expression poses are shown on the left and the right of the image. The middle image is an interpolation between the key poses. This idea can be expanded in several ways. More than two expression poses may be used. If for example, four expressions are available then two interpolation parameters may be used to generate an expression which is a bi-linear blend of the four key poses. If eight key expressions are available then three interpolation parameters may be used to generate a tri-linear expression blend. Four interpolation parameters and 16 key expressions allow blending in a four dimensional interpolation space. Higher dimensionalities are also possible but probably not useful to the animator since this higher dimension expression interpolation is not very intuitive. Another way of exploiting multiple expression poses is to allow pair-wise selection of the poses and use a single interpolation parameter to blend between the selected poses. This involves three parameters; starting pose, ending pose, and interpolation value. 5 Figure 1 - Key expression interpolation. The middle face is an interpolation of the left and right key poses. Figure 2 - Bi-linear conformation interpolation. The center face is an interpolated blend of the four corner faces.

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