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1.
We present a novel performance‐driven approach to animating cartoon faces starting from pure 2D drawings. A 3D approximate facial model automatically built from front and side view master frames of character drawings is introduced to enable the animated cartoon faces to be viewed from angles different from that in the input video. The expressive mappings are built by artificial neural network (ANN) trained from the examples of the real face in the video and the cartoon facial drawings in the facial expression graph for a specific character. The learned mapping model makes the resultant facial animation to properly get the desired expressiveness, instead of a mere reproduction of the facial actions in the input video sequence. Furthermore, the lit sphere, capturing the lighting in the painting artwork of faces, is utilized to color the cartoon faces in terms of the 3D approximate facial model, reinforcing the hand‐drawn appearance of the resulting facial animation. We made a series of comparative experiments to test the effectiveness of our method by recreating the facial expression in the commercial animation. The comparison results clearly demonstrate the superiority of our method not only in generating high quality cartoon‐style facial expressions, but also in speeding up the animation production of cartoon faces. Copyright © 2011 John Wiley & Sons, Ltd.  相似文献   

2.
Automatic analysis of human facial expression is a challenging problem with many applications. Most of the existing automated systems for facial expression analysis attempt to recognize a few prototypic emotional expressions, such as anger and happiness. Instead of representing another approach to machine analysis of prototypic facial expressions of emotion, the method presented in this paper attempts to handle a large range of human facial behavior by recognizing facial muscle actions that produce expressions. Virtually all of the existing vision systems for facial muscle action detection deal only with frontal-view face images and cannot handle temporal dynamics of facial actions. In this paper, we present a system for automatic recognition of facial action units (AUs) and their temporal models from long, profile-view face image sequences. We exploit particle filtering to track 15 facial points in an input face-profile sequence, and we introduce facial-action-dynamics recognition from continuous video input using temporal rules. The algorithm performs both automatic segmentation of an input video into facial expressions pictured and recognition of temporal segments (i.e., onset, apex, offset) of 27 AUs occurring alone or in a combination in the input face-profile video. A recognition rate of 87% is achieved.  相似文献   

3.
We propose the first system for live dynamic augmentation of human faces. Using projector‐based illumination, we alter the appearance of human performers during novel performances. The key challenge of live augmentation is latency — an image is generated according to a specific pose, but is displayed on a different facial configuration by the time it is projected. Therefore, our system aims at reducing latency during every step of the process, from capture, through processing, to projection. Using infrared illumination, an optically and computationally aligned high‐speed camera detects facial orientation as well as expression. The estimated expression blendshapes are mapped onto a lower dimensional space, and the facial motion and non‐rigid deformation are estimated, smoothed and predicted through adaptive Kalman filtering. Finally, the desired appearance is generated interpolating precomputed offset textures according to time, global position, and expression. We have evaluated our system through an optimized CPU and GPU prototype, and demonstrated successful low latency augmentation for different performers and performances with varying facial play and motion speed. In contrast to existing methods, the presented system is the first method which fully supports dynamic facial projection mapping without the requirement of any physical tracking markers and incorporates facial expressions.  相似文献   

4.
Facial expression is central to human experience. Its efficiency and valid measurement are challenges that automated facial image analysis seeks to address. Most publically available databases are limited to 2D static images or video of posed facial behavior. Because posed and un-posed (aka “spontaneous”) facial expressions differ along several dimensions including complexity and timing, well-annotated video of un-posed facial behavior is needed. Moreover, because the face is a three-dimensional deformable object, 2D video may be insufficient, and therefore 3D video archives are required. We present a newly developed 3D video database of spontaneous facial expressions in a diverse group of young adults. Well-validated emotion inductions were used to elicit expressions of emotion and paralinguistic communication. Frame-level ground-truth for facial actions was obtained using the Facial Action Coding System. Facial features were tracked in both 2D and 3D domains. To the best of our knowledge, this new database is the first of its kind for the public. The work promotes the exploration of 3D spatiotemporal features in subtle facial expression, better understanding of the relation between pose and motion dynamics in facial action units, and deeper understanding of naturally occurring facial action.  相似文献   

5.
基于MPEG-4的人脸表情图像变形研究   总被引:1,自引:0,他引:1       下载免费PDF全文
为了实时地生成自然真实的人脸表情,提出了一种基于MPEG-4人脸动画框架的人脸表情图像变形方法。该方法首先采用face alignment工具提取人脸照片中的88个特征点;接着在此基础上,对标准人脸网格进行校准变形,以进一步生成特定人脸的三角网格;然后根据人脸动画参数(FAP)移动相应的面部关键特征点及其附近的关联特征点,并在移动过程中保证在多个FAP的作用下的人脸三角网格拓扑结构不变;最后对发生形变的所有三角网格区域通过仿射变换进行面部纹理填充,生成了由FAP所定义的人脸表情图像。该方法的输入是一张中性人脸照片和一组人脸动画参数,输出是对应的人脸表情图像。为了实现细微表情动作和虚拟说话人的合成,还设计了一种眼神表情动作和口内细节纹理的生成算法。基于5分制(MOS)的主观评测实验表明,利用该人脸图像变形方法生成的表情脸像自然度得分为3.67。虚拟说话人合成的实验表明,该方法具有很好的实时性,在普通PC机上的平均处理速度为66.67 fps,适用于实时的视频处理和人脸动画的生成。  相似文献   

6.
For effective interaction between humans and socially adept, intelligent service robots, a key capability required by this class of sociable robots is the successful interpretation of visual data. In addition to crucial techniques like human face detection and recognition, an important next step for enabling intelligence and empathy within social robots is that of emotion recognition. In this paper, an automated and interactive computer vision system is investigated for human facial expression recognition and tracking based on the facial structure features and movement information. Twenty facial features are adopted since they are more informative and prominent for reducing the ambiguity during classification. An unsupervised learning algorithm, distributed locally linear embedding (DLLE), is introduced to recover the inherent properties of scattered data lying on a manifold embedded in high-dimensional input facial images. The selected person-dependent facial expression images in a video are classified using the DLLE. In addition, facial expression motion energy is introduced to describe the facial muscle’s tension during the expressions for person-independent tracking for person-independent recognition. This method takes advantage of the optical flow which tracks the feature points’ movement information. Finally, experimental results show that our approach is able to separate different expressions successfully.  相似文献   

7.
8.
Computing environment is moving towards human-centered designs instead of computer centered designs and human's tend to communicate wealth of information through affective states or expressions. Traditional Human Computer Interaction (HCI) based systems ignores bulk of information communicated through those affective states and just caters for user's intentional input. Generally, for evaluating and benchmarking different facial expression analysis algorithms, standardized databases are needed to enable a meaningful comparison. In the absence of comparative tests on such standardized databases it is difficult to find relative strengths and weaknesses of different facial expression recognition algorithms. In this article we present a novel video database for Children's Spontaneous facial Expressions (LIRIS-CSE). Proposed video database contains six basic spontaneous facial expressions shown by 12 ethnically diverse children between the ages of 6 and 12 years with mean age of 7.3 years. To the best of our knowledge, this database is first of its kind as it records and shows spontaneous facial expressions of children. Previously there were few database of children expressions and all of them show posed or exaggerated expressions which are different from spontaneous or natural expressions. Thus, this database will be a milestone for human behavior researchers. This database will be a excellent resource for vision community for benchmarking and comparing results. In this article, we have also proposed framework for automatic expression recognition based on Convolutional Neural Network (CNN) architecture with transfer learning approach. Proposed architecture achieved average classification accuracy of 75% on our proposed database i.e. LIRIS-CSE.  相似文献   

9.
基于特征流的面部表情运动分析及应用   总被引:5,自引:0,他引:5  
金辉  高文 《软件学报》2003,14(12):2098-2105
面部表情的分析与识别,不但在社会生活中具有普遍意义,而且在计算机的情感计算方面也起着有重要作用.关于表情运动特征的分析,有根据人脸面部几何结构特征的变化来分析的,有根据特征脸的概念定义的"表情空间"来分析的,也有从特征点跟踪的方法或运动模板的角度来分析的.基于人脸面部物理-几何结构模型,提取面部表情特征区域,通过动态图像序列中的光流估计,计算其运动场,进而计算特征流向量,把一组图像序列的运动向量组成运动特征序列,对表情的运动进行分析.该系统作为一个智能体应用到多功能感知机中,作为视频通道输入的一部分来理解人类的体势语言信息.  相似文献   

10.
We present initial results from the application of an automated facial expression recognition system to spontaneous facial expressions of pain. In this study, 26 participants were videotaped under three experimental conditions: baseline, posed pain, and real pain. The real pain condition consisted of cold pressor pain induced by submerging the arm in ice water. Our goal was to (1) assess whether the automated measurements were consistent with expression measurements obtained by human experts, and (2) develop a classifier to automatically differentiate real from faked pain in a subject-independent manner from the automated measurements. We employed a machine learning approach in a two-stage system. In the first stage, a set of 20 detectors for facial actions from the Facial Action Coding System operated on the continuous video stream. These data were then passed to a second machine learning stage, in which a classifier was trained to detect the difference between expressions of real pain and fake pain. Naïve human subjects tested on the same videos were at chance for differentiating faked from real pain, obtaining only 49% accuracy. The automated system was successfully able to differentiate faked from real pain. In an analysis of 26 subjects with faked pain before real pain, the system obtained 88% correct for subject independent discrimination of real versus fake pain on a 2-alternative forced choice. Moreover, the most discriminative facial actions in the automated system were consistent with findings using human expert FACS codes.  相似文献   

11.
表情识别是在人脸检测基础之上的更进一步研究,是计算机视觉领域的一个重要研究方向.将研究的目标定位于基于微视频的表情自动识别,研究在大数据环境下,如何使用深度学习技术来辅助和促进表情识别技术的发展.针对表情智能识别过程中存在的一些关键性技术难题,设计了一个全自动表情识别模型.该模型结合深度自编码网络和自注意力机制,构建了...  相似文献   

12.
13.
快速实时生成表情逼真、姿态自然的虚拟人脸一直是较为有挑战性的研究。提出一种基于3DMM与GAN结合的实时人脸表情迁移方法。通过目标人脸的一段表演视频,将表演人员与目标人脸关键点建立映射关系,使用二维RGB摄像头实时跟踪表演人脸关键点并利用GAN生成目标虚拟人脸特征点,进一步估计人脸姿态。利用3DMM构成二维到三维人脸模型的重建,实时渲染出当前姿态的二维人脸表情,再将表演人脸表情与目标人脸表情进行融合,生成表情逼真的目标人脸。对比实验表明,该方法能得到更为逼真的人脸表情,可以模仿出目标人脸真实的表情,同时也能够达到实时性,在创建逼真的视频方面实现了更大的灵活性。同时,提出一种针对人脸表情迁移仿真效果的验证方法可以客观评价仿真人脸的结果。  相似文献   

14.
Cinemagraphs are a popular new type of visual media that lie in‐between photos and video; some parts of the frame are animated and loop seamlessly, while other parts of the frame remain completely still. Cinemagraphs are especially effective for portraits because they capture the nuances of our dynamic facial expressions. We present a completely automatic algorithm for generating portrait cinemagraphs from a short video captured with a hand‐held camera. Our algorithm uses a combination of face tracking and point tracking to segment face motions into two classes: gross, large‐scale motions that should be removed from the video, and dynamic facial expressions that should be preserved. This segmentation informs a spatially‐varying warp that removes the large‐scale motion, and a graph‐cut segmentation of the frame into dynamic and still regions that preserves the finer‐scale facial expression motions. We demonstrate the success of our method with a variety of results and a comparison to previous work.  相似文献   

15.
Expressive facial animations are essential to enhance the realism and the credibility of virtual characters. Parameter‐based animation methods offer a precise control over facial configurations while performance‐based animation benefits from the naturalness of captured human motion. In this paper, we propose an animation system that gathers the advantages of both approaches. By analyzing a database of facial motion, we create the human appearance space. The appearance space provides a coherent and continuous parameterization of human facial movements, while encapsulating the coherence of real facial deformations. We present a method to optimally construct an analogous appearance face for a synthetic character. The link between both appearance spaces makes it possible to retarget facial animation on a synthetic face from a video source. Moreover, the topological characteristics of the appearance space allow us to detect the principal variation patterns of a face and automatically reorganize them on a low‐dimensional control space. The control space acts as an interactive user‐interface to manipulate the facial expressions of any synthetic face. This interface makes it simple and intuitive to generate still facial configurations for keyframe animation, as well as complete temporal sequences of facial movements. The resulting animations combine the flexibility of a parameter‐based system and the realism of real human motion. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

16.
We introduce a novel approach to recognizing facial expressions over a large range of head poses. Like previous approaches, we map the features extracted from the input image to the corresponding features of the face with the same facial expression but seen in a frontal view. This allows us to collect all training data into a common referential and therefore benefit from more data to learn to recognize the expressions. However, by contrast with such previous work, our mapping depends on the pose of the input image: We first estimate the pose of the head in the input image, and then apply the mapping specifically learned for this pose. The features after mapping are therefore much more reliable for recognition purposes. In addition, we introduce a non-linear form for the mapping of the features, and we show that it is robust to occasional mistakes made by the pose estimation stage. We evaluate our approach with extensive experiments on two protocols of the BU3DFE and Multi-PIE datasets, and show that it outperforms the state-of-the-art on both datasets.  相似文献   

17.
We describe a system to synthesize facial expressions by editing captured performances. For this purpose, we use the actuation of expression muscles to control facial expressions. We note that there have been numerous algorithms already developed for editing gross body motion. While the joint angle has direct effect on the configuration of the gross body, the muscle actuation has to go through a complicated mechanism to produce facial expressions. Therefore,we devote a significant part of this paper to establishing the relationship between muscle actuation and facial surface deformation. We model the skin surface using the finite element method to simulate the deformation caused by expression muscles. Then, we implement the inverse relationship, muscle actuation parameter estimation, to find the muscle actuation values from the trajectories of the markers on the performer's face. Once the forward and inverse relationships are established, retargeting or editing a performance becomes an easy job. We apply the original performance data to different facial models with equivalent muscle structures, to produce similar expressions. We also produce novel expressions by deforming the original data curves of muscle actuation to satisfy the key‐frame constraints imposed by animators.Copyright © 2001 John Wiley & Sons, Ltd.  相似文献   

18.
Human face is a complex biomechanical system and non‐linearity is a remarkable feature of facial expressions. However, in blendshape animation, facial expression space is linearized by regarding linear relationship between blending weights and deformed face geometry. This results in the loss of reality in facial animation. To synthesize more realistic facial animation, aforementioned relationship should be non‐linear to allow the greatest generality and fidelity of facial expressions. Unfortunately, few existing works pay attention to the topic about how to measure the non‐linear relationship. In this paper, we propose an optimization scheme that automatically explores the non‐linear relationship of blendshape facial animation from captured facial expressions. Experiments show that the explored non‐linear relationship is consistent with the non‐linearity of facial expressions soundly and is able to synthesize more realistic facial animation than the linear one.  相似文献   

19.
为了解决复杂课堂场景下学生表情识别的遮挡的问题,同时发挥深度学习在智能教学评估应用上的优势,提出了一种基于深度注意力网络的课堂教学视频中学生表情识别模型与智能教学评估算法.构建了课堂教学视频库、表情库和行为库,利用裁剪和遮挡策略生成多路人脸图像,在此基础上构建了多路深度注意力网络,并通过自注意力机制为多路网络分配不同权...  相似文献   

20.
目的 人脸表情识别是计算机视觉的核心问题之一。一方面,表情的产生对应着面部肌肉的一个连续动态变化过程,另一方面,该运动过程中的表情峰值帧通常包含了能够识别该表情的完整信息。大部分已有的人脸表情识别算法要么基于表情视频序列,要么基于单幅表情峰值图像。为此,提出了一种融合时域和空域特征的深度神经网络来分析和理解视频序列中的表情信息,以提升表情识别的性能。方法 该网络包含两个特征提取模块,分别用于学习单幅表情峰值图像中的表情静态“空域特征”和视频序列中的表情动态“时域特征”。首先,提出了一种基于三元组的深度度量融合技术,通过在三元组损失函数中采用不同的阈值,从单幅表情峰值图像中学习得到多个不同的表情特征表示,并将它们组合在一起形成一个鲁棒的且更具辩识能力的表情“空域特征”;其次,为了有效利用人脸关键组件的先验知识,准确提取人脸表情在时域上的运动特征,提出了基于人脸关键点轨迹的卷积神经网络,通过分析视频序列中的面部关键点轨迹,学习得到表情的动态“时域特征”;最后,提出了一种微调融合策略,取得了最优的时域特征和空域特征融合效果。结果 该方法在3个基于视频序列的常用人脸表情数据集CK+(the e...  相似文献   

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