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Optimal marker set for motion capture of dynamical facial expressions

Published: 16 November 2015 Publication History

Abstract

We seek to determine an optimal set of markers for marker-based facial motion capture and animation control. The problem is addressed in two different ways: on the one hand, different sets of empirical markers classically used in computer animation are evaluated; on the other hand, a clustering method that automatically determines optimal marker sets is proposed and compared with the empirical marker sets. To evaluate the quality of a set of markers, we use a blendshape-based synthesis technique that learns the mapping between marker positions and blendshape weights, and we calculate the reconstruction error of various animated sequences created from the considered set of markers in comparison to ground truth data. Our results show that the clustering method outperforms the heuristic approach.

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Cited By

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  • (2024)Refined Inverse Rigging: A Balanced Approach to High-fidelity Blendshape AnimationSIGGRAPH Asia 2024 Conference Papers10.1145/3680528.3687670(1-9)Online publication date: 3-Dec-2024
  • (2023)A survey on the pipeline evolution of facial capture and tracking for digital humansMultimedia Systems10.1007/s00530-023-01081-229:4(1917-1940)Online publication date: 1-Apr-2023
  • (2022)Compact Facial Landmark Layouts for Performance CaptureComputer Graphics Forum10.1111/cgf.1446341:2(121-133)Online publication date: 24-May-2022
  • Show More Cited By

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    MIG '15: Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games
    November 2015
    247 pages
    ISBN:9781450339919
    DOI:10.1145/2822013
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 16 November 2015

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    Author Tags

    1. Gaussian process regression
    2. K-means
    3. clustering
    4. facial animation

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    • Short-paper

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    MIG '15
    MIG '15: Motion in Games
    November 16 - 18, 2015
    Paris, France

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    Overall Acceptance Rate -9 of -9 submissions, 100%

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    Cited By

    View all
    • (2024)Refined Inverse Rigging: A Balanced Approach to High-fidelity Blendshape AnimationSIGGRAPH Asia 2024 Conference Papers10.1145/3680528.3687670(1-9)Online publication date: 3-Dec-2024
    • (2023)A survey on the pipeline evolution of facial capture and tracking for digital humansMultimedia Systems10.1007/s00530-023-01081-229:4(1917-1940)Online publication date: 1-Apr-2023
    • (2022)Compact Facial Landmark Layouts for Performance CaptureComputer Graphics Forum10.1111/cgf.1446341:2(121-133)Online publication date: 24-May-2022
    • (2020)Data‐Driven Facial SimulationComputer Graphics Forum10.1111/cgf.1408939:6(513-526)Online publication date: 8-Aug-2020
    • (2019)Database of speech and facial expressions recorded with optimized face motion capture settingsJournal of Intelligent Information Systems10.1007/s10844-019-00547-yOnline publication date: 21-Feb-2019

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