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Avengers: capturing thanos's complex face

Published: 12 August 2018 Publication History

Abstract

In Marvel's Avengers: Infinity War, Thanos (played by actor Josh Brolin,) is entirely CG and is one of the the main characters in this live action movie. The plot depends on the emotional performances of this digital creature and it was imperative that Thanos's facial performance convey the actor's performances faithfully. Digital Domain's performance capture process, Direct Drive is a major departure from traditional blendshape solver techniques and was used to create Thanos's performances. We will present an overview of our updated multistage facial retargeting process. We have removed the reliance on high-resolution, per-shot facial capture and refined the process of training the system. This system is faster to set up, needs far less artist input, and preserves elements of the performance that were previously lost using traditional facial capture techniques.

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MP4 File (58-278.mp4)

References

[1]
Bernd Bickel, Manuel Lang, Mario Botsch, Miguel A. Otaduy, and Markus Gross. 2008. Pose-space Animation and Transfer of Facial Details. In Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation (SCA '08). Eurographics Association, Aire-la-Ville, Switzerland, Switzerland, 57--66. http://dl.acm.org/citation.cfm?id=1632592.1632602
[2]
Darren Hendler, Steve Preeg, David Corral, Carolyn Wong, Ron Miller, Lucio Moser, and Rishabh Battulwar. 2017. Capturing a Face. (2017). DigiPro.
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J. Lewis, Victoria University of Wellington. School of Engineering, and Computer Science. 2016. Learning from the Artist: Theory and Practice of Example-Based Character Deformation : a Thesis Submitted to the Victoria University of Wellington in Fulfilment of the Requirements for the Degree of Doctor of Philosophy in Computer Science. Victoria University of Wellington. https://books.google.com/books?id=HCKsnQAACAAJ
[4]
J. P. Lewis, Ken Anjyo, Taehyun Rhee, Mengjie Zhang, Fred Pighin, and Zhigang Deng. 2014. Practice and Theory of Blendshape Facial Models. In Eurographics 2014 - State of the Art Reports, Sylvain Lefebvre and Michela Spagnuolo (Eds.). The Eurographics Association.
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Lucio Moser, David Corral, and Doug Roble. 2016. As-rigid-as-possible Deformation Transfer for Facial Animation. In ACM SIGGRAPH 2016 Talks (SIGGRAPH '16). ACM, New York, NY, USA, Article 29, 2 pages.
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Lucio Moser, Darren Hendler, and Doug Roble. 2017. Masquerade: Fine-scale Details for Head-mounted Camera Motion Capture Data. In ACM SIGGRAPH 2017 Talks (SIGGRAPH '17). ACM, New York, NY, USA, Article 18, 2 pages.
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Robert W. Sumner and Jovan Popović. 2004. Deformation Transfer for Triangle Meshes. In ACM SIGGRAPH 2004 Papers (SIGGRAPH '04). ACM, New York, NY, USA, 399--405.
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Gary K. Tam, Zhi-Quan Cheng, Yu-Kun Lai, Frank Langbein, Yonghuai Liu, A. David Marshall, Ralph Martin, Xianfang Sun, and Paul Rosin. 2013. Registration of 3D Point Clouds and Meshes: A Survey from Rigid to Nonrigid. IEEE Transactions on Visualization and Computer Graphics 19, 7 (July 2013), 1199--1217.

Cited By

View all
  • (2023)Monocular Facial Performance Capture Via Deep Expression MatchingComputer Graphics Forum10.1111/cgf.1463941:8(243-254)Online publication date: 20-Mar-2023
  • (2023)Mesh-Tension Driven Expression-Based Wrinkles for Synthetic Faces2023 IEEE/CVF Winter Conference on Applications of Computer Vision (WACV)10.1109/WACV56688.2023.00351(3504-3514)Online publication date: Jan-2023
  • (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
  • Show More Cited By

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    Published In

    cover image ACM Conferences
    SIGGRAPH '18: ACM SIGGRAPH 2018 Talks
    August 2018
    158 pages
    ISBN:9781450358200
    DOI:10.1145/3214745
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 12 August 2018

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    Author Tags

    1. facial motion capture
    2. head-mounted cameras

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    Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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    Cited By

    View all
    • (2023)Monocular Facial Performance Capture Via Deep Expression MatchingComputer Graphics Forum10.1111/cgf.1463941:8(243-254)Online publication date: 20-Mar-2023
    • (2023)Mesh-Tension Driven Expression-Based Wrinkles for Synthetic Faces2023 IEEE/CVF Winter Conference on Applications of Computer Vision (WACV)10.1109/WACV56688.2023.00351(3504-3514)Online publication date: Jan-2023
    • (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
    • (2021)A review regarding the 3D facial animation pipelineProceedings of the 23rd Symposium on Virtual and Augmented Reality10.1145/3488162.3488226(192-196)Online publication date: 18-Oct-2021
    • (2021)Fake it till you make it: face analysis in the wild using synthetic data alone2021 IEEE/CVF International Conference on Computer Vision (ICCV)10.1109/ICCV48922.2021.00366(3661-3671)Online publication date: Oct-2021
    • (2021)A Novel Lip Synchronization Approach for Games and Virtual Environments2021 IEEE Conference on Games (CoG)10.1109/CoG52621.2021.9619128(1-9)Online publication date: 17-Aug-2021
    • (2019)Interactive editing of performance-based facial animationSIGGRAPH Asia 2019 Technical Briefs10.1145/3355088.3365147(61-64)Online publication date: 17-Nov-2019

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