• Title/Summary/Keyword: 얼굴 표정 애니메이션

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Synthesizing Faces of Animation Characters Using a 3D Model (3차원 모델을 사용한 애니메이션 캐릭터 얼굴의 합성)

  • Jang, Seok-Woo;Kim, Gye-Young
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.8
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    • pp.31-40
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    • 2012
  • In this paper, we propose a method of synthesizing faces of a user and an animation character using a 3D face model. The suggested method first receives two orthogonal 2D face images and extracts major features of the face through the template snake. It then generates a user-customized 3D face model by adjusting a generalized face model using the extracted facial features and by mapping texture maps obtained from two input images to the 3D face model. Finally, it generates a user-customized animation character by synthesizing the generated 3D model to an animation character reflecting the position, size, facial expressions, and rotational information of the character. Experimental results show some results to verify the performance of the suggested algorithm. We expect that our method will be useful to various applications such as games and animation movies.

Comparison and Analysis of Motion Capture and Key Animation - Focused on Animation of Countenance - (모션 캡처와 키 애니메이션의 비교분석 - 얼굴표정애니메이션을 중심으로 -)

  • Jang, Wook;Choi, Sung-Kyu;Lee, Tae-Gu
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.160-169
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    • 2007
  • Main problem in the domestic motion capture type production is that motion data are used even in the case when the human sensibility is needed. In other words it fails to give human images to the work, and production method only use motion capture data unconditionally and impetuously. Even though motion capture is effective and are various and applicable to various areas, it would cause enormous lose of capital and manual labor if these problems are not solved. In the present study, we compare motion capture with key animation production and analyze the merits and short comings of them. Also, we analyze them through the actual production and present the efficient method of key animation production when the expensive motion capturing devices are not available.

Noise-Robust Capturing and Animating Facial Expression by Using an Optical Motion Capture System (광학식 동작 포착 장비를 이용한 노이즈에 강건한 얼굴 애니메이션 제작)

  • Park, Sang-Il
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.103-113
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    • 2010
  • In this paper, we present a practical method for generating facial animation by using an optical motion capture system. In our setup, we assumed a situation of capturing the body motion and the facial expression simultaneously, which degrades the quality of the captured marker data. To overcome this problem, we provide an integrated framework based on the local coordinate system of each marker for labeling the marker data, hole-filling and removing noises. We justify the method by applying it to generate a short animated film.

A Generation Methodology of Facial Expressions for Avatar Communications (아바타 통신에서의 얼굴 표정의 생성 방법)

  • Kim Jin-Yong;Yoo Jae-Hwi
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.55-64
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    • 2005
  • The avatar can be used as an auxiliary methodology of text and image communications in cyber space. An intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real or compressed pictures. In this paper. for supporting the action of arm and leg gestures, a method of generating the facial expressions that can represent sender's emotions is provided. The facial expression can be represented by Action Unit(AU), in this paper we suggest the methodology of finding appropriate AUs in avatar models that have various shape and structure. And, to maximize the efficiency of emotional expressions, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated.

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Automatic Synchronization of Separately-Captured Facial Expression and Motion Data (표정과 동작 데이터의 자동 동기화 기술)

  • Jeong, Tae-Wan;Park, Sang-II
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.1
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    • pp.23-28
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    • 2012
  • In this paper, we present a new method for automatically synchronize captured facial expression data with its corresponding motion data. In a usual optical motion capture set-up, a detailed facial expression can not be captured simultaneously in the motion capture session because its resolution requirement is higher than that of the motion capture. Therefore, those are captured in two separate sessions and need to be synchronized in the post-process to be used for generating a convincing character animation. Based on the patterns of the actor's neck movement extracted from those two data, we present a non-linear time warping method for the automatic synchronization. We justify our method with the actual examples to show the viability of the method.

3D Face Modeling based on Statistical Model for Animation (애니메이션을 위한 통계적 모델에 기반을 둔 3D 얼굴모델링)

  • Oh, Du-Sik;Kim, Jae-Min;Cho, Seoung-Won;Chung, Sun-Tae
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2008.04a
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    • pp.435-438
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    • 2008
  • 본 논문에서는 애니메이션을 위해서 얼굴의 특징표현(Action Units)의 조합하는 방법으로 얼굴 모델링을 하기 위한 3D대응점(3D dense correspondence)을 찾는 방법을 제시한다. AUs는 표정, 감정, 발음을 나타내는 얼굴의 특징표현으로 통계적 방법인 PCA (Principle Component Analysis)를 이용하여 만들 수 있다. 이를 위해서는 우선 3D 모델상의 대응점을 찾는 것이 필수이다. 2D에서 얼굴의 주요 특징 점은 다양한 알고리즘을 이용하여 찾을 수 있지만 그것만으로 3D상의 얼굴 모델을 표현하기에는 적합하지 않다. 본 논문에서는 3D 얼굴 모델의 대응점을 찾기 위해 원기둥 좌표계 (Cylinderical Coordinates System)을 이용하여 3D 모델을 2D로 투사(Projection)시켜서 만든 2D 이미지간의 워핑(Warping) 을 통한 대응점을 찾아 역으로 3D 모델간의 대응점을 찾는다. 이것은 3D 모델 자체를 변환하는 것보다 적은 연산량으로 계산할 수 있고 본래 형상의 변형이 없다는 장점을 가지고 있다.

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A Study on Interactive Avatar in Mobile device using facial expression of Animation Character (모바일 기기에서 애니메이션 캐릭터의 얼굴표현을 이용한 인터랙티브 아바타에 관한 연구)

  • Oh Jeong-Seok;Youn Ho-Chang;Jeon Hong-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.229-236
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    • 2005
  • This paper is study about emotional Interactive avatar in cellular phone. When user ask what he want to the avatar, it answer with facial expression based on animation Charac- ter. So the user can approach more friendly to the avatar.

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Research on Micro-Movement Responses of Facial Muscles by Intimacy, Empathy, Valence (친밀도, 공감도, 긍정도에 따른 얼굴 근육의 미세움직임 반응 차이)

  • Cho, Ji Eun;Park, Sang-In;Won, Myoung Ju;Park, Min Ji;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.439-448
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    • 2017
  • Facial expression is important factor on social interaction. Facial muscle movement provides emotion information to develop social network. However, facial movement has less determined to recognize social emotion. This study is to analyze facial micro-movements and to recognize the social emotion such as intimacy, empathy, and valence. 76 university students were presented to the stimuli for social emotions and was measure their facial expression using camera. As a results, facial micro-movement. showed significant difference of social emotion. After extracting the movement amount of 3 unconscious muscles and 18 conscious muscles, Dominant Frequency band was confirmed. While muscle around the nose and cheek showed significant difference in the intimacy, one around mouth did in the empathy and one around jaw in the valence. The results proposed new facial movement to express social emotion in virtual avatars and to recognize social emotion.

A Study on the Fabrication of Facial Blend Shape of 3D Character - Focusing on the Facial Capture of the Unreal Engine (3D 캐릭터의 얼굴 블렌드쉐입(blendshape)의 제작연구 -언리얼 엔진의 페이셜 캡처를 중심으로)

  • Lou, Yi-Si;Choi, Dong-Hyuk
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.73-80
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    • 2022
  • Facial expression is an important means of representing characteristics in movies and animations, and facial capture technology can support the production of facial animation for 3D characters more quickly and effectively. Blendshape techniques are the most widely used methods for producing high-quality 3D face animations, but traditional blendshape often takes a long time to produce. Therefore, the purpose of this study is to achieve results that are not far behind the effectiveness of traditional production to reduce the production period of blend shape. In this paper, in order to make a blend shape, the method of using the cross-model to convey the blend shape is compared with the traditional method of making the blend shape, and the validity of the new method is verified. This study used kit boy developed by Unreal Engine as an experiment target conducted a facial capture test using two blend shape production techniques, and compared and analyzed the facial effects linked to blend shape.

Study on Effective Facial Rigging Process for Facial Expression of 3D Animation Character (3D 애니메이션 캐릭터의 표정연출을 위한 효율적인 페이셜 리깅 공정 연구)

  • Yu, Jiseon
    • Proceedings of the Korea Contents Association Conference
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    • 2014.11a
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    • pp.169-170
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    • 2014
  • 컴퓨터 그래픽의 발달로 3D 애니메이션은 시각적 리얼리티와 화려한 영상미로 애니메이션 특유의 비현실적인 상황과 허구적 캐릭터가 주는 재미를 관객에게 전한다. 특히 캐릭터의 얼굴 표정은 관객과의 감정 소통과 의사전달에 중요한 정보로서 디테일한 연기를 필요로 한다. 이에 3D 애니메이션 캐릭터의 경우 페이셜에 다양한 기능들이 요구되며, 일반적인 블렌드 쉐입과 클러스터 외에도 만화적 표현을 위한 다양한 기술들이 사용된다. 기존의 공정 과정에는 한 페이셜에 이러한 모든 기능들이 접목되어 복잡하며 까다로운 페이셜 리깅 공정이 이뤄진다. 본 연구에서는 기존의 공정들에서 한정되게 사용되었던 블렌드 쉐입을 이용하여 다양한 기능들을 타겟팅하는 레이어 방식을 통해 효율적인 페이셜 리깅 공정을 연구하고자 한다.

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