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Interactive Sculpting of Digital Faces Using an Anatomical Modeling Paradigm
Computer Graphics Forum ( IF 2.7 ) Pub Date : 2020-08-01 , DOI: 10.1111/cgf.14071
A. Gruber 1, 2 , M. Fratarcangeli 1, 3 , G. Zoss 1, 2 , R. Cattaneo 1 , T. Beeler 1 , M. Gross 1, 2 , D. Bradley 1
Affiliation  

Digitally sculpting 3D human faces is a very challenging task. It typically requires either 1) highly‐skilled artists using complex software packages for high quality results, or 2) highly‐constrained simple interfaces for consumer‐level avatar creation, such as in game engines. We propose a novel interactive method for the creation of digital faces that is simple and intuitive to use, even for novice users, while consistently producing plausible 3D face geometry, and allowing editing freedom beyond traditional video game avatar creation. At the core of our system lies a specialized anatomical local face model (ALM), which is constructed from a dataset of several hundred 3D face scans. User edits are propagated to constraints for an optimization of our data‐driven ALM model, ensuring the resulting face remains plausible even for simple edits like clicking and dragging surface points. We show how several natural interaction methods can be implemented in our framework, including direct control of the surface, indirect control of semantic features like age, ethnicity, gender, and BMI, as well as indirect control through manipulating the underlying bony structures. The result is a simple new method for creating digital human faces, for artists and novice users alike. Our method is attractive for low‐budget VFX and animation productions, and our anatomical modeling paradigm can complement traditional game engine avatar design packages.

中文翻译:

使用解剖建模范式交互式雕刻数字人脸

数字雕刻 3D 人脸是一项非常具有挑战性的任务。它通常需要 1) 使用复杂软件包以获得高质量结果的高技能艺术家,或 2) 用于消费者级头像创建的高度受限的简单界面,例如在游戏引擎中。我们提出了一种新颖的交互式方法来创建数字人脸,即使对于新手用户也可以使用简单直观,同时始终如一地生成合理的 3D 人脸几何图形,并允许在传统视频游戏头像创建之外的编辑自由。我们系统的核心是一个专门的解剖局部面部模型 (ALM),它由数百个 3D 面部扫描的数据集构建而成。用户编辑被传播到约束以优化我们的数据驱动的 ALM 模型,确保生成的面即使对于简单的编辑(例如单击和拖动表面点)也保持合理。我们展示了如何在我们的框架中实现几种自然交互方法,包括对表面的直接控制、对年龄、种族、性别和 BMI 等语义特征的间接控制,以及通过操纵底层骨骼结构的间接控制。结果是创建数字人脸的简单新方法,适用于艺术家和新手用户。我们的方法对低预算 VFX 和动画制作很有吸引力,我们的解剖建模范式可以补充传统的游戏引擎头像设计包。对年龄、种族、性别和 BMI 等语义特征的间接控制,以及通过操纵底层骨骼结构的间接控制。结果是创建数字人脸的简单新方法,适用于艺术家和新手用户。我们的方法对低预算 VFX 和动画制作很有吸引力,我们的解剖建模范式可以补充传统的游戏引擎头像设计包。对年龄、种族、性别和 BMI 等语义特征的间接控制,以及通过操纵底层骨骼结构的间接控制。结果是创建数字人脸的简单新方法,适用于艺术家和新手用户。我们的方法对低预算 VFX 和动画制作很有吸引力,我们的解剖建模范式可以补充传统的游戏引擎头像设计包。
更新日期:2020-08-01
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