TABLE OF CONTENT CHAPTER TITLE PAGE

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vii
TABLE OF CONTENT
CHAPTER
TITLE
PAGE
DECLARATION
ii
DEDICATION
iii
ACKNOWLEDGMENT
iv
ABSTRACT
v
ABSTRAK
vi
TABLE OF CONTENTS
vii
LIST OF TABLES
Xi
LIST OF FIGURES
xii
LIST OF ALGORITHMS
xiii
xv
LIST OF ABBREVIATIONS
1
INTRODUCTION
1.1
Introduction
1
1.2
Problem Background
3
1.3
Problem Statement
9
1.4
Aim of the Study
10
1.5
Objectives of the Study
10
1.6
Scope of the Study
11
1.7
Significance of the Study
11
1.8
Thesis Stricture
12
viii
2
LITERATURE REVIEW
2.1
Introduction
14
2.2
Facial Animation
15
2.2.1
Traditional Polygonal Mesh
16
2.2.2
Splines Based Models
17
2.2.3
Pose Animation
18
2.2.4
Facial Action Coding System
19
2.3
2.4
2.5
3
Emotion Expression
20
2.3.1
Facial Gesture Generation
21
2.3.2
Extreme Expression
24
Sweat simulation
24
2.4.1
Fluid simulation
25
2.4.2
Texture based simulation
27
Discussions
29
RESEARCH METHODOLOGY
3.1
Introduction
30
3.2
Research Methodology
31
3.3
Facial Animation
33
3.3.1
3.3.2
3.4
Facial Action Coding System
(FACs)
33
Action Units (AU)
35
Facial features of Extreme Expression
36
3.4.1
Fluid Generator
37
3.4.1.1 Simple particle system
37
3.4.1.2 Particle-Particle
Interactions
38
3.4.1.3 Navier-Stokes
Equations for
Incompressible Flow
38
Texture Based
41
3.4.2
ix
4
3.5
Extreme Expression Generator
41
3.6
Testing and Evaluation
42
3.7
Summary
42
IMPLEMENTATION
4.1
Introduction
43
4.2
Facial Action Coding System (FACS) and
Action Units
44
Extreme Expression
46
4.3.1
Fluid Generation
47
4.3.2
Texture Based Generator
49
4.3
4.4
Sweating Simulation
4.4.1
4.5
Generating Sweats Using Particle
Based System
4.4.2 Generating Sweats Using Texture
Based
Testing and Evaluation
51
4.5.1
4.5.2
51
56
60
Avatar Realism
60
4.5.1.1
Visual Realism
61
4.5.1.2
Behavioral Realism
62
Testing and Evaluating the
System for Generating Sweat
Based on Particle System
63
Evaluation the System
for Generating Sweat
Based
on
Particle
System Simulation
63
Evaluation the System
for Character in Neutral
Mode before Generating
Sweat
64
Evaluation of System
for Generating Fluid
Sweat
with
500
Particles
67
4.5.2.1
4.5.2.2
4.5.2.3
x
4.5.2.4
Evaluating the System
for Generating Fluid
Sweat
with
1000
Particles
69
Frame Rate
Measurement with
Different Features
Enable and Disable
72
General Frame Rate
Performance Based on
Particle System Fluid
Simulation
74
Testing and Evaluating the
System for Generating Sweat
Based on Textured Simulation
Summary
76
78
4.5.2.5
4.5.2.6
4.5.3
4.6
5
CONCLUSION AND FUTURE WORK
5.1
Introduction
79
5.2
Conclusion
80
5.3
Contribution
81
4.4
Future Work
83
REFERENCES
85
LIST OF PUBLICATIONS
92
xi
LIST OF TABLES
TABLE NO.
TITLE
PAGE
1.0
Review Facial Animation researches.
7
3.1
Representation for the signal sample action units
36
3.2
The basic expressions based on AUs combination
37
4.1
The fame rate with Min, Max and Avg FPS that are shown
in Figure 4.18 and Figure 4.19
66
The fame rate with Min, Max and Avg FPS that are shown
in Figure 4.20 and Figure 4.21, when the particle system
generates 500 particles.
69
The fame rate with Min, Max and Avg FPS that are shown
in Figure4.18 and Figure 4.19.
72
Shows the results of the comparison between the natural
human and virtual character for this research.
74
4.2
4.3
4.4
xiii
LIST OF FIGURES
FIGURE NO.
1.1
TITLE
PAGE
Representation of the four static expressions that were used
in the game Oblivion: Elder Scrolls IV.
5
The four expressions for the face in the character of Fallout
3game.
5
A simple arm model exhibiting bone animation. The bones
have a weighted influence on the vertices. Notice that the
elbow vertices are affected by both bones.
18
Pose Blend Animation. The first face on the left is the
neutral pose. The second and third faces express anger and
sadness. The face on the right is a combination of sadness
and anger.
19
Shows an overview diagram of the HMM-based on
framework of head motion synthesis.
24
Fear expression using sweating and sadness expression
using tears.
29
3.1
Research Methodology
33
4.1
Natural Human Face represented by some Action Units that
controls the changing appearance for eyebrows, eye cover
fold, forehead, lower and upper eye lids
45
4.2
Fear expressions implementation depending on FACS
46
4.3
Generating fluids based on particle system
47
4.4
Several frames of generating fluids after giving the alpha
transparency for some particles.
48
4.5
Four selected frames of a running cycle for sweat
50
4.6
Generating random sweat in vertex 2 between (330,460)
and (100,180)
50
1.2
2.1
2.2
2.3
2.4
xiv
FIGURE NO.
4.7
TITLE
PAGE
Four selected frames of real-time sweating synthesis in the
side areas of the forehead
52
Pseudo Code for creating real-time sweating for the first
kind of particle system sweating generator
53
Real-time synthesis for the second type sweating generators
based on particle system
53
Pseudo Code to create real-time sweating simulation for
second type of sweating generator
54
simulation of fear using sweat in real-time base on the
particle system
55
Pseudo Code for implementing the third kind of sweating
phenomenon in a virtual avatar based on a particle system
generator.
55
The combination between the facial animation and sweats
based on texture
57
pseudo code for generating random sweat and updating it on
the forehead zone
57
Pseudo code representing the speed of falling sweat in virtual
avatar
58
An example of a sweat simulation based on texture
generator
59
4.17
Four frames taken from a sweat animation
59
4.18
Avatar characteristics taxonomy
61
4.19
Virtual Avatar neutral mode based on facial action coding
system
64
This bar graph shows the frame per second when the
character in the neutral mode. The X-axis represent the time
per second and the Y-axis represent the FPS
65
Graph represent the frame time for scared state when the
virtual human sweating, the X-axis represent the frame rate
and the Y-axis represent time in (ms)
66
Bar chart graph shows the frame per second rate in the
scared state when the sweats falling down the face surface,
the X-axis represent the time per second and the Y-axis
represent the FPS
67
3.8
4.9
4.10
4.11
4.12
4.13
4.14
4.15
4.16
4.20
4.21
4.22
xv
FIGURE NO.
4.23
4.24
TITLE
PAGE
Graph represent the frame time for scared state when virtual
character sweating, the X-axis represent the frame and the
Y-axis represent time in (ms)
68
Bar chart graph shows the frame per second’s rate in the
sweating mode using 1000 particles, the X-axis represent
the time per second and the Y-axis represent the FPS
70
4.25
Graph represent the frame time for scared state when the
virtual human sweating and the particle system generate
1000 particles, the X-axis represent the frame rate and the
Y-axis represent time in (ms)
4.26
Graph shows the difference in frame rate between 1000 and
500 particles while disabling and/or enabling several parts
of sweat simulation. The X-axis represents the system in
different features and the Y-axis represents the fps
73
An example of a sweating face for sweat simulation based
on particle system
75
Several frames taken from a sweating animation based on
particle system generator
75
4.29
Fear Emotion Keyframes for Alice Face
76
4.30
Results for the expression of fear using textured sweats in
this research
77
4.27
4.28
71
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