Muscle Based Facial Animation Jason Jerald April 7, 2004 Overview • • • • History Types of Facial Muscle Models Muscle Vectors (Waters 1987) Improvements – Breton, Bouville and Pele 2001 – Bui and Nijholt 2003 Facial Muscle History • 19th century - physiologist Duchenne – applied electrical currents to freshly guillotined heads to observe facial contortions – Later applied same technique to old inmates of alms houses to create artificial expressions – Recorded with photography • 1977 - Psychologists Ekman and Friesden – Created the Facial Action Coding System (FACS) – Notational-based environment that determines emotional states from visible facial distortion – Individual muscles are described as Action Units (AU) – This work is commonly used in computer facial animation Facial Muscle History • 1980 - Platt published masters thesis on a physically based muscle–controlled facial expression model • 1987 - Waters published the seminal paper on muscle based facial animation using muscle vectors • 21st century – improvements on Waters model Overview • • • • History Types of Facial Muscle Models Muscle Vectors (Waters 1987) Improvements – Breton, Bouville and Pele 2001 – Bui and Nijholt 2003 Various Muscle Models • Free form deformations – Deforms objects by manipulating control points arranged in a 3d cubic lattice – Surface regions corresponding to anatomical descriptions of the muscle actions are defined – Displacing control point is analogous to actuating a physically modeled muscle – More Intuitive than vector representations but cannot model furrows, bulges, and wrinkles. • Spline psuedo muscles – – – – Deforming facial mesh in muscle-like fashion Ignores underlying anatomy Supports smooth and flexible deformations Hierarchical splines allow more detail in specified regions Various Muscle Models • Mass-spring methods – Forces applied to elastic meshes through muscle arcs – Muscles represented as collections of functional blocks – Action units created by applying muscle forces to deform the spring network • Layered spring meshes – models skin, fatty tissue, and muscle tied to bones – Spring elements connect each mesh node and each layer – Realistic but computationally expensive • Vector representations – What this talk focuses upon Overview • • • • History Types of Facial Muscle Models Muscle Vectors (Waters 1987) Improvements – Breton, Bouville and Pele 2001 – Bui and Nijholt 2003 Muscle Vector Model • What is needed? – Few dynamic parameters that emulate the primary characteristics of facial expression – Linear/parallel muscles that pull and sphincter muscles that squeeze – Factors determining nodal mobility are • • • • • Tensile strength of the muscle and skin Proximity to the muscle node of attachment Proximity to the bone Elastic bounds of the relaxed tissue Interaction of other muscles Muscle Vectors • Models the actions of muscles upon skin • Each muscle has a zone of influence • A muscle includes vector field direction, an origin, and an insertion point Advantages / Disadvantages • Advantages – Independent of facial mesh (facial mesh can be exchanged) – Compact representation – Expression parameters can control groups of muscles – Fast • Disadvantages – Positioning of muscles can be time consuming – Does not take curvature into account – Artifacts when a mesh vertex is under the influence of multiple muscle actions Muscle Vector Parameters • Muscle attached at two points – Point of Attachment A – the root of the muscle attached to the bone – Point of insertion I into the flesh flesh • Muscle can therefore be bone considered as the vector AI • With no contraction the points of attachment and insertion do not move and the muscle vector maintains its length • Acts like a magnet attracting all the vertices within its zone of influence. The skin contracts more near the muscle. Muscle Vector Parameters • Parameters – V is the mesh vertex – Opening angles • β is the opening angle • α is the maximum angular limit • Muscle contraction is faded as β raises to α – Radial distances as a proportion of |AI| • S is where the muscle influence starts to fade • E is where the muscle influence ends • Vertices are faded if they are in the band defined by S and E Equations • C is the contraction factor (between 0 and 1) • A is the fading coefficient related to the angular distance between AV and AI • R is the fading coefficient related to the radial distance between V and S if V is in the fading band SE Muscle Results Sphincter / Mouth Muscle • Waters models the mouth with a sphincter muscle – Described from a single point around which the surface contracts as if drawn together like a string bag – Longitudinal and vertical axii allow elliptical shape Sphincter muscle Elliptical Sphincter muscle Muscle sets Facial Action Coding System (FACS) • Developed by Psychologists Ekman and Friesden in 1977 • FACS is Description of facial muscles and jaw/tongue derived from analysis of facial anatomy • Notational-based system that determines emotional states from visible facial distortion • Action Units (AU) correspond to muscle vectors Waters Results Overview • • • • History Types of Facial Muscle Models Muscle Vectors (Waters 1987) Improvements – Breton, Bouville and Pele 2001 – Bui and Nijholt 2003 Breton et al • Non-muscle parametric animation mixed with muscle vectors (jaw, eyes, eyelids, neck) • Opening of mouth with a muscular system requires distinction between lower and upper lips The eyes • Eyes and Eyelids – Modeled as spheres and hemispheres – Simple rotations – Random blinking – Gaze looking forward when speaking – Random gaze direction when not speaking • Jaw and Neck • Jaw – Single axis of rotation – Lower lips not within jaw influence • Neck – Three axii of rotation – Center of rotation is the center of the neck bounding box – Vertices of the head are fully rotated – Rotations of the neck linearly faded with distance Jaw boundary Neck boundary Lips • Distinction between upper and lower lips must be made in order to open mouth • Distinction between upper and lower lips determined at load time Breton et al 2001 results Overview • • • • History Types of Facial Muscle Models Muscle Vectors (Waters 1987) Improvements – Breton, Bouville and Pele 2001 – Bui and Nijholt 2003 Bui et al • Multiple muscle action artifacts removed by simulating parallelism • Division into regions • Wrinkles Muscle action artifacts • The problem – Problem when a mesh vertex is under the influence of multiple muscle actions – Muscle actions are independent – Actual nodal displacement determined by a succession of muscle actions – Unnatural results occur when a vertex is shifted outside the zone of influence of adjoining muscle vectors • The solution – Combining muscle contractions done by simulating parallelism – For a vertex inside multiple muscles’ zone of influence, small units of contraction levels are applied until no more contraction to apply – Step sizes of 20% of full contraction found to have good results Region Division • Allows easier rendering of special parts of the face such as lips and eyebrows • Reduces artifacts generated by displacement of vertices in regions that are not affected by a muscles contraction Muscle Action Artifacts Two muscles with no parallelism Two muscles with parallelism Three muscles with parallelism Wrinkles • Assume muscles lie parallel to the facial skin and heights of wrinkles are the same • Height and number of wrinkles are predefined for each muscle • To make wrinkles more visible use triangular flat shading at vertex where wrinkle starts Bui et al results (2003) happy neutral Sad with close up of wrinkles surprise Demo Conclusion • Waters is the basic model • Additional tricks can be added to improve appearance • Facial expressions can be defined by muscle groups while individual muscles can also be controlled. • Simple yet effective and fast References • Breton, G., Bouville, C., and Pel, D. 2001. FaceEngine a 3d Facial Animation Engine for Real Time Applications. in Proceedings of 6th International Conference on 3D Web Technology, pp. 15-22. • Bui, T. D., Heylen, D., and Nijholt, A. 2003. Improvements on a Simple Muscle-Based 3d Face for Realistic Facial Expressions. in Proceedings of 16th International Conference on Computer Animation and Social Agents, pp. 33-40. • Noh, J.-Y. and Neumann, U. 1998. A Survey of Facial Modeling and Animation Techniques. USC Technical Report No. 99-705. • Parke, F. I. and Waters, K. (1996) "Chapter 7 Skin and MuscleBased Facial Animation." In Computer Facial Animation, pp. 223257. • Waters, K. 1987. A Muscle Model for Animating Three-Dimensional Facial Expression. in Proceedings of 14th Annual Conference on Computer Graphics and Interactive Techniques, pp. 17-24.