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Democratizing the Creation of Animatable Facial Avatars
Democratizing the Creation of Animatable Facial Avatars
Democratizing the Creation of Animatable Facial Avatars

Detailed Information

자료유형  
 학위논문 서양
최종처리일시  
20250211152747
ISBN  
9798342115414
DDC  
777.6
저자명  
Zhu, Yilin.
서명/저자  
Democratizing the Creation of Animatable Facial Avatars
발행사항  
[Sl] : Stanford University, 2024
발행사항  
Ann Arbor : ProQuest Dissertations & Theses, 2024
형태사항  
97 p
주기사항  
Source: Dissertations Abstracts International, Volume: 86-04, Section: A.
주기사항  
Includes supplementary digital materials.
주기사항  
Advisor: Fedkiw, Ron.
학위논문주기  
Thesis (Ph.D.)--Stanford University, 2024.
초록/해제  
요약In high-end visual effects pipelines, a customized and expensive light stage system is typically used to scan an actor in order to acquire both geometry and texture for various expressions. Aiming towards democratization, we propose a novel pipeline for obtaining geometry and texture as well as enough expression information to build a customized person-specific animation rig without using a light stage or any other high-end hardware or manual cleanup. A key novel idea consists of warping real-world images to align with the geometry of a template avatar and subsequently projecting the warped image into the template avatar's texture; importantly, this allows us to leverage baked-in real-world lighting/texture information in order to create surrogate facial features and bridge the domain gap for the sake of geometry reconstruction. Not only can our method be used to obtain a neutral expression geometry and de-lit texture, but it can also be used to improve avatars after they have been imported into an animation system (noting that such imports tend to be lossy, while also hallucinating various features). Since a default animation rig will contain template expressions that do not correctly correspond to those of a particular individual, we use a Simon Says approach to capture various expressions and build a person-specific animation rig that moves like they do. Our aforementioned warping/projection method has high enough efficacy to reconstruct geometry corresponding to each expressions.
일반주제명  
Special effects
일반주제명  
Hair
일반주제명  
Software
일반주제명  
Democratization
일반주제명  
Lighting
일반주제명  
Neural networks
일반주제명  
Webcams
일반주제명  
Mouth
일반주제명  
Animation
일반주제명  
Geometry
일반주제명  
Virtual reality
일반주제명  
Film studies
일반주제명  
Information technology
기타저자  
Stanford University.
기본자료저록  
Dissertations Abstracts International. 86-04A.
전자적 위치 및 접속  
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MARC

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■0820  ▼a777.6
■1001  ▼aZhu,  Yilin.
■24510▼aDemocratizing  the  Creation  of  Animatable  Facial  Avatars
■260    ▼a[Sl]▼bStanford  University▼c2024
■260  1▼aAnn  Arbor▼bProQuest  Dissertations  &  Theses▼c2024
■300    ▼a97  p
■500    ▼aSource:  Dissertations  Abstracts  International,  Volume:  86-04,  Section:  A.
■500    ▼aIncludes  supplementary  digital  materials.
■500    ▼aAdvisor:  Fedkiw,  Ron.
■5021  ▼aThesis  (Ph.D.)--Stanford  University,  2024.
■520    ▼aIn  high-end  visual  effects  pipelines,  a  customized  and  expensive  light  stage  system  is  typically  used  to  scan  an  actor  in  order  to  acquire  both  geometry  and  texture  for  various  expressions.  Aiming  towards  democratization,  we  propose  a  novel  pipeline  for  obtaining  geometry  and  texture  as  well  as  enough  expression  information  to  build  a  customized  person-specific  animation  rig  without  using  a  light  stage  or  any  other  high-end  hardware  or  manual  cleanup.  A  key  novel  idea  consists  of  warping  real-world  images  to  align  with  the  geometry  of  a  template  avatar  and  subsequently  projecting  the  warped  image  into  the  template  avatar's  texture;  importantly,  this  allows  us  to  leverage  baked-in  real-world  lighting/texture  information  in  order  to  create  surrogate  facial  features  and  bridge  the  domain  gap  for  the  sake  of  geometry  reconstruction.  Not  only  can  our  method  be  used  to  obtain  a  neutral  expression  geometry  and  de-lit  texture,  but  it  can  also  be  used  to  improve  avatars  after  they  have  been  imported  into  an  animation  system  (noting  that  such  imports  tend  to  be  lossy,  while  also  hallucinating  various  features).  Since  a  default  animation  rig  will  contain  template  expressions  that  do  not  correctly  correspond  to  those  of  a  particular  individual,  we  use  a  Simon  Says  approach  to  capture  various  expressions  and  build  a  person-specific  animation  rig  that  moves  like  they  do.  Our  aforementioned  warping/projection  method  has  high  enough  efficacy  to  reconstruct  geometry  corresponding  to  each  expressions.
■590    ▼aSchool  code:  0212.
■650  4▼aSpecial  effects
■650  4▼aHair
■650  4▼aSoftware
■650  4▼aDemocratization
■650  4▼aLighting
■650  4▼aNeural  networks
■650  4▼aWebcams
■650  4▼aMouth
■650  4▼aAnimation
■650  4▼aGeometry
■650  4▼aVirtual  reality
■650  4▼aFilm  studies
■650  4▼aInformation  technology
■690    ▼a0800
■690    ▼a0900
■690    ▼a0489
■71020▼aStanford  University.
■7730  ▼tDissertations  Abstracts  International▼g86-04A.
■790    ▼a0212
■791    ▼aPh.D.
■792    ▼a2024
■793    ▼aEnglish
■85640▼uhttp://www.riss.kr/pdu/ddodLink.do?id=T17163739▼nKERIS▼z이  자료의  원문은  한국교육학술정보원에서  제공합니다.

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