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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
- 로그인 후 원문을 볼 수 있습니다.
MARC
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■00520250211152747
■006m o d
■007cr#unu||||||||
■020 ▼a9798342115414
■035 ▼a(MiAaPQ)AAI31520309
■035 ▼a(MiAaPQ)Stanfordqf826cc9513
■040 ▼aMiAaPQ▼cMiAaPQ
■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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