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Reducing blendshape interference by selected motion attenuation

Published: 03 April 2005 Publication History

Abstract

Blendshapes (linear shape interpolation models) are perhaps the most commonly employed technique in facial animation practice. A major problem in creating blendshape animation is that of blendshape interference: the adjustment of a single blendshape "slider" may degrade the effects obtained with previous slider movements, because the blendshapes have overlapping, non-orthogonal effects. Because models used in commercial practice may have 100 or more individual blendshapes, the interference problem is the subject of considerable manual effort. Modelers iteratively resculpt models to reduce interference where possible, and animators must compensate for those interference effects that remain. In this short paper we consider the blendshape interference problem from a linear algebra point of view. We find that while full orthogonality is not desirable, the goal of preserving previous adjustments to the model can be effectively approached by allowing the user to temporarily designate a set of points as representative of the previous (desired) adjustments. We then simply solve for blendshape slider values that mimic desired new movement while moving these "tagged" points as little as possible. The resulting algorithm is easy to implement and demonstrably reduces cases of blendshape interference found in existing models.

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  • (2024)Position-Aware 3D Facial Expression Mapping Using Ray Casting and BlendshapeEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_376(1442-1446)Online publication date: 5-Jan-2024
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cover image ACM Conferences
I3D '05: Proceedings of the 2005 symposium on Interactive 3D graphics and games
April 2005
231 pages
ISBN:1595930132
DOI:10.1145/1053427
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 03 April 2005

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  1. facial animation
  2. user interaction

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I3D05
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I3D05: Symposium on Interactive 3D Graphics and Games 2005
April 3 - 6, 2005
District of Columbia, Washington

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

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  • (2024)Facial modeling and measurement based upon homologous topographical featuresPLOS ONE10.1371/journal.pone.030456119:5(e0304561)Online publication date: 31-May-2024
  • (2024)SparseSoftDECA — Efficient high-resolution physics-based facial animation from sparse landmarksComputers & Graphics10.1016/j.cag.2024.103903119(103903)Online publication date: Apr-2024
  • (2024)Position-Aware 3D Facial Expression Mapping Using Ray Casting and BlendshapeEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_376(1442-1446)Online publication date: 5-Jan-2024
  • (2023)SoftDECA: Computationally Efficient Physics-Based Facial AnimationsProceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3623264.3624439(1-11)Online publication date: 15-Nov-2023
  • (2021)Implementation of Single Camera Markerless Facial Motion Capture using Blendshapes2021 IEEE International Conference on Computation System and Information Technology for Sustainable Solutions (CSITSS)10.1109/CSITSS54238.2021.9683460(1-6)Online publication date: 16-Dec-2021
  • (2020)Interactive Exploration and Refinement of Facial Expression using Manifold LearningProceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology10.1145/3379337.3415877(778-790)Online publication date: 20-Oct-2020
  • (2020)Position-Aware 3D Facial Expression Mapping Using Ray Casting and BlendshapeEncyclopedia of Computer Graphics and Games10.1007/978-3-319-08234-9_376-1(1-4)Online publication date: 10-Apr-2020
  • (2019)Interactive editing of performance-based facial animationSIGGRAPH Asia 2019 Technical Briefs10.1145/3355088.3365147(61-64)Online publication date: 17-Nov-2019
  • (2019)User‐Guided Facial Animation through an Evolutionary InterfaceComputer Graphics Forum10.1111/cgf.1361238:6(165-176)Online publication date: 19-Mar-2019
  • (2018)Visualizing style differences through 3D animationDigital Creativity10.1080/14626268.2018.1542316(1-12)Online publication date: 10-Nov-2018
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