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Takahiro ISHIKAWA Shigeo MORISHIMA Demetri TERZOPOULOS
Muscle based face image synthesis is one of the most realistic approaches to the realization of a life-like agent in computers. A facial muscle model is composed of facial tissue elements and simulated muscles. In this model, forces are calculated effecting a facial tissue element by contraction of each muscle string, so the combination of each muscle contracting force decides a specific facial expression. This muscle parameter is determined on a trial and error basis by comparing the sample photograph and a generated image using our Muscle-Editor to generate a specific face image. In this paper, we propose the strategy of automatic estimation of facial muscle parameters from 2D markers'movements located on a face using a neural network. This corresponds to the non-realtime 3D facial motion capturing from 2D camera image under the physics based condition.
Akinobu MAEJIMA Shuhei WEMLER Tamotsu MACHIDA Masao TAKEBAYASHI Shigeo MORISHIMA
We have developed a visual entertainment system called "Future Cast" which enables anyone to easily participate in a pre-recorded or pre-created film as an instant CG movie star. This system provides audiences with the amazing opportunity to join the cast of a movie in real-time. The Future Cast System can automatically perform all the processes required to make this possible, from capturing participants' facial characteristics to rendering them into the movie. Our system can also be applied to any movie created using the same production process. We conducted our first experimental trial demonstration of the Future Cast System at the Mitsui-Toshiba pavilion at the 2005 World Exposition in Aichi Japan.
"Dive into the Movie (DIM)" is a name of project to aim to realize a world innovative entertainment system which can provide an immersion experience into the story by giving a chance to audience to share an impression with his family or friends by watching a movie in which all audience can participate in the story as movie casts. To realize this system, several techniques to model and capture the personal characteristics instantly in face, body, gesture, hair and voice by combining computer graphics, computer vision and speech signal processing technique. Anyway, all of the modeling, casting, character synthesis, rendering and compositing processes have to be performed on real-time without any operator. In this paper, first a novel entertainment system, Future Cast System (FCS), is introduced which can create DIM movie with audience's participation by replacing the original roles' face in a pre-created CG movie with audiences' own highly realistic 3D CG faces. Then the effects of DIM movie on audience experience are evaluated subjectively. The result suggests that most of the participants are seeking for higher realism, impression and satisfaction by replacing not only face part but also body, hair and voice. The first experimental trial demonstration of FCS was performed at the Mitsui-Toshiba pavilion of the 2005 World Exposition in Aichi Japan. Then, 1,640,000 people have experienced this event during 6 months of exhibition and FCS became one of the most popular events at Expo.2005.
Tatsuo YOTSUKURA Shigeo MORISHIMA Satoshi NAKAMURA
An accurate audio-visual speech corpus is inevitable for talking-heads research. This paper presents our audio-visual speech corpus collection and proposes a head-movement normalization method and a facial motion generation method. The audio-visual corpus contains speech data, movie data on faces, and positions and movements of facial organs. The corpus consists of Japanese phoneme-balanced sentences uttered by a female native speaker. An accurate facial capture is realized by using an optical motion-capture system. We captured high-resolution 3D data by arranging many markers on the speaker's face. In addition, we propose a method of acquiring the facial movements and removing head movements by using affine transformation for computing displacements of pure facial organs. Finally, in order to easily create facial animation from this motion data, we propose a technique assigning the captured data to the facial polygon model. Evaluation results demonstrate the effectiveness of the proposed facial motion generation method and show the relationship between the number of markers and errors.
Mitsuru ISHIZUKA Shigeo MORISHIMA