Animating a photoreal digital face Paul Debevec

one of the biggest challenges and

computer graphics has been able to

create a photo real digital human face

and one of the reasons that’s so

difficult is that unlike aliens and

dinosaurs we look at human faces

everyday they’re very important to how

we communicate with each other and as a

result we’re tuned into the subtlest

things that could possibly be wrong with

the computer rendering in order to

believe whether these things are

realistic and what I’m going to do in

the next five minutes is take you

through a process where we tried to

create a reasonably photorealistic

computer-generated face using some

computer graphics technology we’ve

developed and also some collaborators at

a company called image metrics we’re

gonna try to do a photo real face of an

actress named Emily O’Brien who’s right

there and that’s actually a completely

computer-generated rendering of her face

and by the end of the talk we’re gonna

see it move the way that we did this is

we tried to start with Emily herself who

was gracious enough to come to our

laboratory in Marina del Rey and sit for

a session in Light Stage five this is a

face scanning sphere with 156 white LEDs

all around that allow us to photograph

her in a series of very controlled

illumination conditions and the lighting

that we use these days looks something

like this we shoot all of these

photographs in about three seconds

and we basically capture enough

information with video projector

patterns that drape over the contours of

her face in different principal

directions of light from the light stage

to figure out both the course scale and

the fine scale detail of her face if we

zoom in on this photograph right here

you can see it’s a really nice

photograph to have a fur because she’s

lit from absolutely everywhere at the

same time to get a nice image of her

facial texture and in addition we’ve

actually used polarisers on all the

lights just like polarized sunglasses

can block the glare off of the road

polarisers can block the shine off of

the skin so we don’t get all those

specular reflections to take this map

now if we turn the polarisers around

just a little bit we can actually bring

that specular reflection of the skin

back in and you can see she looks kind

of shiny and oily at this point and if

you take the difference between these

two images here you can get an image lit

from the entire sphere of light of just

the shine off of Emily’s skin I don’t

think any photograph like this had ever

been taken before we’ve done this and

this is very important light to capture

because this is the light that reflects

off of the first sir

the skin doesn’t get underneath the

translucent layers of the skin and blur

out and as a result it’s a very good cue

to the detailed shape of the skin pore

structure and all the fine wrinkles that

all of us have the things that actually

make us look like real humans so if we

use information that comes off of the

specular reflection we can go from a

traditional face scan that might have

the gross contours of the face and the

basic shape and augment it with

information that puts in all of that

skin pore structure and fine wrinkles

and even more importantly since this is

a photometric process that only takes

three seconds to capture we can shoot

Emily in just part of an afternoon in

many different facial poses and

different facial expressions so here you

can see her moving your eyes around

moving her mouth around and these were

actually going to use to create a photo

real digital character so if you take a

look at these scans that we have of

Emily you can see that the human face

does an enormous amount of amazing

things as it goes into different facial

expressions you can see things not only

the base shape changes but all sorts of

different skin buckling and skin

wrinkling occurs you can see that the

skin pore structure changes enormous Lee

from stretched skin pores to the regular

skin texture you can see the furrows in

the brow and how the microstructure

changes there you can see muscles

pulling down it flesh to bring our

eyebrows down our muscles bulging in her

forehead when she winces like that in

addition to this kind of high-resolution

geometry since it’s all captured with

cameras we get a great texture map to

use for the face and by looking at how

the different color channels of the

illumination the red and the green and

the blue diffused the light differently

we can come up with a way of conveying

the skin and the computer that instead

of looking like plaster mannequin

actually looks like it’s made out of

living human flesh

and this is what we used to give to the

company image metrics to create a rigged

digital version of Emily we’re just

seeing the coarse scale geometry here

but they basically created a digital

puppet of her where you can pull on

these various strings and it actually

moves her face in ways that are

completely consistent with the scans

that we took in addition to the coarse

scale geometry they also use all of that

detail to create a set of what are

called displacement maps that animate as

well these are the displacement maps

here and you can

see those different wrinkles actually

show up as she animates so the next

process was then to animate her we

actually used one of her own

performances to provide the source data

so by analyzing this video with computer

vision techniques they were able to

drive the facial rig with the

computer-generated performance so what

you’re gonna see now after this is a

completely photo real digital face we

can turn the volume up a little bit if

that’s available which metrics is a

marvelous performance driven animation

company we specialize in high quality

facial animation for video games and

films image metrics is a markerless

performance driven animation company we

specialize in high quality facial

animation for video games and films so

if we break that down into layers here’s

that diffuse component we saw in the

first slide here’s the specular

component animating you can see all the

wrinkles happening there and there’s the

underlying wireframe mesh and that’s

Emily herself now where are we going

with this here we’ve actually gone and

gone a little bit before beyond light

Stage five this is light stage six and

we’re looking at taking this technology

and applying it to whole human bodies

this is Bruce LOM and one of our

researchers in the group who graciously

agreed to get captured running in the

light stage and let’s take a look at a

computer-generated version of Bruce

running in a new environment

and thank you very much

最大的挑战之一和

计算机图形学已经能够

创建一张照片真实的数字人脸

,其中一个如此困难的原因

是,与外星人和恐龙不同,

我们每天都在看人脸,

它们对于

我们如何与每个人进行交流非常重要 其他,

因此我们调整到计算机渲染可能出现的最微妙的

事情

,以便

相信这些事情是否

真实,我将

在接下来的五分钟内带你

完成一个过程 我们尝试

使用

我们开发的一些计算机图形技术

以及

一家名为 image metrics 的公司的一些合作者来创建一个相当逼真的计算机生成的脸,我们将

尝试制作一个名叫 Emily O’Brien 的女演员的照片真实脸

谁就在

那儿,这实际上是完全由

计算机生成的她的脸部渲染

,在演讲结束时,我们将

看到它移动我们这样做的方式是

我们尝试过的 首先是 Emily 本人,她

非常亲切地来到我们

位于 Marina del Rey 的实验室并

参加 Light Stage 5 的会议,这是一个

面部扫描球体,周围有 156 个白色 LED

,让我们

能够以一系列非常 受控

的照明条件和

我们现在使用的照明看起来是

这样的 我们

在大约三秒钟内拍摄所有这些照片,

并且我们基本上

使用视频投影仪模式捕获足够的信息,这些

模式

以不同的主要光线方向覆盖在她的脸部轮廓

如果我们

放大这张照片,这里

的灯光阶段可以计算出她脸部

的路线比例和精细比例细节 获得她面部纹理的漂亮图像

,此外,我们

实际上在所有灯光上都使用了

偏光镜,就像偏光太阳镜

可以阻挡 t 他在道路上的眩光

偏振器可以阻挡皮肤的光泽,

所以我们现在不会得到所有那些

镜面反射来拍摄这张

地图如果我们稍微转动偏振器,

我们实际上可以带来

皮肤的镜面反射

回到里面,你可以看到她此时看起来

有点油光和油腻,如果

你在这里区分这

两个图像,你可以得到一个

从整个光球照亮的图像,只是

艾米丽皮肤的光泽我不知道'

在我们做这件事之前,从来没有拍过这样的照片,

这是非常重要的光线,

因为这是

从第一个先生身上反射出来的光线,

皮肤不会进入皮肤的

半透明层之下,并且

模糊,因此它

是皮肤毛孔结构的详细形状

和所有细皱纹的一个很好的线索

,我们所有人都有实际上

让我们看起来像真实人类的东西,所以如果我们

使用来自t的信息

我们可以从

传统的面部扫描中获得镜面反射,该扫描可能具有

面部的粗略轮廓和

基本形状,并使用包含

所有

皮肤毛孔结构和细皱纹的信息来增强它

,更重要的是,因为这

是光度测量 只需

三秒钟即可捕捉到的过程 我们可以

在一个下午的一部分时间内以

许多不同的面部姿势和

不同的面部表情拍摄 Emily,所以在这里你

可以看到她移动你的眼睛

移动她的嘴,这些

实际上将用于创建 一个照片

真实的数字角色,所以如果你

看一下我们对 Emily 的这些扫描,

你会看到人脸

在不同的面部

表情中做了很多令人惊奇的事情,你不仅可以看到

基本形状的变化 但是会出现各种

不同的皮肤皱褶和皮肤

皱纹,你可以看到

皮肤毛孔结构发生巨大变化,

从拉伸的皮肤毛孔 t o 正常的

皮肤纹理 你可以看到

眉毛上的皱纹以及那里的微结构如何

变化 你可以看到肌肉

将它拉下 肉体使我们的

眉毛向下移动

当她像那样畏缩时,我们前额的肌肉会鼓起,

除了这种高度 -分辨率

几何,因为它都是用相机捕获的,所以

我们得到了一个很好的纹理贴图来

用于面部,通过观察

红色、绿色和蓝色照明的不同颜色通道如何以

不同的方式漫射光,

我们可以想出一个

传达皮肤和计算机的方式,而

不是看起来像石膏人体模型,

实际上看起来它是由

活的人肉制成的

,这就是我们过去给

公司的图像指标以创建一个被操纵

的艾米丽的数字版本,我们只是

在这里看到粗略的几何图形,

但他们基本上创建了她的数字

木偶,您可以在其中拉动

这些不同的绳子,它实际上

以以下方式移动她的脸

与我们进行的扫描完全一致,

除了粗略的

几何形状外,他们还使用所有这些

细节来创建一组

所谓的置换贴图,这些贴图也有动画

效果,这些是这里的置换贴图

,您

实际上可以看到那些不同的皱纹

在她制作动画时出现,因此接下来的

过程是为她制作动画,我们

实际上使用了她自己的一个

表演来提供源数据,

因此通过使用计算机视觉技术分析这段视频,

他们能够

使用

计算机生成的表演来驱动面部装备 所以

你现在将看到的是一张

完全照片的真实数字面孔

如果可用的话,我们可以把音量调高一些

指标是一家

了不起的以性能为导向的动画

公司我们专注

于视频游戏和

电影的高质量面部动画 image metrics 是一家以

性能为导向的无标记动画公司,我们

专注

于视频游戏的高质量面部动画 和电影,所以

如果我们把它分解成层,这是

我们在

第一张幻灯片中看到的漫反射组件,这是动画的镜面反射

组件,你可以看到

那里发生的所有皱纹,还有

底层的线框网格,这就是

艾米丽本人现在我们要去哪里

在这里,我们实际上已经

走了一点点,在第五阶段之前,

这是第六阶段,

我们正在考虑采用这项技术

并将其应用于整个人体,

这是 Bruce LOM 和我们

小组中的一位研究人员,他 欣然

同意拍摄在

灯光舞台上运行,让我们看一下在新环境中运行的

计算机生成版本的布鲁斯

非常感谢