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基于表演驱动的人脸动画生成系统研究

发布时间:2019-05-12 17:11
【摘要】:基于表演驱动的人脸动画生成技术是一项根据表演者面部表演驱动虚拟人物做出相同头部姿态和面部表情的技术,可广泛地应用于影视制作、人机交互、游戏制作、远程会议、医疗辅助等领域,近年来一直是计算机视觉和计算机图形学的研究热点。目前,一些成熟的系统都有比较苛刻的使用条件,有的需要复杂昂贵的采集设备作为支撑,有的需要高性能计算机完成高额运算,难以推广到普通消费者中使用。本文旨在搭建一个实时、精确、消费级的表演驱动人脸动画生成系统,利用普通单目摄像头捕捉人脸表情,并将捕捉到的信息重定向到动画角色中。围绕系统的开发中的两大模块——人脸表情捕捉和人脸动画合成,本文主要工作内容和创新性成果如下:(1)对基于优化方法的快速三维人脸建模算法提出了改进。为了去除用于合成的人脸模型张量中的冗余信息,提出用高阶奇异值分解(HOSVD)对张量进行压缩。针对手动标定误差影响残差物理含义的问题,根据不同人脸部位的标定特点,在能量方程中建立不同的残差模块。实验证明本文提出的改进有效提高了算法的精确度。(2)提出了基于随机森林特征提取的三维表情捕捉算法,直接从二维图像中得到三维人脸形状,解决了现有系统中捕捉设备复杂或计算量大的问题。该算法中利用随机森林提取联合局部二值特征并用于线性回归运算,提高了系统的精度。采用三角重心坐标表达的形状索引NPD(Normalized Pixel Difference)特征作为森林中决策树的分裂依据,提高了对不同人脸姿态的鲁棒性。(3)针对不同驱动目标的人脸三维结构,提出了基于三角网格形变传递的动画驱动生成算法和基于Blendshape的动画驱动生成算法,提高了动画驱动的效率和真实度。并提出了增量权重法增强动画的稳定性,运用基于拉格朗日插值法提高动画帧率,有效改善了现有基于表演驱动的人脸动画生成系统中常见的抖动和帧率不足的问题。
[Abstract]:Performance-driven face animation generation technology is a technology that drives virtual characters to make the same head posture and facial expression according to performers' facial performance. It can be widely used in film and television production, human-computer interaction, game production, remote conference. In recent years, medical assistance has been a hot research topic in computer vision and computer graphics. At present, some mature systems have harsh use conditions, some need complex and expensive acquisition equipment as support, some need high performance computer to complete high operation, so it is difficult to be popularized to ordinary consumers. The purpose of this paper is to build a real-time, accurate and consumer performance-driven face animation generation system, use ordinary monocular camera to capture facial expressions, and redirect the captured information to animated characters. Around the two modules of the development of the system, facial expression capture and face animation synthesis, the main contents and innovative results of this paper are as follows: (1) an improved fast 3D face modeling algorithm based on optimization method is proposed. In order to remove redundant information from Zhang Liang, a face model used for synthesis, Zhang Liang is compressed by high order odd value decomposition (HOSVD). In order to solve the problem that manual calibration error affects the physical meaning of residual error, according to the calibration characteristics of different face parts, different residual modules are established in the energy equation. Experiments show that the improved algorithm effectively improves the accuracy of the algorithm. (2) A 3D expression capture algorithm based on random forest feature extraction is proposed to obtain 3D face shape directly from two-dimensional image. The problem of complex capture equipment or large amount of computation in the existing system is solved. In this algorithm, random forest extraction combined with local binary features is used and applied to linear regression operation, which improves the accuracy of the system. The shape index NPD (Normalized Pixel Difference) feature represented by triangular barycenter coordinates is used as the split basis of decision tree in forest, which improves the robustness to different face postures. (3) 3D face structure for different driving targets. The animation drive generation algorithm based on triangular grid deformation transfer and the animation drive generation algorithm based on Blendshape are proposed, which improves the efficiency and reality of animation drive. The incremental weight method is proposed to enhance the stability of animation, and the Lagrangian interpolation method is used to improve the frame rate of animation, which effectively improves the common jitter and frame rate shortage in the existing performance-driven face animation generation system.
【学位授予单位】:浙江大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:TP391.41


本文编号:2475537

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