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Computer Facial
Animation
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Computer Facial
Animation
Second Edition
Frederic I. Parke
Keith Waters
A K Peters, Ltd.
Wellesley, Massachusetts
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A K Peters, Ltd.
888 Worcester Street, Suite 230
Wellesley, MA 02482
www.akpeters.com
Copyright
c 2008 by A K Peters, Ltd.
Parke, Frederic I.
Computer facial animation / Frederic I. Parke, Keith Waters. – 2nd ed.
p. cm.
Includes bibliographical references and index.
ISBN: 978-1-56881-448-3 (alk. paper)
1. Computer animation. 2. Face. I. Waters, Keith. II. Title.
TR897.7.P37 2008
006.6 96--dc22
2008022175
Front cover: Left image courtesy of R. Fedkiw and E. Sifakis, from [Sifakis et
al. 06], imaged by XYZ RGB; right image courtesy of T. Kurihara, adapted from
[Kurihara and Arai 91].
Back cover: Images adapted from [Riewe 07].
Printed in India
12 11 10 09 08 10 9 8 7 6 5 4 3 2 1
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Contents
Preface xi
1 Introduction 1
1.1 About This Book . . . . . . . . . . . . . . . . . . . . . . . . 2
1.2 A Brief Historical Sketch of Facial Animation . . . . . . . . 3
1.3 Application Areas . . . . . . . . . . . . . . . . . . . . . . . . 6
1.4 The Believability Flip and the Uncanny Valley . . . . . . . 12
1.5 A Turing Test for Faces? . . . . . . . . . . . . . . . . . . . . 13
1.6 Relationship to Conventional Animation . . . . . . . . . . . 15
vii
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viii Contents
4 Modeling Faces 85
4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
4.2 Facial Geometry . . . . . . . . . . . . . . . . . . . . . . . . 87
4.3 Face Features . . . . . . . . . . . . . . . . . . . . . . . . . . 94
4.4 Sources of Facial Surface Data . . . . . . . . . . . . . . . . . 96
4.5 Digitizer-Based Modeling . . . . . . . . . . . . . . . . . . . 99
4.6 Photogrammetric Measurement . . . . . . . . . . . . . . . . 105
4.7 Modeling Based on Laser Scans . . . . . . . . . . . . . . . . 110
4.8 Anthropometric Facial Models . . . . . . . . . . . . . . . . . 117
4.9 Sculpting Facial Models . . . . . . . . . . . . . . . . . . . . 117
4.10 Conformation Guidelines . . . . . . . . . . . . . . . . . . . . 120
4.11 Assembling Faces from Simple Shapes . . . . . . . . . . . . 123
4.12 New Faces from Existing Faces . . . . . . . . . . . . . . . . 126
4.13 Statistical Models . . . . . . . . . . . . . . . . . . . . . . . . 136
4.14 Parameterized Conformation Models . . . . . . . . . . . . . 141
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Contents ix
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x Contents
Bibliography 413
Index 433
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Preface
xi
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xii Preface
to a wide range of readers, spanning the spectrum from the merely curious,
to serious users of computer animation systems, to system implementers,
and to researchers. As a result, the book contains enough depth for seri-
ous animators, provides valuable reference for researchers, and still remains
accessible to those with little or no sophistication in this area. Our expec-
tation is that this book be used as a text, or as a case-study reference, for
courses in computer animation.
Acknowledgments
For the first edition, we would like to thank Brad deGraf, Steve DiPaola,
Matt Elson, Jeff Kleiser, Steve Pieper, Bill Reeves, Lance Williams, and
Brian Wyvill, who participated in the 1989 and 1990 SIGGRAPH Facial
Animation tutorials, and who presented much of the material that formed
the initial basis for this book.
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Preface xiii
For the second edition, we would like to thank the following additional
contributors whose help made the book that much richer. Cynthia Brezeal
for images of Kismet; Zygote Media Group, Inc., for the data used to gen-
erate the skull anatomy illustrations in Chapter 3; George Borshukov for
imagery used to create Agent Smith for the film The Matrix Reloaded; Tony
Ezzat for images creating MikeTalk and Mary101; Volker Blanz for images
of a morphable model; Ron Fedkiw and Eftychios Sifakis for the Finite Vol-
ume face model images; Roz Picard for images of Self-Cam; and Mova for
images created from their capture system. Additional images were created
by Andy Smith, Jessica Riewe, Jon Reisch, Eric Andraos, and the “Rivalry”
team at the Texas A&M University Visualization Laboratory. Images illus-
trating hair modeling and animation techniques were provided by Florence
Bertails, Yosuke Bando, Tom Mertens, Ulrich Neumann, and Yizhou Yu.
Frederic I. Parke
Keith Waters
May 2008
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1
Introduction
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2 1. Introduction
The value of this body of work, and of others in this field, requires no
explanation in the context of facial animation.
The ability to model the human face and then animate the subtle nu-
ances of facial expression remains a significant challenge in computer graph-
ics. Despite a heavy reliance on traditional computer graphics algorithms
such as modeling and rendering, facial modeling and animation are still be-
ing defined, without broadly accepted solutions. Facial animations often are
developed with ad-hoc techniques that are not easily extendible and that
rapidly become brittle. Therefore, this book presents a structured approach,
by describing the anatomy of the face, working though the fundamentals of
facial modeling and animation, and describing some state-of-the-art tech-
niques.
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This section is a brief synopsis of key events that have helped shape the
field, rather than a chronological account of facial animation. Most events
in facial animation have been published in one form or another. The most
popular forums have been the proceedings and course notes of the ACM
SIGGRAPH conferences and other computer graphics journals and confer-
ence proceedings.1
Historically, the first computer-generated images of three-dimensional
faces were generated by Parke as part of Ivan Sutherland’s computer graph-
ics course at the University of Utah in early 1971. Parke began with very
crude polygonal representations of the head, which resulted in a flip-pack
animation of the face opening and closing its eyes and mouth. Several of
these images are shown in Figure 1.1.
While at the University of Utah, Henri Gouraud was also completing his
dissertation work on his then-new smooth polygon shading algorithm. To
demonstrate the effectiveness of the technique, he applied it to a digitized
model of his wife’s face. Parke used this innovative shading technique to
produce several segments of fairly realistic facial animation [Parke 72]. He
did this by collecting facial expression polygon data from real faces using
photogrammetric techniques and simply interpolating between expression
poses to create animation. By 1974, motivated by the desire to quickly
produce facial animation, Parke completed the first parameterized three-
dimensional face model [Parke 74].
1 The reader is encouraged to refer to the Bibliography for a more complete listing.
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4 1. Introduction
Figure 1.1.
Several of the earliest three-dimensional face models developed by Parke at the
University of Utah in 1971.
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