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et al. [ 129 ]. FACS decomposes an expression into “action units” related to the activity
of facial muscles, which an animator can control to create a character's expression.
Sifakis et al. [ 448 ] related facial markers to a highly detailed anatomical model
of the head that included bones, muscle, and soft tissue, using a nonlinear opti-
mization similar to the methods in Section 7.4.2 . Alternately, the facial markers can
be directly related to the vertices of a dense 3D mesh of the head's surface (e.g.,
[ 54 ]), acquired using laser scanning or structured light (both discussed in detail in
Chapter 8 ).
One of the earliest facial motion capture tests was described by Williams [ 547 ],
who taped dots of retro-reflective Scotchlite material to a performer's face and used
the dots' 2D positions to animate a 3D head model obtained using a laser scanner.
Guenter et al.'s seminal work [ 183 ] describedahomemademotioncapture framework
using 182 fluorescent dots glued to a performer's face that were imaged under ultra-
violet illumination. The triangulated 3D dot positions were used to move the vertices
of a 3D headmesh obtained using a laser scanner. Lin and Ouhyoung [ 284 ] described
a unique approach that uses a single video of a scene containing the performer and a
pair of mirrors, effectively giving three views of the markers from different perspec-
tives. In several recent films (e.g., TRON: Legacy , Avatar , and Rise of the Planet of the
Apes ), actors performed on set wearing facial markers whosemotionwas recorded by
a rigid rig of head-mounted cameras, in essence carrying miniature motion-capture
studios along with them (see Section 7.8 ).
On the other hand, marker-based technology is only part of the process of facial
capture for visual effects today. In particular, the non-marker-based MOVA Con-
tour system is extremely popular and is used to construct highly detailed facial
meshes and animation rigs for actors prior to on-set motion capture. With this
system, phosphorescent makeup is applied to the performer's entire face. Under
normal lighting, the makeup is invisible, but under fluorescent lighting, the makeup
glows green and has a mottled texture that generates dense, evenly spaced visual
features in the resulting images. The performer is filmed from the front by many
cameras, anddense, accurate 3Dgeometry is computedusingmulti-viewstereo tech-
niques, discussed in Section 8.3 . This technology was notably used in The Curious
Case of Benjamin Button . In related approaches, Furukawa and Ponce [ 159 ] painted
a subject's face with a visible mottled pattern, and Bickel et al. [ 44 ] augmented
facial markers with visible paint around a performer's forehead and eyes to track
wrinkles.
Facial capture techniques that require no markers or makeup are also a major
research focus in the computer vision and graphics communities. Bradley et al. [ 63 ]
described a system in which the performer's head is surrounded by seven pairs of
high-resolution stereo cameras zoomed in to use pores, blemishes, and hair follicles
as trackable features. The performer is lit by a bright array of LED lights to provide
uniform illumination. The 3D stereo reconstructions (i.e., stereo correspondence
followed by triangulation) are merged to create a texture-mapped mesh, and opti-
cal flow is used to propagate dense correspondence of the face images throughout
each camera's video sequence. This can be viewed as a multi-view stereo algorithm,
discussed in detail in Section 8.3 . Another major approach is the projection of struc-
tured light patterns onto a performer's face, which introduces artificial texture used
for multi-view stereo correspondence. This approach is typified by the work of Zhang
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