Game Development Reference
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An extreme example where the model takes absolute preference is the mouth
cavity. The interior of the mouth is part of the model, which, e.g., contains the
skin connecting the teeth and the interior parts of the lips. Typically, scarcely any
3D data will be captured for this region, and those that are captured tend to be
of low quality. The upper row of teeth is fixed rigidly to the model and has already
received their position through the first step (the global transformation of the
model, possibly with a further adjustment by the user). The lower teeth follow
the jaw motion, which is determined as a rotation about the midpoint between the
points where the jaw is attached to the skull and a translation. The motion itself
is quantified by observing the motion of a point on the chin, standardized as
MPEG-4 point 2.10. These points have also been defined on the generic model,
as can be seen in Figure 9, and can be located automatically after the morph.
It has to be mentioned at this point that all the settings, like type and size of RBFs,
as well as whether vertices have to be cylindrically mapped or not, are defined
only once in the generic model as attributes of its vertices.
Viseme Prototype Extraction
The previous subsection described how a generic head model was deformed to
fit 3D snapshots. Not all frames were reconstructed, but only those that
represent the visemes (i.e., the most extreme mouth positions for the different
cases of Figure 2). About 80 frames were selected from the sequence for each
of the example faces. For the representation of the corresponding visemes, the
3D reconstructions, themselves, were not taken (the adapted generic heads), but
the difference of these heads with respect to the neutral one for the same person.
These deformation fields of all the different subjects still contain a lot of
redundancy. This was investigated by applying a Principal Component Analysis.
Over 98.5% of the variance in the deformation fields was found in the space
spanned by the 16 most dominant components. We have used this statistical
method not only to obtain a very compact description of the different shapes, but
also to get rid of small acquisition inaccuracies. The different instances of the
same viseme for the different subjects cluster in this space. The centroids of the
clusters were taken as the prototype visemes used to animate these faces later
on.
Face Animation
The section, Learning Viseme Expressions , describes an approach to extract a
set of visemes from a face that could be observed in 3D, while talking. This
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