We propose a new model-based algorithm solving the inverse rig problem in facial animation retargeting, exhibiting higher accuracy of the fit and sparser, more interpretable weight vector compared to SOTA. The proposed method targets a specific subdomain of human face animation - highly-realistic blendshape models used in the production of movies and video games. In this paper, we formulate an optimization problem that takes into account all the requirements of targeted models. Our objective goes beyond a linear blendshape model and employs the quadratic corrective terms necessary for correctly fitting fine details of the mesh. We show that the solution to the proposed problem yields highly accurate mesh reconstruction even when general-purpose solvers, like SQP, are used. The results obtained using SQP are highly accurate in the mesh space but do not exhibit favorable qualities in terms of weight sparsity and smoothness, and for this reason, we further propose a novel algorithm relying on a MM technique. The algorithm is specifically suited for solving the proposed objective, yielding a high-accuracy mesh fit while respecting the constraints and producing a sparse and smooth set of weights easy to manipulate and interpret by artists. Our algorithm is benchmarked with SOTA approaches, and shows an overall superiority of the results, yielding a smooth animation reconstruction with a relative improvement up to 45 percent in root mean squared mesh error while keeping the cardinality comparable with benchmark methods. This paper gives a comprehensive set of evaluation metrics that cover different aspects of the solution, including mesh accuracy, sparsity of the weights, and smoothness of the animation curves, as well as the appearance of the produced animation, which human experts evaluated.
翻译:我们提出一个新的基于模型的算法,解决面部动画重新定位的反钻机问题,显示与SOTA相比,更精密、更稀疏、更易解释的重量矢量比SOTA更准确。拟议方法针对的是人类面部动画的具体次域——在电影和视频游戏制作中使用的高度现实的混合形状模型。在本文中,我们提出了一个考虑到目标模型所有要求的优化问题。我们的目标超出了线性混合形状模型,使用了正确匹配网格细节所需的二次修正术语。我们表明,即使使用了像SQP这样的通用直线度解算器,对拟议问题的解决方案的精确度也会产生高度准确的网格重建。在网格空间中,SQP获得的结果非常准确,但是在制作电影和视频游戏游戏制作的高度宽度和光滑度模型时,我们还进一步提出一种新颖的算法,依靠MMM技术, 其具体地适合解决拟议目标,产生一种高精确度的网格。在尊重限制的同时,并制作一套平滑和平滑的精度精度的精度的精度模型,即使使用了通用的精度的精度解器,即使使用了普通的精度解的精度解的精度解度的精度的精度的精度的精度。使用SQ,使用SQPL的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度,在45级度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度的精度, 。