Markerless reconstruction and synthesis of dynamic facial expressions
Computer Vision and Image Understanding
Realtime performance-based facial animation
ACM SIGGRAPH 2011 papers
Realtime facial animation with on-the-fly correctives
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
An anchor patch based optimization framework for reducing optical flow drift in long image sequences
ACCV'12 Proceedings of the 11th Asian conference on Computer Vision - Volume Part III
High fidelity facial animation capture and retargeting with contours
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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The VFX R&D stage for The Matrix Reloaded was kicked off in January 2000 with the challenge to create realistic human faces. We believed that traditional facial animation approaches like muscle deformers or blend shapes would simply never work, both because of the richness of facial movement and because of the human viewer's extreme sensitivity to facial nuances. Our task was further complicated as we had to recreate familiar actors such as Keanu Reeves and Lawrence Fishburne. Our team had been very successful at applying image-based techniques for photorealistic film set/location rendering, so we decided to approach the problem from the image-based side again. We wanted to produce a 3-d recording of the real actor's performance and be able to play it back from different angles and under different lighting conditions. Just as we can extract geometry, texture, or light from images, we are now able to extract movement. Universal Capture combines two powerful computer vision techniques: optical flow and photogrammetry.