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10 - Image-based facial synthesis

Published online by Cambridge University Press:  05 May 2012

Gérard Bailly
Affiliation:
Université de Grenoble
Pascal Perrier
Affiliation:
Université de Grenoble
Eric Vatikiotis-Bateson
Affiliation:
University of British Columbia, Vancouver

Information

Figure 0

Figure 10.1 The range of options on the knowledge- to data-based axis of facial synthesis methods.

Figure 1

Figure 10.2 The Video Rewrite synthesis system. Speech is recognized and triphone visemes from a database are found. A separate background video is used to provide the head movements and the rest of the face. The database images are transformed and inserted into the background video to form the final video.

Figure 2

Figure 10.3 The effects of coarticulation. Frames from our training data showing three different triphones show the wide variation in mouth positions, even for the same phones.

Figure 3

Figure 10.4 The masked portion of the face shown at the top is a reference image used to find the head pose. A white rectangle is superimposed on three facial images to show the estimated affine warp that best matches the reference image.

Figure 4

Figure 10.5 EigenPoints is a linear transform that maps image brightness into control point locations. The three images at the bottom show the fiduciary points for the facial images on top.

Figure 5

Figure 10.6 The Video Rewrite synthesis process. Two images from the database, with their control points, are combined using morphing. Then this image is transformed to fit into the background image and inserted into the background face.

Figure 6

Figure 10.7 Images synthesized by Video Rewrite showing John F. Kennedy speaking (from Bregler et al.1997b).

Figure 7

Figure 10.8 Ten of the sixteen static visemes used by the MikeTalk system to synthesize speech (from Ezzat and Poggio 1998).

Figure 8

Figure 10.9 Output from the Voice Puppetry system showing how an inanimate object can be made to talk using entropic HMM facial synthesis (from Brand 1999).

Figure 9

Table 10.1 Comparing animation systems.

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