Dynamic Facial Asset and Rig Generation from a Single Scan
Jiaman Li, Zhengfei Kuang, Yajie Zhao, Mingming He, Karl Bladin and, Hao Li

TL;DR
This paper introduces an automated framework that generates high-quality, personalized facial assets and rigs from a single scan, significantly reducing manual effort and hardware requirements in CG character creation.
Contribution
It presents a novel self-supervised neural network approach for inferring personalized blendshapes and dynamic textures from a single neutral scan, compatible with industry pipelines.
Findings
Robust inference across diverse subjects
High-fidelity dynamic textures and blendshapes generated
Seamless integration with existing animation pipelines
Abstract
The creation of high-fidelity computer-generated (CG) characters used in film and gaming requires intensive manual labor and a comprehensive set of facial assets to be captured with complex hardware, resulting in high cost and long production cycles. In order to simplify and accelerate this digitization process, we propose a framework for the automatic generation of high-quality dynamic facial assets, including rigs which can be readily deployed for artists to polish. Our framework takes a single scan as input to generate a set of personalized blendshapes, dynamic and physically-based textures, as well as secondary facial components (e.g., teeth and eyeballs). Built upon a facial database consisting of pore-level details, with over scans of varying expressions and identities, we adopt a self-supervised neural network to learn personalized blendshapes from a set of template…
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Taxonomy
TopicsFace recognition and analysis · 3D Shape Modeling and Analysis · Generative Adversarial Networks and Image Synthesis
