Accurate and Interpretable Solution of the Inverse Rig for Realistic Blendshape Models with Quadratic Corrective Terms
Stevo Rackovi\'c, Cl\'audia Soares, Du\v{s}an Jakoveti\'c, Zoranka, Desnica

TL;DR
This paper introduces a novel algorithm for solving the inverse rig problem in facial animation, achieving higher accuracy and sparser, more interpretable weights for realistic blendshape models used in movies and video games.
Contribution
It formulates a quadratic corrective term-based optimization problem and proposes a new MM algorithm that improves mesh accuracy, weight sparsity, and interpretability over state-of-the-art methods.
Findings
Achieves up to 45% reduction in mesh error.
Produces sparser and more interpretable weight vectors.
Outperforms SOTA methods in accuracy and smoothness.
Abstract
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…
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Taxonomy
TopicsFace recognition and analysis · 3D Shape Modeling and Analysis · Generative Adversarial Networks and Image Synthesis
