Improving Facial Rig Semantics for Tracking and Retargeting
Dalton Omens, Allise Thurman, Jihun Yu, Ronald Fedkiw

TL;DR
This paper enhances facial rig semantics for more effective tracking and retargeting in VR and gaming by using a unified framework, volumetric morphing, and a novel fine-tuning approach with implicit differentiation.
Contribution
It introduces a fine-tuning method that improves semantic control of facial rigs for better retargeting, leveraging implicit differentiation to adapt to real-world scenarios.
Findings
Calibrated rigs produce desired expressions with animation controls.
Fine-tuning improves semantic meaningfulness of controls for retargeting.
The approach enhances robustness in real-world facial performance retargeting.
Abstract
In this paper, we consider retargeting a tracked facial performance to either another person or to a virtual character in a game or virtual reality (VR) environment. We remove the difficulties associated with identifying and retargeting the semantics of one rig framework to another by utilizing the same framework (3DMM, FLAME, MetaHuman, etc.) for both subjects. Although this does not constrain the choice of framework when retargeting from one person to another, it does force the tracker to use the game/VR character rig when retargeting to a game/VR character. We utilize volumetric morphing in order to fit facial rigs to both performers and targets; in addition, a carefully chosen set of Simon-Says expressions is used to calibrate each rig to the motion signatures of the relevant performer or target. Although a uniform set of Simon-Says expressions can likely be used for all person to…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
