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dc.contributor.authorReed, K.en_US
dc.contributor.authorCosker, D.en_US
dc.contributor.editorChen, Min and Benes, Bedrichen_US
dc.date.accessioned2019-09-27T14:11:23Z
dc.date.available2019-09-27T14:11:23Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13612
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13612
dc.description.abstractWe propose a design framework to assist with user‐generated content in facial animation — without requiring any animation experience or ground truth reference. Where conventional prototyping methods rely on handcrafting by experienced animators, our approach looks to encode the role of the animator as an Evolutionary Algorithm acting on animation controls, driven by visual feedback from a user. Presented as a simple interface, users sample control combinations and select favourable results to influence later sampling. Over multiple iterations of disregarding unfavourable control values, parameters converge towards the user's ideal. We demonstrate our framework through two non‐trivial applications: creating highly nuanced expressions by evolving control values of a face rig and non‐linear motion through evolving control point positions of animation curves.We propose a design framework to assist with user‐generated content in facial animation — without requiring any animation experience or ground truth reference. Where conventional prototyping methods rely on handcrafting by experienced animators, our approach looks to encode the role of the animator as an Evolutionary Algorithm acting on animation controls, driven by visual feedback from a user. Presented as a simple interface, users sample control combinations and select favourable results to influence later sampling. Over multiple iterations of disregarding unfavourable control values, parameters converge towards the user's ideal. We demonstrate our framework through two non‐trivial applications: creating highly nuanced expressions by evolving control values of a face rig and non‐linear motion through evolving control point positions of animation curves.en_US
dc.publisher© 2019 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjectanimation interfaces
dc.subjectfacial animation
dc.subjectgenetic algorithms
dc.subjectuser‐generated content
dc.subject• Animation → Animation Systems; Facial Animation; • Methods and Applications → Genetic Algorithms
dc.titleUser‐Guided Facial Animation through an Evolutionary Interfaceen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume38
dc.description.number6
dc.identifier.doi10.1111/cgf.13612
dc.identifier.pages165-176


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