Granted patent
Physical face cloning
- Number
- 10403404
- Published
- 2019-09-03
- Filed
- 2015-07-13
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Bickel; Bernd, Kaufmann; Peter, Thomaszewski; Bernhard, Bradley; Derek Edward, Jackson; Philip John, Marschner; Stephen R., Matusik; Wojciech, Gross; Markus, Beeler; Thabo Dominik
- CPC
- G06T19/20; G06F17/10; G16H50/50
- Verdict
- Medium Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Physical face cloning (3D reconstruction for animatronics/digital doubles).
Abstract
A computer-implemented method is provided for physical face cloning to generate a synthetic skin. Rather than attempt to reproduce the mechanical properties of biological tissue, an output-oriented approach is utilized that models the synthetic skin as an elastic material with isotropic and homogeneous properties (e.g., silicone rubber). The method includes capturing a plurality of expressive poses from a human subject and generating a computational model based on one or more material parameters of a material. In one embodiment, the computational model is a compressible neo-Hookean material model configured to simulate deformation behavior of the synthetic skin. The method further includes optimizing a shape geometry of the synthetic skin based on the computational model and the captured expressive poses. An optimization process is provided that varies the thickness of the synthetic skin based on a minimization of an elastic energy with respect to rest state positions of the synthetic skin.
Background
BACKGROUND(1) Field of the Invention(2) The present invention relates to the field of animatronics and, in particular, to a system and method for computer graphics modeling to clone physical faces.(3) Description of the Related Art(4) Generally, the field of animatronics aims to create physical robotic characters that move and look like real humans. Because the human body consists of articulated rigid structures (i.e., bones) and soft tissue (i.e., flesh and skin), conventional approaches have used a rigid articulated base and synthetic soft-tissue to create animatronic characters. Characters created with this approach have enjoyed wide success at amusement parks, theme parks, and exhibitions.(5) However, creating animatronic figures remains a difficult and labor-intensive process that requires a significant amount of manual work of skilled animators, material designers, and mechanical engineers. The physical constraints of real materials and actuators, in addition to virtual modeling of a human character, must be addressed to create a life-like animatronic character. Further, the human face is regarded as the most challenging part of creating an animatronic character, owing to the face's expressive power and to the limitations in the process of skin design. An animatronic character has to be able to produce a vast range of facial expressions, each having different folds and wrinkles. Manually designing the shape and material properties of a single skin that is able to achiev