Application (pre-grant publication)
METHODS AND SYSTEMS OF ENRICHING BLENDSHAPE RIGS WITH PHYSICAL SIMULATION
- Number
- 20180130245
- Published
- 2018-05-10
- Filed
- 2016-11-09
- Assignee
- Disney Enterprises, Inc.; ETH Zürich (Eidgenössische Technische Hochschule Zürich)
- Inventors
- Kozlov; Yeara; Thomaszewski; Bernhard; Beeler; Thabo; Bradley; Derek; Bächer; Moritz; Gross; Markus
- CPC
- G06T13/40
- Verdict
- High Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Blendshape rig physical-simulation enrichment [inventor watchlist match].
Abstract
Methods, systems, and computer-readable memory are provided for determining time-varying anatomical and physiological tissue characteristics of an animation rig. For example, shape and material properties are defined for a plurality of sample configurations of the animation rig. The shape and material properties are associated with the plurality of sample configurations. An animation of the animation rig is obtained, and one or more configurations of the animation rig are determined for one or more frames of the animation. The determined one or more configurations include shape and material properties, and are determined using one or more sample configurations of the animation rig. A simulation of the animation rig is performed using the determined one or more configurations. Performing the simulation includes computing physical effects for addition to the animation of the animation rig.
Background
FIELD
The present disclosure generally relates to enriching blendshape rigs with physical effects. For example, a blendshape rig can be enhanced by introducing a volumetric mesh and material parameters to the blendshape rig.BACKGROUND
Whether stunningly realistic or artistically stylized, high-quality facial animation is a pivotal element for providing compelling characters in contemporary filmmaking. An important part of providing a believable digital performance is the consistency between the primary motion of the head and the secondary motion of the facial tissue that is induced by the head motion. While even subtle dynamics during speech can add greatly to the realism of an animation, secondary motion cannot be neglected for performances involving running, jumping, and other forms of rapid motion. The difficulty of combining artist-directed animation with physics-based simulation has so far prevented the widespread use of simulation for facial animation.SUMMARY
Techniques and systems are described for enriching blendshape rigs with dynamic physical simulation to provide physical effects. Physical effects can include secondary motion, such as motion of tissue caused by motion of a body part (e.g., cheek tissue moving up and down as a person performs a fast up-down running motion). A layer of physical simulation can be added on top of an input animation sequence (e.g., including a blendshape animation). For example, using input blendshapes and, in some exa