Anatomical Face Model Sculpting via Parameter Optimization

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Solution Overview

Problem

Current techniques for creating digital faces in computer graphics are either labor-intensive for skilled users or limited in variety for non-skilled users, as they rely on manual sculpting or predetermined libraries of exemplar faces, restricting the range of characteristics that can be created.

Innovation Solution

A computer-implemented method generates a digital face using a model based on multiple faces with local deformation subspaces and anatomical subspaces, allowing for optimization of parameter values to create realistic 3D facial geometry, enabling users to generate a wide variety of digital faces without extensive sculpting expertise.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If manual free-form sculpting tools are used, then artistic freedom and skill-based control are improved, but the time required and labor intensity increase significantly

Engineering Contradiction:
ImproveArtistic freedomVSAvoidTime required
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The system transforms the complex task of manual sculpting into parameter adjustment by representing facial geometry through a small set of anatomical parameters (bone positions, skin thickness, fat distribution). Users can create and modify digital faces by adjusting these parameters rather than manually sculpting, dramatically reducing time while preserving creative control.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent introduces an intermediary anatomical model that acts as a bridge between user input and final facial geometry. This model incorporates anatomical constraints (bones, skin layers, fat) that automatically enforce realistic deformations, eliminating the need for users to manually handle complex geometric transformations while maintaining artistic freedom.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If predetermined libraries of exemplar faces are used, then ease of creation for non-skilled users is improved, but the variety and customization of digital faces are limited

Engineering Contradiction:
ImproveEase of creationVSAvoidVariety of characteristics
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system uses a parametric anatomical model with adjustable parameters for bone structure, skin thickness, fat distribution, and muscle placement. Users can modify these parameters to generate faces with diverse characteristics beyond predetermined exemplars, enabling unlimited customization while maintaining ease of use through parameter adjustment interfaces.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent implements a dynamic anatomical model where parameters can be adjusted in real-time to transform facial geometry. The model responds dynamically to parameter changes by automatically recalculating skin deformations, fat distribution, and muscle attachments, allowing users to explore a wide range of facial variations interactively rather than selecting from static libraries.

Inventive Principle:
Principle #15Dynamics

3Manufacturing precision

If anatomical modeling with multiple subspaces is implemented, then the realism and accuracy of digital faces are improved, but the model complexity and computational requirements increase

Engineering Contradiction:
ImproveRealism of digital facesVSAvoidModel complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent segments the facial model into distinct anatomical subspaces including bone structure, skin layers, fat distribution, and muscle attachments. Each subspace is represented by dedicated parameters and deformation modes, allowing the complex anatomical system to be managed through modular, independent components that can be adjusted and computed separately, reducing overall computational complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system applies different levels of detail and computational approaches to different facial regions based on their anatomical characteristics. Critical areas like the eye socket and jawline use specialized deformation models with higher precision, while less critical regions use simplified representations, optimizing the balance between realism and computational efficiency across the entire face.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11645813B2Techniques for sculpting digital faces based on anatomical modeling
Publication Date: 2023.05.09 DISNEY ENTERPRISES INC
  • US11645813B2 patent drawing
  • US11645813B2 patent drawing
  • US11645813B2 patent drawing

AI summary

Techniques are disclosed for creating digital faces. In some examples, an anatomical face model is generated from a data set including captured facial geometries of different individuals and associated bone geometries. A model generator segments each of the captured facial geometries into patches, compresses the segmented geometry associated with each patch to determine local deformation subspaces of the anatomical face model, and determines corresponding compressed anatomical subspaces of the anatomical face model. A sculpting application determines, based on sculpting input from a user, constraints for an optimization to determine parameter values associated with the anatomical face model. The parameter values can be used, along with the anatomical face model, to generate facial geometry that reflects the sculpting input.