Face Mesh Sequence for Realistic Facial Animation

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Solution Overview

Problem

Automated generation of realistic facial animation is challenging due to sensitivity to minute changes in facial expressions, requiring significant time and skill, especially when using a single image as input, and often results in non-realistic animations.

Innovation Solution

A face mesh sequence is determined and fitted to an image, with displacement values calculated for vertices, and color differences computed to create a realistic facial animation by projecting the image onto the face mesh and adding these values to subsequent meshes in the sequence.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If manual input is used to create facial animation, then animation realism is improved, but time consumption and skill requirement increase significantly

Engineering Contradiction:
Improveanimation realismVSAvoidtime consumption
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent uses a pre-established face mesh model as a template that can be copied and applied to different target images. The face mesh contains pre-defined vertex structures and expression parameters that are automatically mapped to the target image, eliminating the need for manual creation of each animation frame while maintaining realism through the established mesh structure

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces the manual mechanical process of adjusting each facial feature with an automated image processing system. The system uses algorithms to automatically detect facial landmarks in the target image, map them to the face mesh vertices, and compute displacement values, substituting human manual operation with computational automation

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Manufacturing precision

If manual input is used to create facial animation, then animation quality is improved, but skill requirement increases

Engineering Contradiction:
Improveanimation qualityVSAvoidskill requirement
Core Design Contradiction:
Manufacturing precisionVSEase of operation

Solution Approach 1:

The system performs self-service by automatically analyzing the target image to identify facial features and landmarks, then autonomously mapping these to the face mesh structure. The algorithm independently computes vertex displacements and generates the animation sequence without requiring user expertise in facial anatomy or animation techniques

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces the need for skilled manual operation with an automated computational system that uses image processing algorithms to detect facial landmarks, compute transformations, and generate animation frames, making the process accessible to users without specialized skills

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Ease of operation

If a single image is used as input, then ease of input is improved, but animation realism deteriorates

Engineering Contradiction:
Improveease of inputVSAvoidanimation realism
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The patent performs preliminary action by pre-establishing a detailed face mesh model with numerous vertices that captures the three-dimensional structure of the face. This pre-computed mesh structure contains the necessary geometric information to generate realistic animations, allowing the system to compensate for using a single input image by relying on the rich structural data already embedded in the mesh

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The face mesh acts as an intermediary between the single input image and the final animation output. The mesh serves as a computational bridge that translates the two-dimensional image information into three-dimensional animation data, adding structural detail and depth information that would otherwise be missing from a single image input

Inventive Principle:
Principle #24Intermediary (Mediator)

4Productivity

If automated methods are used to create facial animation, then productivity is improved, but animation realism deteriorates

Engineering Contradiction:
Improveautomation efficiencyVSAvoidanimation realism
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system copies the established face mesh structure and applies it to the target image through automated mapping. This copying process preserves the realistic geometric relationships and facial feature proportions defined in the original mesh, maintaining animation realism while enabling automated generation of multiple animation frames from a single input

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent employs automated image processing algorithms that substitute manual analysis with computational methods for detecting facial landmarks and computing vertex displacements. These algorithms maintain precision by using mathematical transformations and geometric constraints to ensure realistic facial expressions are generated automatically

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS7567251B2Techniques for creating facial animation using a face mesh
Publication Date: 2009.07.28 SO NET CORPORATION
  • US7567251B2 patent drawing
  • US7567251B2 patent drawing
  • US7567251B2 patent drawing

AI summary

Techniques for creating facial animation using a face mesh are provided. The techniques include determining a face mesh sequence. A portion of the face mesh sequence is then fitted to an image of the face. For example, a first frame of the face mesh sequence is fitted to the image. The face image is then projected onto the portion of the face mesh based on the fitting. Also, a hair model may be generated and fitted onto the face mesh sequence. Additionally, changes in color differences between sequences of the face mesh may be computed. The face mesh sequence is then played to create a facial animation sequence for the face image. The color differences that were created may also be added to the sequences as they are being played. Accordingly, the playing of the face mesh sequence creates a realistic facial animation of the image of the face.