You are on page 1of 16

1 Introduction

The initial effort to represent and animate human


faces goes back to the 1970s. Since then, signif-
icant research breakthroughs have been made.
Although the face is a relatively small part of
the human body, it holds a lot of important clues
for human communication, emotion, and identifi-
cation. Recent interest in facial animation has
been prompted by the blooming animation and
game industries. Facial animation by computer
Simulating wrinkles is widely used in entertainment, teleconference,
and virtual reality. However, realism in face
and skin aging modeling and animation remains an aspired goal.
The task becomes even more challenging when
wrinkle formation and facial aging are consid-
Yin Wu, Prem Kalra, ered.
Laurent Moccozet, A human face has a layered structure composed
Nadia Magnenat-Thalmann of a skull, a muscle layer, covered by connective
tissue, and an outer skin layer. Layered structures
MIRALab, CUI, University of Geneva, 24, based on the simplification of facial tissues are
rue du GØnØral-Dufour, CH-1211 Geneva 4, often used for facial simulation by computers.
Switzerland The modeling and rendering of the outermost vis-
http://www.miralab.unige.ch/
e-mail: {Yin.Wu, Prem.Kalra, Laurent.Moccozet,
ible layer, the skin, is very important in enhanc-
Nadia.Thalmann}@cui.unige.ch ing the realism of the facial animation. The outer
skin surface consists of a geometrical structure
that manifests the form of visible skin. A close-
up of the skin surface depicts a common micro-
We describe a methodology and frame- structure with a rather well-defined geometrical
work to simulate facial animation and skin form resembling a layered, net-like pattern. How-
aging, taking into account skin texture and ever, the visible lines, wrinkles, creases, and
wrinkle dynamics. We split the facial sim- folds constitute a distinct macrostructure that
ulation process into facial surface deforma- may be specific to one part of the face. The micro
tion and wrinkle generation. The first of and macrostructures over facial skin constitute
these is based on a three-layered facial major elements affecting the appearance of the
structure (muscle, connective tissue, and human face.
skin layers). The layer of B-spline patch Wrinkles are the most important macrostructures
muscles provides the relevant contraction on the human face. Two types of wrinkles appear
forces to enable the skin deformation, with facial animation: expressive wrinkles and
while the layer of connective tissues con- age wrinkles. Expressive wrinkles appear on the
strains the range of skin movement. The face during expressions at all ages and may be-
wrinkle generation uses a synthetic texture, come permanently visible over time. The skin
and wrinkles are formed dynamically, changes with age, thus more lines and wrinkles
thanks to a linear plastic model. The wrin- emerge, and with time the general appearance
kle generation and rendering can be incor- and texture of the facial skin become pronounced
porated into real-time facial animation sys- and rough. In addition to their visual effects, ex-
tems. pressive wrinkles act as an important factor for un-
derstanding and interpreting facial expressions,
Key words: Facial animation ± Aging ± and permanent visible wrinkles indicate a person's
Wrinkles ± Skin deformation ± Real time age. Figure 1 shows the microstructure and wrin-
kles on real skin.
Correspondence to: N. Magnenat-Thalmann

The Visual Computer (1999) 15:183±198


 Springer-Verlag 1999 183
b c

Fig. 1a±c. Micro and macrostructures on the human face: a microstructure; b expressive wrinkles; c aged wrinkles

1.1 Review of facial simulation There are a few facial animation models with dy-
and wrinkle models namic wrinkles. Viaud and Yahia (1992) present
a geometric hybrid model for the formation of ex-
Varied models are used to simulate facial anima- pressive and age wrinkles, where bulges are mod-
tion and skin deformation for different purposes. eled as spline segments and determined by an age
There are geometric models, physically based parameter. There are also physically based facial
models and biomechanical models that use either animation models, where some wrinkles appear as
a particle system or a continuous system. Many the outcome of the skin deformation (Terzopoulos
geometrical models have been developed, such as and Waters 1990; Wu et al. 1994).
the parametric model (Parke 1974, 1982), geomet- Texture mapping offers a good and efficient simu-
ric operators (Waters 1987) and abstract muscle lation of static wrinkles, while the physically based
actions (Magnenat-Thalmann et al. 1988). There approach can offer a better simulation of wrinkle
are also different kinds of physically based models, formation. However, the present models do not
such as the tension net model (Platt and Badler provide a unified framework to generate different
1981) and the three-layered deformable lattice kinds of wrinkles and geometrical structures on
structure model (Terzopoulos and Waters 1990; the skin surface with facial animation and aging.
Lee and Terzopoulis 1995). The finite element
method is also employed for more accurate calcu-
lation of skin deformation, especially for potential 1.2 Our approach
medical applications such as plastic surgery
(Larrabee 1986; Pieper 1992; Koch et al. 1996). Our approach uses available computer simulation
Many research efforts have been undertaken for techniques with guidance for facial animation
generating textures for animal skin, as well as hu- and aging reality. The goal is to develop a system
man skin. Bump and color mapping techniques that combines the efficiency of the texture models
(Miller 1988), texture synthesis language (Kauf- and the dynamics of the physically based model. A
man 1988), face data recording (Nahas et al. three-layered structure is employed by the physi-
1990) and a microgeometrical model (Ishii et al. cally based facial animation model, which consists
1993) are used to simulate different skin patterns of a skin layer, a connective tissue layer, and a
by texture. muscle layer (Wu et al. 1994). In the facial model,

184
Fig. 2. The process of facial simulation and wrinkle generation

the skin surface is represented as a triangle mesh, The wrinkle formation and rendering details are
having material properties associated with trian- represented by several layers of color, bump, or
gles and kinematic features associated with verti- displacement texture mapping. The texture images
ces. Facial muscles are mainly designed as B- consist of synthetic patterns as well as real photos.
spline patches according to the natural direction Patterns for static wrinkles are represented in tex-
of muscle fibers; some additional pseudo-muscles ture images. The dynamics of wrinkle simulation
are defined on the basis of skin regions. Connec- is computed with the strain measures of skin defor-
tive tissues is simulated as a layer of springs be- mation of the 3D facial model. The information
tween the skin and the muscle layer, which pre- about the wrinkle formation modifies the corre-
vents the skin from leaving its rest position. The sponding texture image of synthetic wrinkle pat-
deformation of skin is activated by the simulated terns. Photorealistic rendering can combine texture
muscle layer, constrained by the connective tissue mapping of real photos and synthetic skin texture
layer, and determined by a biomechanical model. in a layered RenderMan rendering process (Upstill

185
1989). However, in order to apply wrinkle genera- of a group of neighboring muscles, which are to be
tion to the real-time facial animation system, bump defined with the muscle design tool. Figure 3
mapping is replaced by color mapping of the em- shows the skin influence zones and the muscle
bossed wrinkle height-field texture image. Figure groups corresponding to the zone. This region def-
2 illustrates the main process of the facial simula- inition offers the facility of limiting the skin defor-
tion and wrinkle generation. The steps to produce mation in the regions that include contracting mus-
the facial animation and wrinkles in our system cles. This reduces the calculation of skin deforma-
are as follows: tion during facial animation. The skin zone is cre-
ated by picking triangles interactively with a skin
l Start from an existing triangular facial mesh and
region tool.
divide it into several regions. Each region is de-
fined as an influence zone for a group of mus-
cles.
l Muscles are designed in two ways, namely, con-
3 Muscle design
struction of B-spline muscle patches and defini-
Muscles are the principle motivators of skin defor-
tion of pseudomuscles by regions.
mation. A muscle is attached to the skin or bones
l Parameters of skin deformation, which are used
at both ends so that when it contracts, it attempts
for elastic and plastic skin models, are adjusted
to draw its attachment together. As most facial
from a given set of default values. In addition,
muscles are flat and close to the skin surface, their
an aged face model is defined, and the changing
shapes are designed interactively with the guid-
shape of the face as it ages is taken into account.
ance of the skin surface. Our goal is to provide
l Specify micro and macrostructures of the skin
simplified facial muscle simulation that enables
surface in synthetic texture images. Wrinkles,
anatomically reasonable skin deformation. Two
the most important macrostructures on skin,
types of approaches are developed to simulate
are determined with the guidance of muscle
muscle actions in our muscle design system: a
contraction direction. A real photograph can
muscle model based on B-spline patches and a
be assigned to the facial model and combined
pseudomuscle model with region specification.
with synthetic patterns in texture images.
While the facial muscles are mostly simulated by
l Several rendering options are provided after the
B-spline patches in our model, the region-based
deformation of the facial surface and wrinkle
pseudomuscles compensate for the facial actions
generation in the texture image. A multilayered
involving bone movement, etc. To this end, we
render is used to generate photorealistic images
have developed an interactive tool that offers mus-
with color, bump, or displacement mapping of
cle-patch design, region specification and defini-
combined texture images. When wrinkle gener-
tion of muscle action. Figure 4 shows our muscle
ation and rendering are incorporated into real-
design interface.
time facial animation, bump or displacement
mapping is replaced by color mapping of the
height-field texture image of the embossed
wrinkle. This is partly updated according to
3.1 B-spline patch muscles
the facial actions in a real-time system.
Facial muscle mostly consists of clusters of fibers
The rest of the paper follows the steps just given, with a rather flat structure, so that surface models
with concluding remarks at the end. can be used to simulate muscles instead of volume
models. A muscle has a biaxial structure and be-
havior because of its fiber configuration. Due to
2 Skin mesh with influence zones the biaxial nature along its two parameters, a B-
spline patch is chosen for the muscle representa-
The external skin surface is a triangle mesh in our tion. The facial muscles are classified into two
facial model. Several zones are defined on the skin main types: linear muscles and sphincter muscles
surface, such as the upper face region, left middle (Waters 1987). A linear muscle, such as the fronta-
face region, right middle face region, and lower lis major muscle, which raises the eyebrows, con-
face region. Each region covers the influence zone tracts toward the static attachment on the bone. A

186
Upper face: Forehead muscles
A pair of corrugator muscles
Left middle face: Left zygomatic muscles
Left levator labii superior muscles
Right middle face: Right zygomatic muscles
Right levator labii superior muscles
Lower face: Orbicularis oris muscle

Fig. 3. Skin influence zones with muscle groups

Fig. 4. Interface of the tool for muscle design

sphincter muscle contracts around an imaginary The open and closed muscle patches can be de-
central point such as the orbicularis oris muscle, signed in several ways: mesh picking, muscle map-
which draws the mouth together. Open B-spline ping, and mesh modifying. In the following subsec-
patches are used to simulate the linear muscles, tions, we describe these operations.
while the B-spline patches closed in one paramet-
ric dimension are employed to imitate the sphinc- 3.1.1 Mesh picking
ter muscles (Fig. 5). The v parameter direction ap-
proximates the muscle fiber orientation, and intu- To construct the muscle patch, a mesh of key
itively it is considered that the transverse parame- points is interactively defined on the skin sur-
ter dimension u indicates the potential wrinkle lo- face.This mesh roughly describes the shape of
cations with skin deformation. The connection the muscle, as well as its fiber orientation. An off-
force from a muscle at its attachment is simulated set value is defined as a distance from the skin to
with a Hookean spring. the muscle. Figure 6 shows the picked muscle

187
5

6a 6b 6c

Fig. 5a, b. Muscle operations: a linear muscle ± open B-spline


patch; b sphincter muscle ± closed B-spline patch

Fig. 6a±c. Picking the muscle mesh: a initial picked mesh:


b Initial B-spline patch mesh; c final B-spline patch mesh

Fig. 7a, b. Muscle mapping: a symmetry copy; b submuscles


7a 7b

mesh and the final muscle patch with the required some cases, a cluster of the muscles can be defined
resolution. as a whole B-spline patch, while the submuscles
are defined as various zones on it. For example,
3.1.2 Muscle mapping when a forehead muscle is defined as a cluster
muscle, its left, left-middle muscle, and right,
Another way to build a muscle is by mapping it right-middle muscle can simply be defined as sub-
directly from an existing muscle. Because of muscles. Whenever the cluster muscle is built, we
the symmetry of the face, muscles at one side create the submuscle by specifying its region with
of the face can be constructed by symmetry copy the range of the u, v parameters on the B-spline
from the existing muscle on the other side. Figure patch. Thus it inherits the shape, influence skin re-
7a illustrates examples of muscle symmetry gion, and connection features from the cluster
copy. muscle. Figure 7b shows an example of submuscle
Another map operation is submuscle mapping. Fa- mapping (cluster muscle in wire frame, submus-
cial expression is driven by a cluster of muscles. In cles in color shading).

188
a b

Fig. 8. a Facial muscle patches; b the connection between the skin and muscles

3.1.3 Mesh modification jaw movement involves bone movement; the nose
wings have a cartilage structure other than skin. To
If a muscle has already been constructed, but needs complete our physically based model, additional
some small shape modification, one can use single pseudomuscles based on regions are added as com-
vertex displacement instead of picking a new mesh pensation to the B-spline patch muscle approach.
from scratch. The displacement is applied to one In our pseudomuscle model, muscle actions are
single muscle mesh vertex at a time. The B-spline simulated by abstraction notation of muscles
muscle patch is then rebuilt automatically by the where deformation operators define muscle activi-
interpolation of the displaced point mesh. ties on defined regions (Kalra et al. 1992). The dy-
Geometric operators, such as scaling and offset, namics of different facial tissues is not considered.
are also used to modify and move a muscle mesh. Each region muscle is defined by interactively
These operations provide a facility for importing picking a set of triangles and several control verti-
the muscles from another face model and adjusting ces on the skin surface. These regional facial ac-
them to the new face. tions include eye movements, upper/lower eyelid
In our model, main muscles are designed on differ- actions, jaw action, nose wings, lower eyelid, and
ent face zones. Figure 8 shows a B-spline patch lip movements.
muscle set designed on a face model and the con-
nection between the skin and muscles.
4 Skin deformation
3.2 Region-based pseudomuscles Various types of models, such as geometric models
and physically based models, are used for skin de-
Some facial animation features cannot easily be formation. In order to produce more accurate skin
simulated by our skin/B-spline-patch-muscle ap- deformation and provide a potential for medical
proach because bone movement is involved, which applications, we employ a biomechanical model.
is not included in our model, or because it contains Moreover, a linear plastic model is extended to
regions of different facial structure. For example, calculate the permanent skin deformation, which

189
Table 1. Values of defaule parameters used in the elastic membrane model

Mass density r Skin thickness Ts Young modulus E1 Young modulus E2 Poisson coefficient u Fat tissue connection kc

5 kg/m2 0.003 m 10 mpa strain<=0.4 100 mpa strain>0.4 0.333 8000 N/m2

provides measures of wrinkle formation due to ag- in-plane force along the triangle edges. Each edge
ing. A set of mechanical and numerical parameters force is finally distributed to its two vertices.
in elastic and plastic models has to be determined The physiology and elastic properties of skin are
before we apply skin deformation. In addition, an described mainly by a set of parameters, such as
aged face model is defined if we consider the the Young modulus at small and large strain, the
shape change of the face to enhance the visual ef- Poisson coefficient, the mass density, and the skin
fects of aging. thickness. The average parameters of skin elastici-
ty and connective tissues are derived according to
the biomechanical data (Danielson 1973; Elden
4.1 Elastic membrane model 1977; Lanir 1987). These values are used as the de-
fault parameters in the model and are listed in Ta-
Various biomechanical models of skin have been ble 1.
proposed in the literature (Lanir 1987). For our The size ratio of the synthetic model to the real
purpose, we consider skin to be biaxial, incom- model has to be specified for skin deformation cal-
pressible and of constant thickness at each region. culations. Various mechanical data of skin defor-
The skin cannot support negative stress, and hence mation can be adjusted on the basis of these default
buckles easily (Danielson and Natarajan 1975). values to customize facial models of various ages.
As skin is thin and quite flexible, a plane stress Additional parameters include a damping constant
elastic model is applied for each triangle. Each tri- to control the deformation speed and the constant
angle employs a local coordinate system according of the spring simulating a muscle tendon. These
to the skin's biaxial behavior. One axis corre- two parameters are set empirically. The time step
sponds to the orientation of the potential wrinkle, is adjusted automatically during the facial anima-
while the other axis approximates the direction of tion. Experiments prove that the skin deformation
the muscle contraction. In the case of small defor- model with the given parameter values provides
mation, any three strain measurements in the trian- a stable and reasonable solution.
gle can be used to calculate the resulting strain
vector. In the case of large deformation, the simpli-
fication of the resulting strain vector evaluations 4.2 Plastic model
are based on the incompressibility of skin and
the uniform direction of the skin deformation in Plasticity causes irreversible atom dislocation and
each region. The principal strain direction (the di- permanent deformation beyond certain force lim-
rection with no shear strain component) is approx- its. The skin's remaining deflection after the re-
imated by the potential wrinkle line, to which the moval of load is the result of plasticity. A linear
muscle contraction direction is assumed to remain plasticity model is used to simulate skin aging
vertical in the deformed state. In this configura- (Shanders 1973), which is applied to wrinkle for-
tion, we calculate the resulting strain vector direct- mation in the model. The plastic component de-
ly by measuring strain along the coordinate axes. pends linearly on the load duration. We extend it
The details about the elastic membrane skin model to present the sum of plastic deformation as an in-
undergoing large deformations are described by tegral of deformation within load duration (Wu et
Wu et al. (1997). al. 1997). The linear factor of plasticity is set em-
A two-phase linear stress-strain relationship is em- pirically to control the speed of aging. Therefore,
ployed to describe the skin's elasticity. Hook's law the height of an age wrinkle is determined by the
is used for computing the stress components on the strain of skin deformation at that region and the
triangle, which are then employed to calculate the age parameter.

190
4.3 Aged face model 5.1.1 Microstructure

Aging changes the shape of face and other features, The microstructure appears to be a layered net
such as the variation of skin with more visible lines structure determined by two major factors: the
and wrinkles and a rougher structure. In order to furrow pattern and the ridge shape. A detailed ex-
improve the visual realism of face aging simula- amination of this structure shows a triangular
tion, geometric operations are applied interactively mesh pattern with several layers of furrows. A hi-
to the model of a young face to achieve an old face erarchical triangulation is applied to a skin region
with more hollow cheeks and more pronounced to obtain geometrical patterns for the microstruc-
nose tip. The model of the old face should be load- ture. The furrow pattern is generated by a Delau-
ed before we determine the skin deformation with nay triangulation (Farin 1990) for each skin re-
the aging process. To simulate the face shape vari- gion. A ridge surface is defined as a function
ation with age, geometric interpolation is applied to on the triangle base, and the height of the ridge
the old and the young face models. The hair and increases from the edge to the center of the trian-
eyebrow regions are also specified so that the color gle.
variation of an aged face can be applied. To define a microstructure on a region, the edge
size of triangulation, the ridge shape function,
the ridge shape height, and the level of subdivision
5 Wrinkle generation in texture are determined. Various kinds of micropatterns can
be generated in the defined texture image (Fig. 9).
An interface of texture design is provided in our
system to generate wrinkles and skin surface struc- 5.1.2 Macrostructure
tures. According to the characteristics of the sur-
face, we classify of wrinkle design models into In addition to microfurrows all over the body, mac-
two types: static and dynamic models (Wu et al. rofurrows such as palm lines and potential flexure
1996). For the static model, we define the shape wrinkle lines exist in some skin regions. These are
and form of the wrinkles or other macrolines as modeled in the macrostructure. Two major factors
geometrical structures on the planar skin surface. are considered: macrofurrow location and its bulge
The dynamic wrinkle model accounts for the shape.
changes in the form and shape over time on the ba- In our system, there are two ways to locate the po-
sis of the biomechanical skin model. A texture im- sition of the macrofurrows by an array of points: u
age corresponding to a region of skin is defined on line points of a B-spline muscle patch and picked
which the static and dynamic wrinkles are modeled points of the macroline on skin surface. We obtain
and animated. The following subsections present he B-spline curve by interpolation or approxima-
the design process of static and dynamic models. tion through the defined points and then map it
to the texture image by choosing cylindrical map-
ping or planar mapping. For more natural visual
5.1 Design of static structure effects, a random deviation factor is added to the
furrow.
The physiology of wrinkles requires one to consid- A bulge region is defined along the furrow line in
er the micro and macrostructure of the skin surface the 2D texture image space (Fig. 10). The band-
for modeling the geometrical features of the skin size value determines the width of the bulge. We
texture. For the static model, the location and the can choose from four types of bandsize: uniform,
form of the wrinkles or other lines are established increase, decrease and random, according to
on the structure of the skin surface. Real photos which the bandsize is evaluated from one end of
hold more skin details, including micro and macro- the line to the other. The bulge shape is defined
structure, which are used in combination with a as a height function of band width. Various kinds
synthetic skin structure. We now describe our of shape functions with sharper or flatter bulges
method of modeling the geometrical features in can be chosen for simulation. The height value
the micro and macrostructure of the skin in texture of the function is also set to determine the intensi-
image. ty of the bulge.

191
9

10

11

Fig. 9. Synthetic microstructure

Fig. 10. Synthetic macrostructure

Fig. 11. The process of generation the structure of the skin surface

5.1.3 Real photo image selecting 3D feature points and projecting them to
a 2D photo image. We obtain the texture coordi-
Real photos capture all skin details including the nates of other vertices by using linear interpolation
micro and macrostructure. Manipulating a 3D in a triangular domain (Kalra and Magnenat-Thal-
model of a face in conjunction with a real photo mann 1993; Sannier and Magnenat-Thalmann
by texture mapping gives realism to the character 1997).
animation. An interactive tool is used to match fea- To apply synthetic texture patterns with the real
tures from a 3D face model to a 2D photo image by photo, we use photo mapping so that feature points

192
Fig. 12. Wrinkle generation in a real-time system

of wrinkles and macro lines in the skin surface are 6 Rendering


projected onto the photo image. The location of a
wrinkle feature point inside a triangle of the 3D Several rendering options are provided in our sys-
model in the 2D texture image can be determined tem to compromise between the time efficiency
by linear interpolation of the vertex texture coordi- and the realism of the rendering: interactive dis-
nates. To do this, we use barycentric coordinates in play, photo realistic rendering, and real-time ren-
our photo mapping method. The synthetic patterns dering. The interactive display uses the Inventor
are constructed through the feature points in the renderer directly with color mapping of combined
2D photo image. texture images. The photorealistic rendering em-
ploys multilayered color and bump texture map-
ping; the real-time rendering updates only the tex-
5.2 Dynamic wrinkle design ture image in the regions that include wrinkles.
These wrinkles are associated with the activated
It is quite expensive to geometrically model all the facial actions generated by a real-time facial ani-
wrinkles on the 3D skin surface. Thus, we deform mation system.
the skin mesh according to the biomechanical model For photorealistic rendering, RenderMan shaders
and form the wrinkle bulges by determining the are defined with several layers of mapping (color
bulge parameters from the skin deformation. Two mapping, displacement or bump mapping). Syn-
types of wrinkles are described in the dynamic mod- thetic surface structure patterns and real photos
el by the texture image: expressive wrinkles and age are used as the texture image. Blue Moon Render
wrinkles. The expressive and age wrinkles are spec- Tool (BMRT), which is RenderMan shareware
ified as macrolines, which change dynamically with (Gritz, WWW site), is used because of its direct
skin deformation. While the expressive wrinkles are support of user-defined shaders and multilayer ren-
determined by elastic skin deformation, the age dering. Several parameters can easily be adjusted
wrinkles are formed according to the plastic model. in the shader to obtain various rendering effects:
The shape of expressive wrinkles and age wrinkles the roughness of microstructure by bump intensity,
varies at different locations of the face and with the size adjustment of whole microstructure by re-
different individuals. Nevertheless, a further analy- peated factors of texture coordinates, and the depth
sis of wrinkle shape illustrates a general form with of wrinkles with the bump intensity of the animat-
a narrow inward furrow accompanied with an out- ed texture images.
ward bulge. We employ a wrinkle shape function The wrinkle generation and rendering can also be
composed of several piecewise functions. The incorporated into real-time facial animation. To
width of the inward furrow, the outward bugle, generate wrinkles in real-time facial animation,
and their heights are specified and adjusted to ob- we need to reduce the time of updating the wrinkle
tain natural wrinkle shape. image and rendering during the animation. The

193
a

Fig. 13a, b. Facial animation with expressive wrinkles: a surprise; b disgust

wrinkle patterns on a face are divided into rectan- pensive for real-time applications. To produce
gular regions in the texture image, and a reference real-time facial animation with acceptable wrin-
table specifies the correspondence between the fa- kles, the embossing operation is applied to a wrin-
cial action units and wrinkle regions. Only the kle height-field texture image with maximum in-
wrinkle regions in the texture image associated tensity. Color mapping is used instead of bump
with activated facial actions are updated during an- mapping on the embossed texture image. The
imation. Although bump mapping can produce wrinkle intensity is controlled by the intensity of
more realistic rendering of wrinkles, it is quite ex- the associated facial action unit during the anima-

194
Fig. 14. Getting old?

195
Fig. 15. Real-time wrinkle rendering

tion. Figure 12 illustrates the corporation between of the skin are designed on texture images. The dy-
the real time system and wrinkle generation. namic model is applied to the simulation of expres-
We demonstrate our model with some examples. sive wrinkles and age wrinkles. The skin deforma-
Figure 13 shows a sequence of facial animation tion and wrinkle formation processes are con-
with expressive wrinkles. The expression of sur- trolled by facial and aging actions. Various options
prise in Fig. 13a is rendered directly with the are provided for interactive display, photorealistic
SGI Inventor renderer. The expression of disgust rendering, and real-time animation.
in Fig. 13b is rendered with BMRT. Figure 14 Facial animation system based on actual medical
shows a sequence of face-aging processes along data and biomechanics of facial tissues with finite
with facial expressions where age wrinkles and element analysis would offer the foundation for
varying synthetic microstructures are rendered wrinkle formation and growth, but it would be
with BMRT. Figure 15 shows the surprise se- far too expensive to simulate this at an interactive
quence with expressive wrinkles on the forehead rate. Our biomechanical model is suitable for ap-
in real-time facial animation (on SGI O2, plications that require acceptable accuracy and an
200 MHz IP32 processor). interactive display. It is potentially a tool for facial
(For these animations, refer to the WWW site surgery planning. The layered texture mapping
http://cuiwww.unige.ch/wu/Animation.html.) combined with deformations gives an efficient ap-
proach to simulate the static and dynamic nuances
of a face during facial animation.
8 Conclusion
Acknowledgements. This research is supported by the Swiss
National Research Foundation (FNRS). The authors would like
We have presented a facial animation and aging to thank L. Gritz for providing BMRT. We also thank N. Sidi-
system that simulates wrinkles and other facial de- Yacoub for his help in producing the final rendered images
tails during the deformation of human skin. Facial and L. Suhner for the 3D model of the head.
muscles can be designed on an individual face. The
skin deformation process uses biomechanical mod-
el and parameter values. Wrinkles and other details

196
References Viaud M, Yahia H (1992) Facial animation with wrinkles. The
3rd Workshop on Animation, Eurographics'92, Cambridge,
Springer, Berlin Heidelberg New York, pp 1±13
Danielson DA (1973) Human skin as an elastic membrane. J Waters K (1987) A muscle model for animating three dimen-
Biomechanics 6:539±546 sional facial expression. Proceedings of SIGGRAPH'87,
Danielson DA, Natarajan S (1975) Tension field theory and the Comput Graph 21:123±128
stress in stretched skin. J Biomechanics 8:135±142 Wu Y, Magnenat-Thalmann N, Thalmann D (1994) A plastic-
Elden HR (1977) Biophysical properties of skin. Wiley-Intersci- visco-elastic model for wrinkles in facial animation and skin
ence, New York aging. Proceedings of Pacific Graphics'94, World Scientific,
Farin, G (1990) Curves and surfaces for computer aided geomet- pp 201±213
ric design, a practical guide, 2nd edn. Academic Press Wu Y, Kalra P, Magnenat-Thalmann N (1996) Simulation of
Gritz L. BMRT Home Page:http://www.seas.gwu.edu/students/ static and dynamic wrinkles of skin. Proceedings of Com-
gritz/bmrt.html puter Animation'96, Geneva, Switzerland, IEEE Proceed-
Ishii T, Yasuda T, Yokoi S, Toriwaki J (1993) A generation ings 90±97
model for human skin texture. Proceedings of CGI'93, Lau- Wu Y, Kalra P, Magnenat-Thalmann N (1997) Physically based
sanne, Switzerland, 139±150 wrinkle simulation & skin rendering. Eurographics Work-
Kalra P, Magnenat-Thalmann N (1993) Simulation of facial shop on Animation and Simulation, Springer, Berlin Heidel-
skin using texture mapping and coloration. Proceedings berg New York, pp 69±79
ICCG'93, Bombay, India, Graphics, Design and Visualiza-
tion, SP Mudur, SN Pattanaik (eds), North Holland
Kalra P, Mangili A, Magnenat-Thalmann N, Thalmann D (1992)
Simulation of facial muscle actions based on rational free
form deformations. Proceedings Eurographics'92, Cam-
bridge, UK, NCC Blackwell, pp 59±69
LAURENT MOCCOZET re-
ceived a PhD in information sys-
Kaufman A (1988) TSL ± a texture synthesis language. Visual
tems, from the University of Ge-
Comput 4:148±158
neva in 1996. Since then he is se-
Koch RM, Gross MH, Carls FR, Von Buren DF, Fankhauser G,
nior researcher at MIRALab, at
Parish YI (1996) Simulation facial surgery using finite ele-
the Computer Science Center,
ment models. Proceedings of SIGGRAPH'96, Comput
Universitiy of Geneva. His main
Graph, 421±428
research interests are shape mo-
Lanir Y (1987) Skin mechanics. In: Skalak R (ed) Handbook of
deling, geometric deformation
bioengineering, McGrawHill, New York
and their applications to virtual
Larrabee WF (1986) A finite element method of skin deforma-
humans and virtual worlds.
tion: I. Biomechanics of skin and soft tissues. Laryngoscope
96:399±405
Lee Y, Terzopoulos D (1995) Realistic modeling for animation.
Proceedings of SIGGRAPH'95, Los Angeles, CA, Compu-
ter Graphics Proceedings, pp 55±62
Magnenat-Thalmann N, Primeau E, Thalmann D (1988) Ab-
stract muscle action procedures for human face animation.
Visual Comput 3:290±297
Miller G (1988) The motion dynamics of snakes and worms. NADIA MAGNENAT-THAL-
Proceedings of SIGGRAPH'88, Comput Graph 22:169±178 MANN has has pioneered re-
Nahas M, Huitric H, Rioux M, Domey J (1990) Facial image search into virtual humans over
synthesis using skin texture recording. Visual Comput the last 20 years. She studied
6:337±343 psychology, biology and chemi-
Parke FI (1974) A parametric model for human faces. PhD Dis- stry at the University of Geneva
sertation, Dept. of Comp. Science, University of Utah, Salt and obtained her PhD in compu-
Lake City, Utah ter science (cum laude) in 1977.
Parke FI (1982) Parametric model for facial animation. IEEE in 1989 she founded Miralab, an
Comput Graph Appl 2:61±68 interdisciplinary creative re-
Pieper S (1992) CAPS: Computer-aided plastic surgery. PhD search laboratory at the Univer-
Thesis, MIT, Media Arts and Sciences, Cambridge, Mass sity of Geneva. Some recent
Platt S, Badler N (1981) Animating facial expressions. Proceed- awards for her work include the
ings SIGGRAPH'81 Comput Graph 3:245±252 1992 Moebius Prize for the best
Sannier G, Magnenat-Thalmann N (1997) A user-friendly tex- multimedia system awarded by
ture-fitting methodology for virtual humans. Proc. CGI'97, the European Community, "Best
Limburg, Belgium, IEE Proceedings, pp 90±97 Paper" at the British Computer Graphics Society congress in
Shanders R (1973) Torsional elasticity of human skin in vivo. 1993, the election to the Academy of Image by the Belgium Te-
Pluegers Arch 342:255±260 levision in Brussels in l993, and the election as a Member at the
Terzopoulos D, Waters K (1990) Physically based facial model- Swiss Academy of Technical Sciences, in l997. She is president
ing and animation. J Visualization Comput Anim 1:73±80 of the Computer Graphics Society and chair of the IFIP Working
Upstill S (1989) The RenderMan companion. Addison-Wesley Group 5.10 in computer graphics and virtual worlds.

197
PREM KALRA is an assistant YIN WU finished her und-
professor at the Indian Institute ergraduate and graduate study in
of Technology (IIT), Delhi. Be- computer science at Zhejiang
fore joining IIT Delhi, he was University. After graduation,
at MIRALab, University of Ge- she worked as a researcher at
neva. He obtained his PhD in State Key Lab of CAD&CG of
computer science from Swiss Zhejiang University for two
Federal Institute of Technology, years. She got her another Dipl-
Lausanne in 1993. His research oma of Computer System at Uni-
interests include geometric mo- versity. She worked as an assis-
deling and deformation, image tant and received her Ph.D on
based animation, virtual human Computer Graphics & Animation
simulation, and virtual reality. at University of Geneva. She is
now a senior software engineer
at Volume Graphics, MERL in
Cambridge, U.S.A.

198

You might also like