Difference between revisions of "January 8th, 2014 at 5:00pm PDT, Agenda and Minutes"

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(2. Restrictions on current H-Anim)
(2. Restrictions on current H-Anim)
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So our first main decision might be whether to
 
So our first main decision might be whether to
1. pre-specify a set of feature points for common use (and re-use)
+
  1. pre-specify a set of feature points for common use (and re-use)
2. or allow an author to define them (which might not be valuable, they can define geometry anyway
+
  2. or allow an author to define them (which might not be valuable, they can define geometry anyway
  
 
There are also a finite number of human facial expressions
 
There are also a finite number of human facial expressions
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So our next next decision might be
 
So our next next decision might be
3. to define a set of sites, likely as a superset of the existing 8 points
+
  3. to define a set of sites, likely as a superset of the existing 8 points
4. to define a set of expressions, each named, each with a finite number of the feature points
+
  4. to define a set of expressions, each named, each with a finite number of the feature points
  
 
== Joe's comments ==
 
== Joe's comments ==

Revision as of 18:03, 8 January 2014

Dick Puk, Don Brutzman, William Glascoe, Myeong Won Lee, Joe Williams, and Prof. Jung-Ju Choi attended.

1. Facial animation using current H-Anim

Jung-Ju explained his proposal for facial animation. Joe Williams answered Jung-Ju's questions about his proposal. Check out MPEG-4 Facial Animation Parameter overview at the following URL.

2. Restrictions on current H-Anim

Don explains how feature points are animated (via H-AnimSites) and how a comparison (coordinate interpolator of a mesh to see if a displacer is needed).

A prerequisite for coordinate interpolator is that every coordinate in the mesh must be animated.

  • In X3D, a CoordinateInterpolator can animate a mesh. This is an interesting alternative that can be compared in a test.
  • The red dots in the figure correspond to feature points
  • The number of black vertices might vary depending on an implementation
  • The most interesting choice for an H-Anim perspective might be choice of those feature points
    • H-Anim has about about 8 (or 9) feature points for face (Figure B.1 and feature points 1..8, which are listed in Table B.1)
    • MPEG4 has about 50 feature points for face

So our first main decision might be whether to

 1. pre-specify a set of feature points for common use (and re-use)
 2. or allow an author to define them (which might not be valuable, they can define geometry anyway

There are also a finite number of human facial expressions

  • there are multiple models published about this (see SIGGRAPH papers)
  • each expression has a name
  • there is a set of feature points common to these

So our next next decision might be

 3. to define a set of sites, likely as a superset of the existing 8 points
 4. to define a set of expressions, each named, each with a finite number of the feature points

Joe's comments

A displacer's advantage is that you specify only the end value, not the initial value. A coordinate interpolator


There are animations using displacers. Joe recognizes this proposal is targeting an end point with a weight. In a way it works as an interpolator. Where do you get the source animations for facial expressions?

Level of Detail perspective (JW)...

3. Standardization item for facial animation

4. NWIP discussion

5. Scheduling next meeting

Next meeting will be held in person, co-located at the meetings below, as well as via Web3D teleconference. January 20th (Monday) at 4:00pm PST (21th, 9:00am KST)


Wed3D, SC24 WG9, AR JAhG Meetings, January 20-23, The K Seoul Hotel, Seoul Korea Meeting Place: Heagem B, 3rd floor, The K Seoul Hotel (http://www.thek-hotel.co.kr/e_s! eoul/main.asp)

(OLD name: Seoul KyoYuk-MunHwa-HoiKwan)