January 8th, 2014 at 5:00pm PDT, Agenda and Minutes

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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.

Everyone has to be very careful not to infringe on MPEG4 FAP Intellectual Property Rights in facial animation

  • Virtual Humans by Prof Nadia Magnenat Thalmann is another reference.

2. Relationship to current and future H-Anim

Don explains how feature points are animated (via HAnimSite and HAnimDisplacer nodes) and how a comparison (CoordinateInterpolator and IndexedFaceSet/mesh) might show how much value is added by a mesh displacer.

A prerequisite for CoordinateInterpolator is that every vertex 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 Jung-Ju's figure shown today 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. See H-Anim Specification Figure B.1 and feature points 1..8, which are listed in Table B.1.
    • MPEG4 has about 50 feature points for face, but there are patents restricting their specific use in an open standard

So our first main design decision for H-Anim 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

(I'm guessing we'd want option #1, but it is possible that we might find a way to do something like option #2.)

There are also a finite number of human facial expressions

  • there are multiple models published about this (see SIGGRAPH papers, can we make a list?)
  • each facial 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 in H-Anim
  4. to define a set of expressions, each named, each with a finite number of the feature points

Possibility: if we added a little more to Jung-Ju's point paper (perhaps steps 1 3 and 4 above) then we could write "expression animators" that describe the end locations of each feature point.

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

  • the only skeletal motion in the face is the jaw but the rotation of the tongue, eyeballs, eyelids and ... are addressable
  • the boundaries of the facial muscles could for the basis of the facial animation parameters (perimeters of primitive zones)
  • the boundaries of facial skin as mapped by estheticians could form the basis of the H-anim facial animations primitives

4. NWIP discussion

5. Parametric Human Project

William mentioned collaborating with the Parametric Human Project as they amass microCT data of human skeletons. See a paper describing the project scope and goals.

6. 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)