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Shakir & Al-Azza                                                                                                                      | 29

models, muscle-based. Blendshapes is a simple linear model           Fig. 2: Linear interpolation is performed on blendshapes.
of facial expression. It has driven animated characters in
Hollywood movies, and is a standard feature of commercial            B. Parameterisation
animation packages. The beginning of the blendshape                      The essential concept for a parameterised model is to
method is in the computer graphics industry by the 1980s. In
1972, Frederick I. Parke first utilised the shape interpolations   build a desired face or facial expression relied on some
and animated the face utilising cosine interpolation. By the       number of controlling parameter values. If the model
late 1980s the offset blendshape scheme became widespread          supports conformation parameters, it can be utilised to
and exist in commercial software [1]. In this variant a neutral    generate a range of individual faces.
facial shape is designated and the residual shapes are
substituted by the differences between those shapes and the              Parameterisations identify any face and expression by a
neutral one. The differences between the target shape and the      grouping of independent parameter values [7]. Different than
neutral face are restricted to a small region, although it relies  interpolation approaches, parameterisations permit explicit
on the modeller to generate shapes with this property. This        control of particular facial configurations. Groupings of
concept was expanded to a segmented face where separate            parameters offer a large range of facial expressions with low
parts are blended independently [2], therefore promising           computational costs. Frederic I. Parke produced the first 3D
local control. A standard instance is the segmentation of a        parametric model of a human face [8]. The facial geometry
face into an upper part and a lower part: the upper part is        is broken into parts and controlled by parameters, for
utilised for expressing emotions, whereas the lower part           instance, the rotation of the jaw or the direction of an eye’s
expresses speech [3]. Despite the blendshape method is             gaze. The parameters affecting the various nodes are showed.
conceptually simple, developing such a blendshape face             A parametric facial animation system describes a set of
model is a labor intensive effort. In order to express a whole     parameters for the face. These are mostly the expression
collection of realistic expressions, digital modellers often       parameters for different fragments of the face, for example
have to produce large libraries of blendshape targets. For         forehead, eyes, and nose and the conformation parameters
instance, the character of Gollum in The Lord of the Rings         that globally applied to the entire face. The main parameters
had 675 targets [4]. Generating a realistically detailed model     for the forehead are scale and shape of forehead. The main
can be as much as a year of effort for a skilled modeller,         parameters for the eyes are pupil size, eyelid opening,
including many iterations of enhancement. The Blendshape           eyebrow colour and separation, etc. The conformation
facial animation is the general choice for realistic human         parameters are aspect ratio of the face, colour of the skin, etc.
characters in the films production. The method has been            Each expression parameter affects a set of vertices of the face
utilised for lead characters in films such as King Kong [5],       model. In this way, key frames can be defined easily. A
The Curious Case of Benjamin Button [6]. The simplest case         complete generic parameterisation is not possible, because
is an interpolation between two key-frames at extreme              that the parameter set relies on the facial mesh topology.
positions over a time interval as shown in Fig. 2.                 Moreover, boring manual tuning is required to set parameter
                                                                   values. The limitations of parameterisation led to the
          Fig. 1: Overview flows of facial animation.              development of different approaches such as morphing
                                                                   between images and geometry, physically muscle-based
                                                                   animation, and performance driven animation.

                                                                     C. Facial Action Coding System
                                                                         The most common expression coding systems are facial

                                                                   action coding system (FACS) and moving pictures experts’
                                                                   group-4 (MPEG-4) Facial animation models. FACS was
                                                                   suggested by Ekman and Friesen in 1978 [9] and has been
                                                                   improved in 2002 [10]. It defines all the movements that can
                                                                   be seen in the face based on face anatomy. It has been utilised
                                                                   extensively in facial animation during the last few decades.
                                                                   FACS has become a typical in interpretation facial behaviour
                                                                   in science research such as psychophysiology [11], and in
                                                                   fields such as video games [12], movies [6], robots [13] and
                                                                   facial expression recognition, mapping, generation, [14–16].
                                                                   FACS is an anatomically based system for defining all
                                                                   observable face movements. Each component of a facial
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