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animation streams identified as Charisma, which can be Fig. 4: Example of physics-based facial animation [31].
applied for animation systems utilised with games and virtual F. Performance Driven Facial Animation
characters in the web.
Performance capture is a method that uses motion
E. Physics-Based Muscle Modelling capture technology to represent the performance of the
character. In conventional motion capture, the face and the
Many attempts have been set on physics-based muscle body are recorded at different times and then blended
modelling to model anatomical facial behaviour. These are together. Using performance capture, the face and the body
classified into three classes; mass-spring systems, vector are captured at the same time to describe the entire
representation, and layered spring meshes. Mass-spring performance of the performer. The Polar Express [37] was
approaches propagate muscle forces in an elastic spring mesh the first film to successfully use facial motion capture for an
which models skin deformation [28]. The vector method entire computer graphics (CG) movie as shown in Fig. 5.
deforms a facial mesh utilising motion fields in delineated
regions of influence [29]. A mass-spring structure was Fig. 5: Example of performance-driven facial capture
extended into three connected mesh layers by a layered utilising markers, used in the Polar Express [37].
spring mesh [30].
Artist driven manual key-frame animations may never
The limitation of blendshapes is that they provide only capture the subtleties of a human face. The trend in facial
the linear subspace. Recently, researchers have tended to use animation has moved towards utilising the human face itself
physical simulation to achieve more expressive, non-linear as the driver and input device for facial animation. Extracting
facial animation. One of the first approaches for physics- information from an actual performance of facial movements
based facial animation was suggested by Sifakis et al. [31], is natural, easy, and fast which lead to the concept of
who construct a detailed face rig comprising of a complete, performance-driven facial animation. A ’performance’ can
anatomically muscle structure, generated manually from the be understood as a visual capture of an actor’s face talking
actor’s medical data. Constructing the muscle structure for and emoting which is utilised to extract information then
an actor is a time-consuming process. Cong et al. [32] retarget the motion onto a digital character. Williams [38]
enhanced an automatic method to transfer anatomy pattern to presented the term performance driven facial animation to
target input faces. Ichim et al. [33] fit a template model of the computer graphics society in Siggraph 1990. Since then
muscles, bones and flesh to face scans. This approach there have been many studies that have extended the main
succeeds by resolving for the muscle activation parameters concept. Hardware motion capture systems were familiar in
that best appropriate the input scans through forward the mid-90s and were utilised regularly in short demos [38].
simulation, and generates an actor physical face mesh for
animation. Ma et al. [34] use a mass-spring system to The process of performance driven facial animation can
construct a blendshape model which incorporates physical be divided into three stages: modelling, capture, and
interaction. Kozlov et al. [35] concentrates on the production retargeting. The modelling stage has to do with the model of
of expression-specific physical effects, however the the human face such that it could be digitally stored,
drawback is that spatially-varying material parameters displayed and modified. The choice of representation does
require to be painted and set manually for each expression. have an effect on the final animation as the model inherently
limits the expressive abilities of the face. modelling
Fig. 3: The facial feature points defined in the MPEG-4 approaches variety from mesh propagation-based
standard [36]. approaches where a single 3D mesh is deformed over the
performance [39, 40] as shown in Fig. 6, 2D and 3D
Table II statistical models based on PCA [41, 42], blendshape models
FAP groups in MPEG-4.
Group Number of FAPs
Viseme and expressions 2
Cheeks 4
Eyebrow 8
Tongue 5
Lip, Chin and Jaw 26