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Face the Future

Face the Future. Steve Maddock University of Sheffield. Beginnings…. Pong, 72. Star Wars: A New Hope, 78. Space Invaders, 78. The Wall, 80. “Help me Obi-Wan … ”. Tron, 82. BBC Micro: Elite, 84. The Art of Graphics for the IBM PC (& Sinclair QL), summer 84. Siggraph, 87.

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Face the Future

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  1. Face the Future Steve Maddock University of Sheffield

  2. Beginnings… Pong, 72 Star Wars:A New Hope, 78 Space Invaders, 78 The Wall, 80 “Help me Obi-Wan…” Tron, 82 BBC Micro: Elite, 84 The Art of Graphics for the IBM PC (& Sinclair QL), summer 84 Siggraph, 87

  3. Alan Watt’s books McGregor and Watt, 84 McGregor and Watt, 86 Watt, 89 Watt and Watt, 92 Watt, 93 ? Watt and Policarpo, 98 Watt and Policarpo, 01 Watt and Policarpo, 03 Watt and Policarpo, 05 Watt, 2000

  4. Graphics teaching at Sheffield Pasquariello, C. Pelachaud,Greta: A Simple Facial Animation Engine, 6th Online World Conference on Soft Computing in Industrial Appications, Septembre 2001 Java and OpenGL

  5. Modelling and Animation • Lee Cooper, 95-98, “Physically-based modelling of human limbs” • Agata Opalach, 92-95, “Implicit Surfaces for Modelling and Character Animation” • Visualisation, 90-93. Three PhDs: Fuller, De Geus, Hall

  6. Games • 1998, Jan-Jul: six month RAE-sponsored Industrial Sabbatical at Gremlin Interactive, Sheffield • 1998-2002: 50 undergrad/masters dissertation projects with Infogrames

  7. Modelling and animation • Maddock, S.C. (1999), "An Investigation of the Modelling-Animation Relationship in Computer Graphics“. • “Form follows function” – relating functional aspects of a model to structure gives better control of complexity. • More use of physics and behavioural models needed.

  8. Computer facial animation • Early days: Parke, 72 and 74; • Two categories • Geometric approaches • Physics-based approaches • Much still eludes us.

  9. Some landmarks in CFA • (Max Headroom, 1980s) • Roger de Peltrie, 85 • Waters, 87 • Williams, 90 • Toy Story, Pixar, 95 • Virtual idol - Kyoto Date, 1996 • Video rewrite, 97 (Forrest Gump) • Virtual Newsreader – Ananova, 2000 • Final Fantasy: the spirits within, 01 • Gollum, 2004

  10. Face work in the UK • Computer Science/Vision • Bath, Cambridge, Cardiff, UEA, Edinburgh, Essex, Glasgow, Kent, Leeds, Leeds Met, QMW, Sheffield, Surrey, Sussex, UCL • Psychology • Aberdeen, Cambridge, Central Lancashire, Glasgow, Hertfordshire, Liverpool, Newcastle, Nottingham, Open, Sheffield, Southampton, St.Andrews, Stirling, UCL, York • Forensics/Medical • Cambridge, Glasgow, Manchester, Oxford, Sheffield, UCL • Companies/Offices • 3Q, Artem Digital, avatar-me, Biovirtual, BT, Digimask, Genemation, Image Metrics, Jim Henson’s creature shop, Lexicle, Life studio, Richard Neave partnership, Televirtual, Vicon, Virtual Clones Ltd www.dcs.shef.ac.uk/ ~steve/face/

  11. Sheffield graphics research work Realism in facial animation Visual Speech Using VR for police training Kinematics and biomechanics in adapting motion capture data for use in computer games Discrete differential geometry Facial modelling Information hiding Procedural modelling Audio-visual speech enhancement Dialogue, personality and virtual characters

  12. CFA at Sheffield • Edge and Maddock, 04, Using motion capture data to animate visual speech • Edge et al, 04, Constraint-based Synthesis of Visual Speech

  13. CFA at Sheffield • Sanchez et al (submitted 04), Realistic Performance-driven Facial Animation using Hardware Acceleration

  14. Near future? • More photorealistic rendering of skin in games characters. • Background actors in games and films. • Game characters that can ‘hold’ you in a simple conversation. • Recorded messages on gravestones (bbc.co.uk, 04).

  15. Distant future? • Beautifiers – always look your best on a videophone. • Synthespians – capture an actor: How to represent personality and behaviour? (Need a visual Turing test?) • Bring back to life famous people using gramophone recordings of their voice (e.g. Churchill, Lincoln) and models of their facial behaviour. • Acting/singing/competing with famous people  games and entertainment. • Virtual clones, who can take your place while you are alive and live on as you after death. • Holographic beings…

  16. References • Edge, J.D. and S. Maddock (2001), "Expressive visual speech using geometric muscle functions", Proc. 19th Eurographics UK Chapter Annual Conference, (UCL, 3-5 April, 2001), pp.11-18. • Edge, J. and S. Maddock, (2003) “Image-based Talking Heads using Radial Basis Functions”, Proc. EGUK2003, University of Birmingham, UK, 3-5 June, 2003. • Edge, J., M. Sanchez, S. Maddock (2004), “Using motion capture data to animate visual speech”, Symposium on Language, Speech and Gesture for Expressive Characters, March 30-31, 2004, part of the AISB 2004 Convention: Motion, Emotion and Cognition, University of Leeds, UK, March 29 - April 1, 2004 • Edge, J. and S. Maddock (2004), “Constraint-based Synthesis of Visual Speech”, ACM SIGGRAPH'04 Technical Sketch. • Sanchez, M. and S. Maddock, (2003) “Planar bones for MPEG-4 facial animation”, Proc. EGUK2003, University of Birmingham, UK, 3-5 June, 2003 • Sanchez Lorenzo, M., J.D. Edge, S. King, and S. Maddock (2003), "Use and Re-use of Facial Motion Capture Data", Proc. Vision, Video and Graphics 2003, University of Bath, July 10-11, 2003, pp. 135-142 • Sanchez, M., J. Edge, S. Maddock (2004), “Realistic Performance-driven Facial Animation using Hardware Acceleration” (submitted).

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