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This presentation delves into the synthesis of natural eye movements to enhance expressions in facial animations, tackling the challenges of accuracy and realism. It covers statistical eye movement models, saccadic movements, gaze functions, and a detailed process of eye movement synthesis. The study also introduces innovative technologies and tools like the Eye-Tracking system and Face Animation Parameters (FAP) file for data analysis and generation. The proposed system uses various components such as Attention Monitor, Parameter Generator, and Saccade Synthesizer to create lifelike eye movements. Results from testing different methods are discussed, emphasizing the importance of incorporating saccadic movements for more dynamic and expressive facial animations.
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Eyes Alive Sooha Park - Lee Jeremy B. Badler - Norman I. Badler University of Pennsylvania - The Smith-Kettlewell Eye Research Institute Presentation Prepared By: Chris Widmer CSE 4280
Outline • Introduction • Motivation • Background • Overview of System • Descriptions • Results • Conclusions
Introduction • Eye movement an important expression technique • Statistical eye movement model based on empirical data
Motivation • Natural look eye movement for animations of close-up face views • Traditionally difficult to attain accurate eye movement in animations • No proposals for saccadic eye movement for easy use in speaking/expressive faces • Recent interest in construction of human facial models
Background • To build a realistic face model: • Geometry modeling • Muscle behavior • Lip synchronization • Text synthesis • Research has traditionally not focused on eye movement.
Background • Eyes are essential for non-verbal communication • Regulate flow of conversation • Search for feedback • Express emotion • Influence of behavior New approach based on statistical data and empirical studies
Saccades • Rapid movements of both eyes from one gaze position to another. • Only Eye Movement Executed Consciously • Balance conflicting demands of speed and accuracy • Magnitude – angle the eyeball rotates to change position • Direction – 2D axis of rotation, 0 degrees to the right • Duration – Time of movement • Inter-saccadic Interval – time between saccades
Saccades • Example: Magnitude 10, 45 degrees • Rotating 10 degrees, right-upward • Initial/Final Acceleration: 30,000 deg/sec • Peak Velocity – 400 – 600 deg/sec • Reaction Time: 180 – 220 msec • Duration and Velocity Functions of Magnitude • Magnitude Approximation • D = D0 + d * A • D = Duration, A = Amplitude, d = increment in duration per degree (2-2.7 msec/deg), D0 = Intercept (20-30 ms) • Often accompanied by head rotation
Background • Three Functions of Gaze • Sending Social Signals • Open Channel to Receive Information • Regulate Flow of Conversation
Overview of System • Eye-tracking images analyzed, statistically based model generated using Matlab • Lip movements/Eye Blinks/Head Rotation analyzed by alterEGO face motion analysis system
Overview of System • Face Animation Parameter (FAP) File • Eye Movement Synthesis System (EMSS) • Adds eye movement data to FAP file • Modified from face2face’s animator plug-in for 3D Studio Max
Analysis of Data • Eye movements recorded with eye-tracking visor (ISCAN) – monocle and two miniature cameras • One views environment from left eye perspective, other is close-up of left eye • Eye image recorded • Device tracks by comparing corneal reflection of the light source relative to the location of the pupil center • Reflection acts as reference point while pupil changes during movement
Analysis of Data • Pupil position found using pattern mapping • Default threshold grey level using Canny Edge Detection operator • Positional histograms along X and Y axis calculated • Two center points with maximum correlation chosen
Analysis of Data • Saccade Magnitude • Frequency of a specific magnitude (least mean squares distribution) • d = Distance traversed by pupil center • r = radius of eyeball (1/2 of xmax • P = % chance to occur • A = Saccade Magnitude (Degrees)
Analysis of Data • Saccade Duration measured with 40 deg/sec threshold • Used to derive instantaneous velocity curve for every saccade • Duration of each movement normalized to 6 frames • Two classes of Gaze: • Mutual • Away
Synthesis of Eye Movement • Attention Monitor (AttMon) • Parameter Generator (ParGen) • Saccade Synthesizer (SacSyn)
Synthesis of Natural Eye Movement • AttMon determines mode, changes in head rotation, gaze state • ParGen determines saccade magnitude, direction, duration, and instantaneous velocity • SacSyn synthesizes and codes movements into FAP values
Synthesis of Natural Eye Movement • Magnitude determined by inverse of fitting function shown earlier (Slide 16) • Mapping guarantees same probability distribution as empirical data • Direction determined by head rotation (threshold), and distribution table • Uniform Distribution, 0 to 100 • 8 non-uniform intervals assigned to respective directions
Synthesis of Natural Eye Movement • Duration determined by first equation, respective values for d and D0 • Velocity determined by using fitted instantaneous velocity curve • SacSyn system calculates sequence of coordinates for sys centers • Translated into FAP values, rendered in 3D Studio MAX • Face2face animation plug-in to render animations with correct parameters
Results • 3 Different Methods Tested • Type 1 -> No Saccadic Movements • Type 2 -> Random Eye Movement • Type 3 -> Sampled from Estimated Distributions (synchronized with head movements) • Tests were subjective
Results • Q1: Did the character on the screen appear interested in (5) or indifferent (1) to you? • Q2: Did the character appear engaged (5) or (1) distracted during the conversation? • Q3: Did the personality of the character look friendly (5) or not (1)? • Q4: Did the face of the character look lively (5) or deadpan (1)? • Q5: In general, how would you describe the character?
Conclusions • Saccade Model for Talking and Listening Modes • 3 Different Eye Movements: Stationary, Random, Model-based • Model-based scored significantly higher • Eye Tracking Data recorded from a subject • New recorded data for every character This model allows any number of unique eye movement sequences.
Drawbacks and Improvements • Aliasing with small movements • Sensing of eye movement vs. head movement during data gathering • Future Enhancements • Eye/Eyelid data • More model gaze patterns • More subjects for data • Scan-path model for close-up images
Developments • J. Badler, Director, Center for Human Modeling and Simulation • Digital Human Modeling/Behavior • “Jack” Software • Simulation of workflow using virtual people
References • Badler, Jeremy B., Badler, Norman I, Lee, Sooha Park, “Eyes Alive • http://www.cis.upenn.edu/~sooha/home.html • http://www.cis.upenn.edu/~badler/ • http://cg.cis.upenn.edu/hms/research.html