Day by day VFX challenge become tough to crate exact and believable facial movement in VFX field. We are using various process to replicate the exact movement on Computer Generated (CG) character. Among these processes we forget to know something very important about the facial movement and expression which is a complex combination of several number of muscular movement of facial muscles.
Worldwide many studios and VFX technical directors prefer the most expensive techniques called FACS (Facial Action Coding System).
This technology branded and marketed by MOVA, which was born in the year of 2004 and used its first skill to the Curious Case of Benjamin Button in the year of 2008. Simultaneously Sony Pictures Imageworks creates film like Spider man, Monster House by using the same technology in the year of 2004. Weta Digital has started King Kong (released 2005) and Avatar (released 2009) by use of same technology.Though the same technology has been used in Lord of the ring in 2001 by manual way. Though you can get almost similar use of FACS technology in Final Fantasy, Beowulf, Incredible Hulk etc.
In 2005, FACS was implemented at Weta Digital for King Kong and was able to capture extremely subtle to highly dramatic expression and faithfully translate Andy Serkis’s performance to King Kong’s face.
For Avatar, Weta knew that James Cameron wanted to use helmet cameras for motion capture, so Mark did an initial proof of concept test to see if they could use a single video camera and 2D image based tracking for facial motion capture rather than 3D tracking. They used the FACS system to solve and map the performance to Gollum for the test.
The FACS system was used for all the Navi character performance capture in Avatar. The Real-time Facial Motion Capture framework uses video from a small, helmet-mounted camera to record the actor’s facial performance in real time. New custom facial tracking software based on FACS rapidly tracks the movements of the face, and maps them onto a rigged model that replicates the actor’s expressions onto a facial puppet in the virtual monitor used by the director on the virtual stage.
The facial expression solver is a real-time version of the system developed for King Kong. This new system takes a live stream from the tracking workstation and determines which muscle groups or FACS units are being used to make the actor’s expression. The system automatically maps these FACS poses onto a puppet’s face. By using the standardised ‘language’ of the FACS poses, the system could drive a rig which could make 10,000 different expressions and included the detail needed to capture the subtle eye and mouth movement necessary to bring the characters to life. Also, it also enabled faithful representation of the original actor’s expression on a face with quite different proportions (for example, the Na’vi), enabling the actor to drive the virtual puppet with their performance.
Whatever, I'm more interested to disclose the process instead of its patent or high end capturing and automation system. Before that I'd like to thanks the TDs, Supervisor and Bio-technicians and Scientist, whose who had tried a lot to achieve Computer Generated character into real life.
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Facial Action Coding System (FACS) is a system to taxonomy (process of classification or science of classification) human facial expressions. This process was developed by Paul Ekman and Wallace V. Friesen in 1978. It is a common standard to systematically categorize the physical expression of emotions, It has proven useful to psychologists and to animators and present VFX world.
Another terminology coming in relation with FACS. These are Action Units (AUs) and Action Descriptors (ADs). To decode almost all possibility of facial muscle movement during expression we need FACS, which deconstructing it into the specific Action Units (AU) and their temporal segments that produced the expression.
AUs are independent of any interpretation, they can be used for any higher order decision making process including recognition of basic emotions, or pre-programmed commands for an ambient intelligent environment. To know more about this AU and AD, you may look for "Dr. Ekman’s interpretation". He had describe about the expression and its meaning. These are very important to understand the agony f patient, those who are unable to express themselves verbally.
FACS defines AUs, which are a contraction or relaxation of one or more muscles. It also defines a number of Action Descriptors, which differ from AUs.
Action Units (AUs) are the fundamental actions of individual muscles or groups of muscles.
Action Descriptors (ADs) are unitary movements that may involve the actions of several muscle groups
Make it in simple way:
For example, FACS can be used to distinguish two types of smiles as follows:
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Kindly mail me your comments at santanu.pal.zoo@gmail.com
or
visit http://www.santanupal.com/contact.html
Worldwide many studios and VFX technical directors prefer the most expensive techniques called FACS (Facial Action Coding System).
In 1999 we have seen a new technology to replicate real facial movement to CG character at Siggraph Electronic Theatre, and it was named as LifeFX technology (Above). This was the milestone of Computer generated human.
In the year of 2000 this technology has been used first time in the feature film named "Young At Heart" (released in 2007).
Courtesy: wata digital (Avatar 2009) |
In 2005, FACS was implemented at Weta Digital for King Kong and was able to capture extremely subtle to highly dramatic expression and faithfully translate Andy Serkis’s performance to King Kong’s face.
Dr. Mark Sagar |
The FACS system was used for all the Navi character performance capture in Avatar. The Real-time Facial Motion Capture framework uses video from a small, helmet-mounted camera to record the actor’s facial performance in real time. New custom facial tracking software based on FACS rapidly tracks the movements of the face, and maps them onto a rigged model that replicates the actor’s expressions onto a facial puppet in the virtual monitor used by the director on the virtual stage.
The facial expression solver is a real-time version of the system developed for King Kong. This new system takes a live stream from the tracking workstation and determines which muscle groups or FACS units are being used to make the actor’s expression. The system automatically maps these FACS poses onto a puppet’s face. By using the standardised ‘language’ of the FACS poses, the system could drive a rig which could make 10,000 different expressions and included the detail needed to capture the subtle eye and mouth movement necessary to bring the characters to life. Also, it also enabled faithful representation of the original actor’s expression on a face with quite different proportions (for example, the Na’vi), enabling the actor to drive the virtual puppet with their performance.
Whatever, I'm more interested to disclose the process instead of its patent or high end capturing and automation system. Before that I'd like to thanks the TDs, Supervisor and Bio-technicians and Scientist, whose who had tried a lot to achieve Computer Generated character into real life.
_____________________________________________________________
_____________________________________________________________
Facial Action Coding System (FACS) is a system to taxonomy (process of classification or science of classification) human facial expressions. This process was developed by Paul Ekman and Wallace V. Friesen in 1978. It is a common standard to systematically categorize the physical expression of emotions, It has proven useful to psychologists and to animators and present VFX world.
Another terminology coming in relation with FACS. These are Action Units (AUs) and Action Descriptors (ADs). To decode almost all possibility of facial muscle movement during expression we need FACS, which deconstructing it into the specific Action Units (AU) and their temporal segments that produced the expression.
AUs are independent of any interpretation, they can be used for any higher order decision making process including recognition of basic emotions, or pre-programmed commands for an ambient intelligent environment. To know more about this AU and AD, you may look for "Dr. Ekman’s interpretation". He had describe about the expression and its meaning. These are very important to understand the agony f patient, those who are unable to express themselves verbally.
FACS defines AUs, which are a contraction or relaxation of one or more muscles. It also defines a number of Action Descriptors, which differ from AUs.
Action Units (AUs) are the fundamental actions of individual muscles or groups of muscles.
Action Descriptors (ADs) are unitary movements that may involve the actions of several muscle groups
Make it in simple way:
For example, FACS can be used to distinguish two types of smiles as follows:
- Insincere and voluntary Pan American smile: contraction of zygomatic major alone
- Sincere and involuntary Duchenne smile: contraction of zygomatic major and inferior part of orbicularis oculi.
Lateral View of muscle of face |
Lateral View of muscle of neck |
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List of Action Units and Action Descriptors (with underlying facial muscles)
AU Number | FACS Name | Muscular Basis |
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0 | Neutral Face | |
1 | Inner Brow Raiser | Frontalis (pars medialis) |
2 | Outer Brow Raiser | Frontalis (pars lateralis) |
4 | Brow Lowerer | Depressor glabellae, Depressor supercilii, Corrugator supercilii |
5 | Upper Lid Raiser | Levator palpebrae superioris |
6 | Cheek Raiser | Orbicularis oculi (pars orbitalis) |
7 | Lid Tightener | Orbicularis oculi (pars palpebralis) |
9 | Nose Wrinkler | Levator labii superioris alaeque nasi |
10 | Upper Lip Raiser | Levator labii superioris, caput infraorbitalis |
11 | Nasolabial Deepener | Zygomaticus minor |
12 | Lip Corner Puller | Zygomaticus major |
13 | Sharp Lip Puller | Levator anguli oris (also known as Caninus) |
14 | Dimpler | Buccinator |
15 | Lip Corner Depressor | Depressor anguli oris (also known as Triangularis) |
16 | Lower Lip Depressor | Depressor labii inferioris |
17 | Chin Raiser | Mentalis |
18 | Lip Pucker | Incisivii labii superioris and Incisivii labii inferioris |
19 | Tongue Show | |
20 | Lip Stretcher | Risorius w/ platysma |
21 | Neck Tightener | Platysma |
22 | Lip Funneler | Orbicularis oris |
23 | Lip Tightener | Orbicularis oris |
24 | Lip Pressor | Orbicularis oris |
25 | Lips Part | Depressor labii inferioris or relaxation of Mentalis, or Orbicularis oris |
26 | Jaw Drop | Masseter, relaxed Temporalis and internal pterygoid |
27 | Mouth Stretch | Pterygoids, Digastric |
28 | Lip Suck | Orbicularis oris |
29 | Jaw Thrust | |
30 | Jaw Sideways | |
31 | Jaw Clencher | Masseter |
32 | [Lip] Bite | |
33 | [Cheek] Blow | |
34 | [Cheek] Puff | |
35 | [Cheek] Suck | |
36 | [Tongue] Bulge | |
37 | Lip Wipe | |
38 | Nostril Dilator | |
39 | Nostril Compressor | |
41 | Glabella Lowerer | Separate Strand of AU 4 |
42 | Inner Eyebrow Lowerer | Separate Strand of AU 4 |
43 | Eyes Closed | Relaxation of Levator palpebrae superioris; Orbicularis oculi (pars palpebralis) |
44 | Eyebrow Gatherer | Separate Strand of AU 4 |
45 | Blink | Relaxation of Levator palpebrae superioris; Orbicularis oculi (pars palpebralis) |
46 | Wink | Relaxation of Levator palpebrae superioris; Orbicularis oculi (pars palpebralis) |
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Head Movement Code
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Eye Movement Codes
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Visibility Codes
AU Number | FACS Name |
---|---|
70 | Brows and forehead not visible |
71 | Eyes not visible |
72 | Lower face not visible |
73 | Entire face not visible |
74 | Unscorable |
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Gross Behavior Codes
These codes are reserved for recording information about gross behaviors that may be relevant to the facial actions that are scored.
AU Number | FACS Name |
---|---|
40 | Sniff |
50 | Speech |
80 | Swallow |
81 | Chewing |
82 | Shoulder shrug |
84 | Head shake back and forth |
85 | Head nod up and down |
91 | Flash |
92 | Partial flash |
97 | Shiver/Tremble |
98 | Fast up-down look |
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Facial expressions
Some common examples of feelings that can be expressed by characters are:
- Anger
- Concentration
- Confusion
- Contempt
- Desire
- Disgust
- Excitement
- Empathy
- Fear
- Flirt
- Frustration
- Glare
- Gross
- Happiness
- Sadness
- Snarl, mainly involving the levator labii superioris alaeque nasi muscle
- Surprise
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The muscles of facial expression for human (Homo sapiens)
See also: facial muscles.
- Auricularis anterior muscle
- Buccinator muscle
- Corrugator supercilii muscle
- Depressor anguli oris muscle
- Depressor labii inferioris muscle
- Depressor septi nasi muscle
- Frontalis muscle
- Levator anguli oris muscle
- Levator labii superioris alaeque nasi muscle
- Levator labii superioris muscle
- Mentalis muscle
- Modiolus muscle
- Nasalis muscle
- Orbicularis oculi muscle
- Orbicularis oris muscle
- Platysma muscle
- Procerus muscle
- Risorius muscle
- Zygomaticus major muscle
- Zygomaticus minor muscle
Kindly mail me your comments at santanu.pal.zoo@gmail.com
or
visit http://www.santanupal.com/contact.html