Published 

4D : AUGMENTATION

The quality of the retargeting system did not reach a high level of believable performance due to several reasons. The facial expressions of the character animation system were not anatomically correct by the time of the retargeting. Secondly, the daily neutral photogrammetry session was not available on the day of the performance. This lead to an experimental approach of creating a three dimensional model of the human face with the matrix of the allocated markers on the facial surface.

PHOTOGRAMMETRY

During the construction stage of the digital character, there were discovered technologies that allowed the creation of anatomically correct facial surfaces in three dimensional space. This was done by multiple view camera photography of synchronised capture. Similar to the workflow of integrating computer generated imagery, the photogrammetry method of reconstructing geometry surface of the human face is employed. This is particularly realised in the form of capturing a neutral face of the character to obtain colour information that can be projected from photographs onto the polygonal model.

Closed eyes are used to extract the patch of the upper eyelid that covers the unrevealed area of the human face. Capture of dentures is performed for both lower and upper teeth of the subject. This includes additional capture of the oral cavity interior and the shape of the tongue.

Six basic emotions are captured to obtain the colour difference in blood flow of the face and the creation of the wrinkle map.

After the colour driven session is accomplished the variety of facial expressions undergo the photogrammetry capture. This is done in conjunction with colour dot pattern placement on the surface of the actor’s face to measure skin deformation. The capture of the facial expressions is driven by the motivation to create a highly expressive character performance system that is capable of speech animation and expressing a full range of emotional states.

Core selection of the Facial Action Coding System (FACS) (Paul Ekmann, 1979) expressions are captured to access the anatomical possibilities of the human face.

FACE

After the alignment of the photographs it is significant to undergo the procedure of constructing a digital identity of the character using the geometry with the deformation ready topology. This process is sometimes referred to as re-topologising or re-meshing. The basic principle is to morph the real-time capable mesh of the topology of the human face into the scan data. This is done by radio basis function, driven with the guide of manual landmark constraints. The markers are placed on both geometric surfaces with the knowledge application about the anatomy of the human face. This includes regions of the nasojugal and nasolabial groves and corners of the lips and eyes in order to communicate constraint differences between two surfaces.

ACTION UNITS

To create a performance-compliant animation system for the character the facial expression of FACS and speech shapes has to be created based on the translation or wrapping procedure. Based on the example of the advanced facial character system, the generation of the facial expressions can be simulated based on the similar character. Depending on the topology structure this could be done directly as a delta shape or as a wrap deformation that would constrain one surface to the other. Depending on the result of the transfer method the fine sculpting of each facial expression has to take place. The cleanup and the sculpting time would depend on the quality of the facial geometry and the complexity of the individual expression.

The blend between the two methods is the approach for creation of the final height map that communicates the elevation and reflectivity information to the rendering engine. The specularity map can be achieved by the process of artistic painting over the highly detailed skin pore level surface to obtain a break-up of the specularity effect constrained with the cavity masking.

ARTIFICIAL VISUAL APPARATUS
[ A V A ]

AVA or artificial visual apparatus refers to a method of approaching the creation of eyes in virtual agents by digital technology. The design of a digital eye has two angles of the investigation. One is concerned with the high quality data acquisition and construction of the scanner device for capturing macro details of the human eye. The second angle is based on the anatomical knowledge about the human eye structure prior to the practice of making digital doubles of actors. The shape of the eyeball is approximated based on the MRI data.

THE SCANNER

Following the action research methodology, a number of actions were taken in order to obtain high quality data of the human eye. The problem of capturing the human eye is in its size and occlusion of the orbital bone that creates shadow. Furthermore, the eye has a very reflective and wet spherical surface that brings a complexity for multiple view reconstruction. The main target of creating the scanner was to obtain 4D data in order to have the ability to reconstruct a time-based reference of the human eye. The plan of the construction came from the idea of making a helmet- based solution for the eye capture and eventually moved on to the static scanner solution.

The 3D model was created as a prototype to understand the position of the human skull in relation to the scanner frame and the mounted cameras.

The macro lenses were used to capture the high quality result of the human eye in conjunction with the strong continuous light source. Flash photography was used separately in order to capture iris structure and colour in high detail. The scanner was designed to have the ability to capture the eye from four multiple angles for further 3D and 4D reconstruction.

After planning the structure, an experiment with a manikin took place in order to understand the process of capturing an extreme close-up of the human eye. The remote trigger device was used in order to release the shutter without physical contact with the several cameras simultaneously.

A light source was provided by a table lamp pointing its view to the area of interest. Once the test images of eye capture were created, the scanner was used on set with the actress to obtain the extreme close-up of the human eye, both in static and video reference.

4D experimentation with the device had no success due to the low number of cameras, poor lighting conditions and distance between the camera and the eye. The stability of the human skull in physical space was the key problem in reconstructing 4D data as the surface is mobile in relation to the change of its landscape.

Furthermore, the human eye’s high reflectivity and refraction characteristics including its spherical egg-like shape brought additional complications during the 4D processing. However, the scanner is capable of producing high quality reference of the human eye’s appearance and sequential behaviour.

No items found.

Join Our Design
Newsletter

We never share your info. View our Privacy Policy
Thank you! Your submission has been received!
Oops! Something went wrong while submitting the form.
Join Our Amazing
Community
THere's More

Post You mIght Also Like

All Posts
Design
Dec
27
//
2018

My Personal Journey in Design Profession

In this post I will let you know how I went from starting my computer one day and learning a piece of software to start in computer graphics journey. That went on an Engineering and Digital Design degree later on.
Design
Dec
19
//
2018

How to Write a Design - Centric Project Proposal?

This is where it all begins. You want to know in your Studio practice for what type of creative project you want to go for. If you are the Fashion Designer you want to create a collection and design a brand. And if you are in the Communication Design you possibly want to draw the entire graphic novel.
Design
Dec
12
//
2018

White Storm Studio Project

Short Film White Storm is the project we have developed at the studio as the core practice foundation based on the Digital Design discipline.
//

Acute Line Sustainability

This page presents the report on the sustainability practices. Research and climate actions taken in accordance to the sustainable digital design practices. And the wider aspect of the sustainability crisis. And our responsibility as the brand when it comes to the environmental performances.
Design
//

MISE EN SCÈNE

A brief outline of the cinematic searches for the interactive experience White Storm. And the outline of the setup for scene structure and lighting.

@AcuteLine

EXPLORE OUR

PREMIUM
DESIGN
MODULES

Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

DIRECTIONBY DESIGN

THE POWER OF THE CREATIVE IMAGINATION

ACUTE LINE DIGITAL DESIGN STUDIO PRESENTS

S E A R C H

45

Days

12

Hours

44

Mins

29

Secs

AUCKLAND
SYDNEY
TOKYO
MOSCOW
LONDON
NEW YORK
PRESENTING TO YOU

OUR SPECIAL 
PROJECT

Learn How To Kick-start A Career in Design And Get Paid Design Work Online in 14 Days Or Less!!!

THE acute line EXCLUSIVE
DIGITAL ART Collection

OPEN SEA

This is what our international family of clients say:

Technologies we use

Systems we deploy

ACUTE LINE 
DIGITAL BOOK

How I went from Zero to 100K by living in Airbnb and running my own online business.

The revenue from the book distribution is directed by a fraction to help scale emerging CO₂ removal technologies from the atmosphere.
Stripe Climate
BUY NOWLEARN MORE
START WITH all-in-one
comprehensive

Design Service

AND this is

what you will EXPERIENCE

Explore tabs on the left to learn more
BOOK ON AIRBNB

4 hours Hosted in English

The event is perfect for corporate audience and for individuals who are seeking to create a complete design package for their brand.

This could be a company, project or any type of commercial or the not for profit initiatives and organisations.

These are the clients we have been working with:

↳ Sony Play Station
↳ Soul Machines
↳ Siggraph 2015
↳ BBC News
↳ TEDx

And others ...
BOOK ON AIRBNB

4 Hour Total Brand Design
Strategy Session

This is a risk free and highly affordable service to get you started with your project.

During the call we will develop the brand strategy. Around the positioning and transparency for your brand.

Focused on the design of the brand, a website and the information design.

Design Package Includes the Services:

↳ Brand Strategy
↳ Creative Direction
↳ Brand Naming
↳ Logotype Design
↳ Graphic Design
↳ Mood Board
↳ Branded Artwork
↳ Digital Platform Design
↳ 3D Design
↳ Web Design

Built to perform.

Flexible panels are perfect for building functional layouts.
Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
BOOK ON AIRBNB

Delivery &
the Ongoing Support

Your Website is published by the end of 4 hour session.

And a comprehensive brand book is sent to you within the 24 hours after the experience.

I will also work on your website and branded graphic design for a few days with some limited ongoing revisions.

We could talk about the future support if you require permanent website and brand work going forward.

And would prefer to continue working with the Design Studio.

At the moment we do this live event only once a month. If you are interested for a specific date(s) please contact me directly via the Airbnb platform.
BOOK ON AIRBNB

F A C T S

4D R3DS WrapX
“Russian 3D Scanner - Wrap X software allows us to execute geometry operations with simplicity..”
Substance
“Applied Real-Time
material framework for
visualisation.”
The MIT Press
“We work with MIT Press to research design methodologies.”
V I C O N - CARA
“We use Vicon Motion Systems
to deliver the high-end 3D dynamics.”
AgiSoft Metashape
“We utilise AgiSoft in Photogrammetric
Reconstruction process. To Augment
our creative flare.”
Mocap X & iPhone Pro
“We use Face ID technology to create
motion effects based on real - world events. With a breeze of access.”
EXPLORE OUR

PREMIUM
DESIGN
MODULES