IP Library Granted Patent US 11,403,801
Granted Patent B2
US 11,403,801 · App. 17/079,058 · Granted Aug 2, 2022

Systems and methods for building a pseudo-muscle topology of a live actor in computer animation

Inventor: Byung Kuk Choi (Wellington, NZ)
Assignee: UNITY TECHNOLOGIES SF
G06T13/40G06N20/00G06T15/205G06T17/20G06V40/165G06V40/171G06V40/174G06T2215/16
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 11,403,801
App. No.
17/079,058
Granted
Aug 2, 2022
Kind
B2
Abstract

An animation system wherein a machine learning model is adopted to generate animated facial actions based on parameters obtained from a live actor. Specifically, the anatomical structure such as a facial muscle topology and a skull surface that are specific to the live actor may be used. A muscle structure of simplified “pseudo” muscles that approximate the actual muscle topology but with reduced degree of freedom is determined to improve computational efficiency.

Claims (41)

1. A computer-implemented method for building a pseudo-muscle topology of a live actor, the method comprising:

under the control of one or more computer systems configured with executable instructions:

determining, from a plurality of facial scans of the live actor, a muscle model representing facial muscles of the live actor and a vector of muscle strain values;

select a subset of facial muscles from the muscle model;

generating a set of pseudo-muscles that approximate the subset of facial muscles, wherein a respective pseudo-muscle of the set of pseudo-muscles is represented by a respective muscle curve that is a line connecting a start position and an end position;

determining a mapping between the selected plurality of muscles and the set of pseudo-muscles;

determining, for the respective muscle curve representing the respective pseudo-muscle, the start position, the end position and a line-of-action length based on the mapping;

computing, for the respective pseudo-muscle, a respective pseudo-muscle strain value based on the line-of-action length of the respective pseudo-muscle and a rest length of the respective pseudo-muscle; and

training a machine learning engine for animating a facial expression based on training facial muscle data described by the set of pseudo-muscles described by a set of muscle curves and corresponding pseudo-muscle strain values that replaces the vector of muscle strain values.

2. The method of claim 1 , wherein the muscle model comprises a three-dimensional polygon topology, and each surface or edge of the three-dimensional polygon topology represents a respective facial muscle associated with a respective muscle strain value.

3. The method of claim 2 , wherein the set of pseudo-muscles have a reduced degree of freedom compared with the three-dimensional polygon topology.

4. The method of claim 1 , wherein the plurality of facial scans comprise data pertaining to the physical surface deformations, wherein the physical surface deformations are associated with facial actions.

5. The method of claim 4 , wherein the plurality of facial scans of the live actor comprises at least one facial scan of a neutral facial action of the live actor and at least one facial scan of a non-neutral facial action of the live actor.

6. The method of claim 5 , further comprising:

computing, for the respective pseudo-muscle, the rest length based on a first start position and a first end position of the respective muscle curve derived from the one facial scan of the neural facial action; and computing, for the respective pseudo-muscle, the line-of-action length based on a second start position and a second end position of the respective muscle curve derived from the one facial scan of the non-neutral facial action.

7. The method of claim 1 , further comprising selecting a different subset of facial muscles from the muscle model for pseudo-muscle generation based at least in part on performance feedback from the machine learning engine.

8. The method of claim 7 , wherein the performance feedback includes a loss, wherein the loss is determined by comparing a mesh generated by a machine learning system based at least in part on the set of pseudo-muscles and a ground truth mesh.

9. The method of claim 7 , wherein the performance feedback includes usability feedback of a mesh generated based at least in part on the set of pseudo-muscles when the mesh is used by an animation system to animate a character.

10. The method of claim 1 , wherein the respective pseudo-muscle replaces the selected plurality of muscles in the muscle model, such that strains of the selected plurality of muscles are one or more predetermined functions of a strain on the respective pseudo-muscle.

11. A system for building a pseudo-muscle topology of a live actor, the system comprising:

a memory; and

a processor reading executable instructions from the memory to:

determine, from a plurality of facial scans of the live actor, a muscle model representing facial muscles of the live actor and a vector of muscle strain values;

select a subset of facial muscles from the muscle model;

generate a set of pseudo-muscles that approximate the subset of facial muscles, wherein a respective pseudo-muscle of the set of pseudo-muscles is represented by a respective muscle curve that is a line connecting a start position and an end position;

determine a mapping between the selected plurality of muscles and the set of pseudo-muscles;

determine, for the respective muscle curve representing the respective pseudo-muscle, the start position, the end position and a line-of-action length based on the mapping;

compute, for the respective pseudo-muscle, a respective pseudo-muscle strain value based on the line-of-action length of the respective pseudo-muscle and a rest length of the respective pseudo-muscle; and

train a machine learning engine for animating a facial expression based on training facial muscle data described by the set of pseudo-muscles described by a set of muscle curves and corresponding pseudo-muscle strain values that replaces the vector of muscle strain values.

12. The system of claim 11 , wherein the muscle model comprises a three- dimensional polygon topology, and each surface or edge of the three-dimensional polygon topology represents a respective facial muscle associated with a respective muscle strain value.

13. The system of claim 12 , wherein the set of pseudo-muscles have a reduced degree of freedom compared with the three-dimensional polygon topology.

14. The system of claim 11 , wherein the plurality of facial scans comprise data pertaining to the physical surface deformations, wherein the physical surface deformations are associated with facial actions.

15. The system of claim 14 , wherein the plurality of facial scans of the live actor comprises at least one facial scan of a neutral facial action of the live actor and at least one facial scan of a non-neutral facial action of the live actor.

16. The system of claim 15 , wherein the processor further reads executable instructions to:

compute, for the respective pseudo-muscle, the rest length based on a first start position and a first end position of the respective muscle curve derived from the one facial scan of the neural facial action; and

compute, for the respective pseudo-muscle, the line-of-action length based on a second start position and a second end position of the respective muscle curve derived from the one facial scan of the non-neutral facial action.

17. The system of claim 11 , wherein the processor further reads executable instructions to:

select a different subset of facial muscles from the muscle model for pseudo-muscle generation based at least in part on performance feedback from the machine learning engine.

18. The system of claim 17 , wherein the performance feedback includes a loss, wherein the loss is determined by comparing a mesh generated by a machine learning system based at least in part on the set of pseudo-muscles and a ground truth mesh.

19. The system of claim 17 , wherein the performance feedback includes usability feedback of a mesh generated based at least in part on the set of pseudo-muscles when the mesh is used by an animation system to animate a character.

20. The system of claim 11 , wherein the respective pseudo-muscle replaces the selected plurality of muscles in the muscle model, such that strains of the selected plurality of muscles are one or more predetermined functions of a strain on the respective pseudo-muscle.

Assignments (3)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 9, 2022
From: UNITY SOFTWARE INC.
To: UNITY TECHNOLOGIES SF
Reel/Frame 058980/0342 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 8, 2022
From: WETA DIGITAL LIMITED
To: UNITY SOFTWARE INC.
Reel/Frame 058978/0865 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 6, 2021
From: CHOI, BYUNG KUK
To: WETA DIGITAL LIMITED
Reel/Frame 054828/0059 →
Continuity (3)
Provisional Application 63084184 · Sep 28, 2020
Provisional Application 63080468 · Sep 18, 2020
Related Publication 20220092838A1 · Mar 24, 2022