Phace: Physics-based Face Modeling and Animation

Alexandru-Eugen Ichim, Petr Kadlecek, Ladislav Kavan, Mark Pauly

We present a novel physics-based approach to facial animation. Contrary to commonly used generative methods, our solution computes facial expressions by minimizing a set of non-linear potential energies that model the physical interaction of passive flesh, active muscles, and rigid bone structures. By integrating collision and contact handling into the simulation, our algorithm avoids inconsistent poses commonly observed in generative methods such as blendshape rigs. A novel muscle activation model leads to a robust optimization that faithfully reproduces complex facial articulations. We show how person-specific simulation models can be built from a few expression scans with a minimal data acquisition process and an almost entirely automated processing pipeline. Our method supports temporal dynamics due to inertia or external forces, incorporates skin sliding to avoid unnatural stretching, and offers full control of the simulation parameters, which enables a variety of advanced animation effects. For example, slimming or fattening the face is achieved by simply scaling the volume of the soft tissue elements. We show a series of application demos, including artistic editing of the animation model, simulation of corrective facial surgery, or dynamic interaction with external forces and objects.

Phace: Physics-based Face Modeling and Animation

Example-Based Damping Design

Hongyi Xu, Jernej Barbič

To date, material modeling in physically based computer animation has largely focused on mass and stiffness material properties. However, deformation dynamics is largely affected also by the damping properties. In this paper, we propose an interactive design method for nonlinear isotropic and anisotropic damping of complex three-dimensional solids simulated using the Finite Element Method (FEM). We first give a damping design method and interface whereby the user can set the damping properties so that motion aligned with each of a few chosen example deformations is damped by an independently prescribed amount, whereas the rest of the deformation space follows standard Rayleigh damping, or any viscous damping. Next, we demonstrate how to design nonlinear damping that depends on the magnitude of the deformation along each example deformation, by editing a single spline curve for each example deformation. Our user interface enables an art-directed and intuitive approach to controlling damping in solid simulations. We mathematically prove that our nonlinear anisotropic damping generalizes the frequency-dependent Caughey damping model, when starting from the Rayleigh damping. Finally, we give an inverse design method whereby the damping curve parameters can be inferred automatically from high-level user input, such as the amount of amplitude loss in one oscillation cycle along each of the chosen example deformations. To minimize numerical damping for implicit integration, we introduce an accurate and stable implicit integrator, which removes spurious high-frequency oscillations while only introducing a minimal amount of numerical damping. Our damping can generate effects not possible with previous methods, such as controllable nonlinear decaying envelopes whereby large deformations are damped faster or slower than small deformations, and damping anisotropic effects. We also fit our damping to videos of real-world objects undergoing large deformations, capturing their nonlinear and anisotropic damping dynamics.

Example-Based Damping Design

Perceptual Evaluation of Liquid Simulation Methods

Kiwon Um, Xiangyu Hu, Nils Thuerey

This paper proposes a novel framework to evaluate fluid simulation methods based on crowd-sourced user studies in order to robustly gather large numbers of opinions. The key idea for a robust and reliable evaluation is to use a reference video from a carefully selected real-world setup in the user study. By conducting a series of controlled user studies and comparing their evaluation results, we observe various factors that affect the perceptual evaluation. Our data show that the availability of a reference video makes the evaluation consistent. We introduce this approach for computing scores of simulation methods as visual accuracy metric. As an application of the proposed framework, a variety of popular simulation methods are evaluated.

Perceptual Evaluation of Liquid Simulation Methods

Multi-species simulation of porous sand and water mixtures

A. Pradhana Tampubolon, T. Gast, G. Klar, C. Fu, J. Teran, C. Jiang, K. Museth

We present a multi-species model for the simulation of gravity driven landslides and debris flows with porous sand and water interactions. We use continuum mixture theory to describe individual phases where each species individually obeys conservation of mass and momentum and they are coupled through a momentum exchange term. Water is modeled as a weakly compressible fluid and sand is modeled with an elastoplastic law whose cohesion varies with water saturation. We use a two-grid Material Point Method to discretize the governing equations. The momentum exchange term in the mixture theory is relatively stiff and we use semi-implicit time stepping to avoid associated small time steps. Our semi-implicit treatment is explicit in plasticity and preserves symmetry of force linearizations. We develop a novel regularization of the elastic part of the sand constitutive model that better mimics plasticity during the implicit solve to prevent numerical cohesion artifacts that would otherwise have occurred. Lastly, we develop an improved return mapping for sand plasticity that prevents volume gain artifacts in the traditional Drucker-Prager model.

Multi-species simulation of porous sand and water mixtures

Robust eXtended Finite Elements for Complex Cutting of Deformables

Dan Koschier, Jan Bender, Nils Thuerey

In this paper we present a robust remeshing-free cutting algorithm on the basis of the eXtended Finite Element Method (XFEM) and fully implicit time integration. One of the most crucial points of the XFEM is that integrals over discontinuous polynomials have to be computed on subdomains of the polyhedral elements. Most existing approaches construct a cut-aligned auxiliary mesh for integration. In contrast, we propose a cutting algorithm that includes the construction of specialized quadrature rules for each dissected element without the requirement to explicitly represent the arising subdomains. Moreover, we solve the problem of ill-conditioned or even numerically singular solver matrices during time integration using a novel algorithm that constrains non-contributing degrees of freedom (DOFs) and introduce a preconditioner that efficiently reuses the constructed quadrature weights.

Our method is particularly suitable for fine structural cutting as it decouples the added number of DOFs from the cut’s geometry and correctly preserves geometry and physical properties by accurate integration. Due to the implicit time integration these fine features can still be simulated robustly using large time steps. As opposed to this, the vast majority of existing approaches either use remeshing or element duplication. Remeshing based methods are able to correctly preserve physical quantities but strongly couple cut geometry and mesh resolution leading to an unnecessary large number of additional DOFs. Element duplication based approaches keep the number of additional DOFs small but fail at correct conservation of mass and stiffness properties. We verify consistency and robustness of our approach on simple and reproducible academic examples while stability and applicability are demonstrated in large scenarios with complex and fine structural cutting.

Robust eXtended Finite Elements for Complex Cutting of Deformables

Enriching Facial Blendshape Rigs with Physical Simulation

Yeara Kozlov, Derek Bradley, Moritz Bächer, Thabo Beeler, Markus Gross

Oftentimes facial animation is created separately from overall body motion. Since convincing facial animation is challenging enough in itself, artists tend to create and edit the face motion in isolation. Or if the face animation is derived from motion capture, this is typically performed in a mo-cap booth while sitting relatively still. In either case, recombining the isolated face animation with body and head motion is non-trivial and often results in an uncanny result if the body dynamics are not properly reflected on the face (e.g. the bouncing of facial tissue when running). We tackle this problem by introducing a simple and intuitive system that allows to add physics to facial blendshape animation. Unlike previous methods that try to add physics to face rigs, our method preserves the original facial animation as closely as possible. To this end, we present a novel simulation framework that uses the original animation as per-frame rest-poses without adding spurious forces. As a result, in the absence of any external forces or rigid head motion, the facial performance will exactly match the artist-created blendshape animation. In addition, we propose the concept of blendmaterials to give artists an intuitive means to account for changing material properties due to muscle activation. This system allows to automatically combine facial animation and head motion such that they are consistent while preserving the original animation as closely as possible. The system is easy to use and readily integrates with existing animation pipelines.

Enriching Facial Blendshape Rigs with Physical Simulation

Simulation-Ready Hair Capture

Liwen Hu, Derek Bradley, Hao Li, Thabo Beeler

Physical simulation has long been the approach of choice for generating realistic hair animations in CG. A constant drawback of simulation, however, is the necessity to manually set the physical parameters of the simulation model in order to get the desired dynamic behavior. To alleviate this, researchers have begun to explore methods for reconstructing hair from the real world and even to estimate the corresponding simulation parameters through the process of inversion. So far, however, these methods have had limited applicability, because dynamic hair capture can only be played back without the ability to edit, and solving for simulation parameters can only be accomplished for static hairstyles, ignoring the dynamic behavior. We present the first method for capturing dynamic hair and automatically determining the physical properties for simulating the observed hairstyle in motion. Since our dynamic inversion is agnostic to the simulation model, the proposed method applies to virtually any hair simulation technique, which we demonstrate using two state-of-the-art hair simulation models. The output of our method is a fully simulation-ready hairstyle, consisting of both the static hair geometry as well as its physical properties. The hairstyle can be easily edited by adding additional external forces, changing the head motion, or re-simulating in completely different environments, all while remaining faithful to the captured hairstyle.

Simulation-Ready Hair Capture