Emotion-driven Deformation of Non-Human Faces

Ricky W. K. Chan, MSc thesis 1998


Abstract

This thesis describes a system designed for facial expression control. A prototype in the Java language has been implemented based on this design. The target of facial animation is an imaginary character. Firstly, the geometric data of the head of a given character is read from a file. The file is in VRML format and the head geometry it contains is in a hierarchical structure. Then, the geometry of the head is distorted to get different facial expressions of emotion based on a pseudo-muscle system. These facial expressions are mapped to emotion. The result of this mapping is used to create a system for facial expression control by emotion. A character, Floops, has been chosen for illustrating the concepts being described. The pseudo-muscle system designed in this thesis enables Floops to exhibit a wide range of emotions on its face. The system allows us to control the facial expression of Floops by changing its emotion. The control is very easy to handle. When running on a computer with a moderate processor power (a Pentium 200MHz personal computer), the facial expression can be changed in real time, even when running the prototype on a Java virtual machine.


Thesis

Zipped postscript
Zipped Adobe acrobat (pdf)

Images

happy -> fear contempt -> surprise

Animations

Animations are in the MPEG-1 format:
Contempt -> Surprise cont_surp.mpg 304KB
Disgust -> Happy disg_happy.mpg 304KB
Fear -> Disgust fear_disg.mpg 304KB
Happy -> Fear happy_fear.mpg 304KB