# Phace: Physics-based Face Modeling and Animation | Two Minute Papers #172

## Метаданные

- **Канал:** Two Minute Papers
- **YouTube:** https://www.youtube.com/watch?v=twWHwVaBfM8
- **Дата:** 19.07.2017
- **Длительность:** 3:09
- **Просмотры:** 19,182

## Описание

The paper "Phace: Physics-based Face Modeling and Animation" is available here:
http://lgg.epfl.ch/publications/2017/Phace/index.php

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## Содержание

### [0:00](https://www.youtube.com/watch?v=twWHwVaBfM8) <Untitled Chapter 1>

Dear Fellow Scholars, this is Two Minute Papers with Károly Zsolnai-Fehér. This work is about transferring our gestures onto a virtual human's face in a way that is physically correct. This means that not only the changes in the facial geometry are transferred to a digital

### [0:13](https://www.youtube.com/watch?v=twWHwVaBfM8&t=13s) Anatomically-inspired Volumetric Template Model

character, no, no. Here's how it works. This piece of work uses a really cool digital representation of our face that contains not only geometry, but there is also information about the bone and flesh and muscle structures as well. This means that it builds on a physically accurate model, which synthesizes animations where this human face is actuated by the appropriate muscles. We start out with a surface scan of the user, which through a registration step, is then converted to a set of expressions that we wish to achieve. The inverse physics module tries to guess exactly which muscles are used and how they are used to achieve these target expressions. The animation step takes the information of how the desired target expressions evolve in time, and some physics information, such as gravity or wind, and the forward physics unit computes the final simulation of the digital character. So while we're talking about the effects of gravity and wind, here you can see how this

### [1:12](https://www.youtube.com/watch?v=twWHwVaBfM8&t=72s) Wind Simulation

can create more convincing outputs because these characters really become a part of their

### [1:18](https://www.youtube.com/watch?v=twWHwVaBfM8&t=78s) Inertial Effects

digital environment. As a result, the body mass index of a character can also be changed in both directions, slimming

### [1:27](https://www.youtube.com/watch?v=twWHwVaBfM8&t=87s) Body Mass Index Changes

or fattening the face. Lip enhancement is also a possibility.

### [1:37](https://www.youtube.com/watch?v=twWHwVaBfM8&t=97s) Lip enhancement simulation

If we had super high resolution facial scans, maybe a followup work could simulate the effects of botox injections. How cool would that be? Also, one of my favorite features of this technique is that it also enables artistic editing. By means of drawing, we can also specify a map of stiffness and mass distributions, and

### [1:53](https://www.youtube.com/watch?v=twWHwVaBfM8&t=113s) Zombie Simulation

if we feel cruel enough, we can create a barely functioning human face to model and animate virtual zombies. Imagine what artists could do with this, especially in the presence of super high resolution textures and photorealistic rendering. Oh, my! Another glimpse of the future of computer graphics and animation. Make sure to have a look at the paper for more applications, for instance, they also

### [2:19](https://www.youtube.com/watch?v=twWHwVaBfM8&t=139s) Chin Modification Simulation

demonstrate the possibility of modifying the chin and the jawbone. They even have some result in simulating the effect of Bell's palsy, which is the paralysis of facial muscles on one side. While we're at this high note of illnesses, if you enjoyed this episode and would like

### [2:35](https://www.youtube.com/watch?v=twWHwVaBfM8&t=155s) Bell's Palsy Simulation

to support us, you can pick up really cool perks like early access for all of these episodes on Patreon. The link is available in the video description. Thanks for watching and for your generous support, and I'll see you next time.

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*Источник: https://ekstraktznaniy.ru/video/14623*