Dynamic Wrinkle Simulation for 3D Facial Expressions


    Wrinkles are the main factor determining the undulation of the skin surface. Since skin material itself is incompressible, when the skin surface shrinks, the excess skin buckles and forms wrinkles. Facial wrinkles can be classified into two types: expressive wrinkles and wrinkles due to age Expressive wrinkles are temporary wrinkles that appear on the face during expressions at all ages. These wrinkles are caused by the contraction of underlying muscles and are perpendicular to their axis of shortening. The height of the wrinkle bulge depends on the degree of muscle contraction (see Figure 1). The skin cells regenerate themselves at slow rate with age, and tend to favor a specific orientation, thus creating aging wrinkles. In this project, we are only concerned with the expressive wrinkles.

    Figure 1: Temporary wrinkles on the face during expressions.
    As expressive wrinkles are formed due to compression of the skin surface as a result of muscle contraction, we believe that wrinkle simulation can be greatly facilitated if anatomical face structure is used. Therefore, our goal is to realistically and fast simulate wrinkles according to the influence of virtual facial muscles. We propose a geometric muscle-driven wrinkle model to efficiently simulate realistic expressive wrinkles on the face. Wrinkles are generated on an anatomy-based face model that mimics the layered skin-muscle-skull structure and dynamics of the human face. Corresponding to three types of facial muscles, a geometric model is developed to govern how the wrinkle amplitude evolves locally upon skin deformation. By taking into account the properties of real wrinkles, it provides intuitive parameters for easy control over wrinkle characteristics. During facial animation, wrinkles are generated in the local regions influenced by muscle contraction, simulating resistance to compression of tissues. Our facial animation system automatically adapts the local resolution at which the inadequacy of mesh approximation is detected depending on a refinement criterion, where different levels of resolution are provided in order to reduce the overall complexity by only simulating relevant levels of detail. Thanks to its simplicity and geometric nature, our method simulates wrinkles that can be dynamically rendered at interactive rates.
    The original contribution of our method is given in terms of the following advantages: