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Assignment 3 - Blendshape Facial Animation

Due Wednesday, 10/7 at 23:59:59. You must work individually.

Goal

In this assignment, you will be using blendshapes to animate a face on the GPU.

Associated Labs

Starting point

Download the data/code for the assignment. The provided base code loads and displays a static mesh. Run the code with the following arguments (modify as necessary depending on your IDE):

> ./A3 ../resources ../data

A face should appear in his neutral pose. Create a README that contains the sentence, “The input data was downloaded from facewaretech.com.”

Take a look at the files in the data/ folder. The contents are:

Generating Blendshape Data

If you don’t already have Maya, install the education version. Download this file (which was obtained from Faceware Technologies). Open Maya and then open Victor_Maya_FTI.ma, which is included in the zip file. Go to ‘Windows -> Animation Editors -> Shape Editor’.

Choose an interesting blendshape, right click, and then select ‘break connection’. Move the slider all the way to the right.

Select the head and then go to ‘File -> Export Selection…’ to save the head mesh as an obj file in the data folder. Modify the line that specifies the head mesh in input.txt to see if this new mesh loads correctly using your C++ code:

MESH some_other_mesh.obj Head_Diff.jpg

Repeat to create another blendshape.

CPU Blendshapes

Modify your code so that the blendshape OBJ files are loaded in addition to the head OBJ file. You should add another keyword to input.txt to specify these blendshapes. Once loaded, create the “delta” meshes by subtracting the vertex position and normal of the base mesh from the blendshape mesh:

\[ \displaylines{ \Delta \vec{x}_a = \vec{x}_a - \vec{x}_0\\ \Delta \vec{n}_a = \vec{n}_a - \vec{n}_0, } \]

where the subscript \(0\) corresponds to the base mesh, and subscripts \(a\) corresponds to the blendshape. Repeat for the other blendshape (plus more if you have more blendshapes). The texture coordinates should be the same (there is no skin sliding wrt vertex positions), so you can simply use the texture coordinates of the base mesh.

Using the time variable t, add the blendshape deltas to the base mesh. Assuming we have two blendshapes (you can add more), let \(a(t)\) and \(b(t)\) be the scalar blending weights. Then the position and normal of each vertex are computed as:

\[ \displaylines{ \vec{x}(t) = \vec{x}_0 + a(t) \Delta \vec{x}_a + b(t) \Delta \vec{x}_b\\ \vec{n}(t) = \vec{n}_0 + a(t) \Delta \vec{n}_a + b(t) \Delta \vec{n}_b\\ \hat{n}(t) = \frac{\vec{n}(t)}{\vec{n}(t)}. } \]

Just like in the skinning assignment, when we modify the vertex attributes on the CPU, we need to resend the data to the GPU before drawing. The following lines need to be called from the draw() method after the vertex data are modified:

// Send the position array to the GPU
glGenBuffers(1, &posBufID);
glBindBuffer(GL_ARRAY_BUFFER, posBufID);
glBufferData(GL_ARRAY_BUFFER, posBuf.size()*sizeof(float), &posBuf[0], GL_STATIC_DRAW);
 
// Send the normal array to the GPU
glGenBuffers(1, &norBufID);
glBindBuffer(GL_ARRAY_BUFFER, norBufID);
glBufferData(GL_ARRAY_BUFFER, norBuf.size()*sizeof(float), &norBuf[0], GL_STATIC_DRAW);

GPU Blendshapes

Move the computation to the vertex shader. You will need to send the vertex deltas (positions and normals) to the GPU. This needs to be done just once and should not be done every time render is called.

Point breakdown

Total: 100 points.

What to hand in

Failing to follow these points may decrease your “general execution” score.

If you’re using Mac/Linux, make sure that your code compiles and runs by typing:

> mkdir build
> cd build
> cmake ..
> make
> ./A3 <SHADER DIR> <DATA DIR>

If you’re using Windows, make sure your code builds using the steps described in Lab 0.


Generated on Thu Oct 1 17:50:07 CDT 2020