fabricating 3d figurines with personalised faces · 2015. 12. 11. · j. rafael tena moshe mahler...

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Fabricating 3D Figurines With Personalised Faces J. Rafael Tena Moshe Mahler Thabo Beeler Hengchin Yeh Max Grosse Iain Matthews Disney Research * Figure 1: Example figurines fabricated by our system. The face and skin texture are customised to each individual. A range of character types are available and the system is easily expandable to new characters. 1 Introduction Advances in 3D printing enable custom fabrication for a fraction of the traditional cost, opening new avenues for research and com- mercial enterprise. This talk presents a semi-automated system for fabricating figurines with faces that are personalised to the individ- ual likeness of the customer. The efficacy of the system has been demonstrated by two commercial deployments: At the Walt Dis- ney World resort girls could choose Disney Princess characters, and at Disney’s Hollywood Studios during Star Wars Weekends and at Star Wars Celebration VI in Orlando customers could have their likeness frozen in carbonite at Disney’s D-Tech Me experience. Although the system is semi automated, human intervention is lim- ited to a few simple tasks to maintain the high throughput and con- sistent quality required for commercial application. In contrast to existing systems that fabricate custom heads that are assembled to pre-fabricated plastic bodies, our system seamlessly integrates 3D facial data with a predefined figurine body into a unique and contin- uous object that is fabricated as a single piece. The combination of state-of-the-art 3D capture, modelling, and printing that are the core of our system provide the flexibility to fabricate figurines whose complexity is only limited by the creativity of the designer. Several example figurines created by our system are shown in Figure 1. In developing our system we considered the effects of human self- perception, and how to combine elements of the realm of fantasy with the real world. We adapted to the current colour gamut limita- tions of 3D printing to ensure perceptually acceptable results. Our system is a flexible platform for creating customised products, and is also an experience that tangibly engages the general public with state-of-the-art computer vision and computer graphics techniques. 2 System Description A diagram of the system pipeline is shown in Figure 2. Offline, a 3D modeler creates a textured digital 3D prototype of the figurine with a generic human face template. The digital figurine maybe representative of a fictional character or a design driven by artistic intent. Additionally, a subset of 19 feature points are annotated on the template face of the digital prototype. Online, the first process is to 3D scan the customer’s face with a high fidelity scanner [Beeler et al. 2010]. An artist annotates the scanned face with the same 19 * e-mail:{rafael.tena,moshe.mahler,thabo.beeler}@disneyresearch.com Offline pre-processing 3D Scanning Registration Attachment Colour Matching Fabrication Digital Figurine Prototype Generic Face Template Figure 2: System diagram. Coloured boxes are processes while gray boxes are assets. Arrows represent flows of assets. feature points annotated on the template face of the digital figurine. A trained operator does the task in less than a minute. The anno- tations are used to guide the registration algorithm by [Tena et al. 2006], which separates the generic face template from the rest of the figurine and accurately deforms it to the shape of the customer’s face scan. The registration algorithm also extracts the texture from the face scan and applies it to the texture map of the digital figurine. The deformed face template cannot be directly re-attached to the the rest of the digital figurine due to its new custom shape. Thin-plate splines [Bookstein 1989] are used to warp the head of the digital figurine to the deformed face template. Warping the figurine head to customer face ensures the resulting deformation is imperceptible and the likeness of the scanned subject is preserved. With the dig- ital figurine reassembled, a human artist may smooth and edit the texture map to either match the skin and hair color of the scanned subject or adapt it to match the figurine’s style. Keeping an artist in the loop gives the system flexibility to produce figurines with differ- ent aesthetic requirements while guaranteeing consistent quality. A trained artist completes the task in a couple of minutes. Finally the digital figurine is brought to the physical world through fabrication using a ZPrinter R 650 provided by 3D Systems. References BEELER, T., BICKEL, B., BEARDSLEY, P., SUMNER, B., AND GROSS, M. 2010. High-quality single-shot capture of facial geometry. ACM Transactions on Graphics 29, 4 (July). BOOKSTEIN, F. 1989. Principal warps: thin-plate splines and the decompo- sition of deformations. Pattern Analysis and Machine Intelligence, IEEE Transactions on 11, 6 (June), 567 –585. TENA, J. R., HAMOUZ, M., HILTON, A., AND I LLINGWORTH, J. 2006. A validated method for dense non-rigid 3D face registration. In Proceed- ings of the IEEE International Conference on Video and Signal Based Surveillance.

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  • Fabricating 3D Figurines With Personalised Faces

    J. Rafael Tena Moshe Mahler Thabo Beeler Hengchin Yeh Max Grosse Iain Matthews

    Disney Research ∗

    Figure 1: Example figurines fabricated by our system. The face and skin texture are customised to each individual. A range of charactertypes are available and the system is easily expandable to new characters.

    1 Introduction

    Advances in 3D printing enable custom fabrication for a fractionof the traditional cost, opening new avenues for research and com-mercial enterprise. This talk presents a semi-automated system forfabricating figurines with faces that are personalised to the individ-ual likeness of the customer. The efficacy of the system has beendemonstrated by two commercial deployments: At the Walt Dis-ney World resort girls could choose Disney Princess characters, andat Disney’s Hollywood Studios during Star Wars Weekends and atStar Wars Celebration VI in Orlando customers could have theirlikeness frozen in carbonite at Disney’s D-Tech Me experience.

    Although the system is semi automated, human intervention is lim-ited to a few simple tasks to maintain the high throughput and con-sistent quality required for commercial application. In contrast toexisting systems that fabricate custom heads that are assembled topre-fabricated plastic bodies, our system seamlessly integrates 3Dfacial data with a predefined figurine body into a unique and contin-uous object that is fabricated as a single piece. The combination ofstate-of-the-art 3D capture, modelling, and printing that are the coreof our system provide the flexibility to fabricate figurines whosecomplexity is only limited by the creativity of the designer. Severalexample figurines created by our system are shown in Figure 1.

    In developing our system we considered the effects of human self-perception, and how to combine elements of the realm of fantasywith the real world. We adapted to the current colour gamut limita-tions of 3D printing to ensure perceptually acceptable results. Oursystem is a flexible platform for creating customised products, andis also an experience that tangibly engages the general public withstate-of-the-art computer vision and computer graphics techniques.

    2 System Description

    A diagram of the system pipeline is shown in Figure 2. Offline, a3D modeler creates a textured digital 3D prototype of the figurinewith a generic human face template. The digital figurine mayberepresentative of a fictional character or a design driven by artisticintent. Additionally, a subset of 19 feature points are annotated onthe template face of the digital prototype. Online, the first process isto 3D scan the customer’s face with a high fidelity scanner [Beeleret al. 2010]. An artist annotates the scanned face with the same 19

    ∗e-mail:{rafael.tena,moshe.mahler,thabo.beeler}@disneyresearch.com

    Offline pre-processing

    3D Scanning Registration Attachment Colour Matching Fabrication

    Digital Figurine Prototype

    Generic Face Template

    Tuesday, February 12, 13

    Figure 2: System diagram. Coloured boxes are processes whilegray boxes are assets. Arrows represent flows of assets.

    feature points annotated on the template face of the digital figurine.A trained operator does the task in less than a minute. The anno-tations are used to guide the registration algorithm by [Tena et al.2006], which separates the generic face template from the rest ofthe figurine and accurately deforms it to the shape of the customer’sface scan. The registration algorithm also extracts the texture fromthe face scan and applies it to the texture map of the digital figurine.The deformed face template cannot be directly re-attached to the therest of the digital figurine due to its new custom shape. Thin-platesplines [Bookstein 1989] are used to warp the head of the digitalfigurine to the deformed face template. Warping the figurine headto customer face ensures the resulting deformation is imperceptibleand the likeness of the scanned subject is preserved. With the dig-ital figurine reassembled, a human artist may smooth and edit thetexture map to either match the skin and hair color of the scannedsubject or adapt it to match the figurine’s style. Keeping an artist inthe loop gives the system flexibility to produce figurines with differ-ent aesthetic requirements while guaranteeing consistent quality. Atrained artist completes the task in a couple of minutes. Finally thedigital figurine is brought to the physical world through fabricationusing a ZPrinter R©650 provided by 3D Systems.

    ReferencesBEELER, T., BICKEL, B., BEARDSLEY, P., SUMNER, B., AND GROSS,

    M. 2010. High-quality single-shot capture of facial geometry. ACMTransactions on Graphics 29, 4 (July).

    BOOKSTEIN, F. 1989. Principal warps: thin-plate splines and the decompo-sition of deformations. Pattern Analysis and Machine Intelligence, IEEETransactions on 11, 6 (June), 567 –585.

    TENA, J. R., HAMOUZ, M., HILTON, A., AND ILLINGWORTH, J. 2006. Avalidated method for dense non-rigid 3D face registration. In Proceed-ings of the IEEE International Conference on Video and Signal BasedSurveillance.