Proposed: Image to Full Body FACS
Context
This system builds a robust image-to-full-body-face mapping pipeline to capture real-world 3D full-body movements synchronized with visual data. Key metrics include anatomical accuracy of motion prediction, scalability across diverse body types, and real-time processing capabilities. This proposal addresses the growing demand for realistic full-body animation in virtual avatars, gaming, and biomechanical analysis. It matters now due to advancements in computer vision and the need for cost-effective motion capture solutions beyond lab-controlled environments.
Problem Statement
Primary operational challenges include:
- Lack of accessible systems for accurate 3D full-body motion capture from 2D images/video
- Difficulty generating anatomically plausible animations from imperfect visual data
- High computational costs of existing marker-based motion capture systems
- Limited adaptability to real-world environmental noise and occlusion
Proposed Solution
An image-to-FACS pipeline combining synthetic data generation, biomechanical constraints, and reinforcement learning:
- Convert T-posed animations to VRM avatar format with COCO keypoint annotations
- Generate synthetic training data using Godot Engine with marker/color variations
- Leverage MediaPipe for video-to-keypoint conversion with vertex-based facial mapping
- Train custom prediction models using temporal-spatial attention mechanisms
Implementation Steps:
- Create VRM synthetic datasets with ground truth annotations
- Develop MediaPipe integration for unified body-face-hand keypoint extraction
- Implement reinforcement learning (GRPO) for motion generation from masked video
Implementation Plan
- Phase 1: Synthetic Data Pipeline
- Develop Animation-to-VRM conversion tools
- Generate multi-format synthetic data in Godot Engine
- Phase 2: Keypoint Prediction Model
- Train transformer-based model on synthetic/real data mixtures
- Integrate biomechanical constraints into loss functions
- Validation:
- Success Criteria: >90% anatomical validity in user studies
- Failure Threshold: <15% improvement over baseline MediaPipe accuracy
Datasets
Dataset ID | Description | URI | License |
---|---|---|---|
ANIM_A_POSE | T-posed character animations for baseline modeling | N/A | Proprietary |
ANIM_O3DE_COCO_FULL_BODY_FACS_RGB_8 | Full-body FACS annotations with RGB video pairs | N/A | Apache 2.0 |
ANIM_O3DE_COCO_FULL_BODY_FACS_LUMINANCE_8 | Luma-key marker data synchronized with RGB | N/A | Apache 2.0 |
ANIM_O3DE_MOTION_MATCHING | O3DE Motion Matching dataset | GitHub | Apache 2.0 |
ANIM_QUATERNIUS_UNIVERSAL_ANIMATION_LIBRARY | Universal Animation Library | N/A | CC0 1.0 |
ANIM_100_STYLES | Multi-style character animation dataset | N/A | Proprietary |
COCO_2017_KEYPOINTS | COCO person keypoints dataset | Kaggle | CC BY 4.0 |
COCO_YOGA_16 | Yoga pose classification dataset | Kaggle | MIT |
Benefits
- Enables markerless full-body motion capture from consumer-grade video
- Maintains facial-phonetic synchronization during body movements
- Reduces dependency on expensive motion capture hardware
- Supports real-time applications through efficient architecture design
Risks and Limitations
- Potential error accumulation in long-term motion prediction
- Challenges maintaining facial-hand-body coordination
- Dependency on quality synthetic training data
- Computational intensity of real-time 3D mesh processing
Alternatives Considered
Option | Pros | Cons |
---|---|---|
Commercial mocap suits | High accuracy | Cost-prohibitive, lab-bound |
Pure ML approaches | Fully automated | Limited anatomical plausibility |
When to Avoid This Solution
Not suitable for applications requiring medical-grade biomechanical accuracy or environments with persistent heavy occlusion.
Organizational Alignment
Supports strategic goals in virtual humanoid development and aligns with open-source initiatives for accessible animation tools.
Proposal Status
Status: Proposed
Decision Makers
- Fire