LGCVGRIVMLApr 2, 2019

FEAFA: A Well-Annotated Dataset for Facial Expression Analysis and 3D Facial Animation

arXiv:1904.01509v128 citations
Originality Synthesis-oriented
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This provides a detailed benchmark resource for researchers in facial expression analysis and animation, though it is incremental as it builds on existing FACS annotations.

The authors tackled the lack of detailed facial expression datasets by introducing FEAFA, a well-annotated dataset with 99,356 frames labeled with floating-point values for action units, and demonstrated its use for 3D facial animation with a novel method based on 2D video regression.

Facial expression analysis based on machine learning requires large number of well-annotated data to reflect different changes in facial motion. Publicly available datasets truly help to accelerate research in this area by providing a benchmark resource, but all of these datasets, to the best of our knowledge, are limited to rough annotations for action units, including only their absence, presence, or a five-level intensity according to the Facial Action Coding System. To meet the need for videos labeled in great detail, we present a well-annotated dataset named FEAFA for Facial Expression Analysis and 3D Facial Animation. One hundred and twenty-two participants, including children, young adults and elderly people, were recorded in real-world conditions. In addition, 99,356 frames were manually labeled using Expression Quantitative Tool developed by us to quantify 9 symmetrical FACS action units, 10 asymmetrical (unilateral) FACS action units, 2 symmetrical FACS action descriptors and 2 asymmetrical FACS action descriptors, and each action unit or action descriptor is well-annotated with a floating point number between 0 and 1. To provide a baseline for use in future research, a benchmark for the regression of action unit values based on Convolutional Neural Networks are presented. We also demonstrate the potential of our FEAFA dataset for 3D facial animation. Almost all state-of-the-art algorithms for facial animation are achieved based on 3D face reconstruction. We hence propose a novel method that drives virtual characters only based on action unit value regression of the 2D video frames of source actors.

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