Facial Animation Controller Using Generative Adversarial Networks
Summary
We introduce a new method to create a facial an-imation  controller.   We  find  a  high-level  control-space  bottom-up  from  data  using  the  generativepart of a Wasserstein Generative Adversarial Net-work  (WGAN).  By  training  a  WGAN  on  facetracking data from the IEMOCAP corpus, we showthat a WGAN is able to learn the behavior of thehuman face.  By training the WGAN on differentemotions, we show that the WGAN is successful atlearning human face movement matching the emo-tions that it was trained on. We also analyse the be-havior of the latent space.  We found that the gen-erator provides control over certain aspects of theface and sometimes even relates to emotions.  Byimplementing sliders for the latent space variableswe were able to create a facial animation controllerusing the generative part of the WGAN.
