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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorYumak, dr. Z.
dc.contributor.authorSietsma, L.H.
dc.date.accessioned2020-02-20T19:03:47Z
dc.date.available2020-02-20T19:03:47Z
dc.date.issued2019
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/34859
dc.description.abstractWe 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.
dc.description.sponsorshipUtrecht University
dc.language.isoen
dc.titleFacial Animation Controller Using Generative Adversarial Networks
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsMachine Learning, Facial Animation, Generative Adversarial Networks
dc.subject.courseuuGame and Media Technology


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