by Steve DiPaola, Ali Arya
genFace - Exploring Face Space via a Genetic Algorithm
About :: Genetic Alg. :: History :: Downloads :: Contact

About
Imagine an -dimensional space describing every conceivable
humanoid face, where each dimension represents a different
facial characteristic. Within this continuous space, it would be
possible to traverse a path from any face to any other face,
morphing through locally similar faces along that path.
We will describe and demonstrate a development system we
have created to explore what it means to 'surf'through face
space. We will present our investigation of the relationships
between facial types and how this understanding can be used
to create new communication and expression systems.

The system
While a multi-dimensional space is a convenient way to
generate a universe of faces, it has a slippery relationship to
the ways we perceive facial similarity and sort faces into
different categories. We currently measure facial similarity by
values of low level facial parameters, such as chin width, eye
radius, etc., based on our knowledge of creating facial
animation systems for the graphics and avatar industries
however perceived similarity operates on a different metric.
The correlation between facial parameter values and perceived
race, age, gender, or cultural stereotype is even less
straightforward. It is this experimentation with classifications
and their facial relationships, as well as how a viewer reacts to
them, which have provided the motivation to create this
development environment.
Genetic Algorithm Approach
The system uses a genetic algorithm technique known as
aesthetic selection to search through face space, using
approximately 25 parameters to specify the genotype. An
earlier version of this system was developed as a freely
downloadable web tool, which allows users to create families of
3d heads for use in the popular simulation game "The Sims" by
Maxis. In this version a menu of random faces is generated
from random points in face space. By selecting one of the
faces, the user is able to surf through the local region centered
around the selected face and can increase or decrease the
local region of similarly looking faces by the use of a mutation
rate slider and other controls. In this way, novice users can
"find" or breed a face or family of related faces that appeal to
them for use in the game.
Cultural Biases
A large web based community is currently using this system to
make thousands of faces. In addition, these users have the
ability to publish and trade faces on the web and even breed
their creations with those of other users. Every head or
family of heads becomes a local starting point or region in
face space. What we have found is that a user will have a
strong emotional response to certain faces they encounter
(which appears to have cultural underpinnings) and that
this emotional attachment continues as they surf that
locally related face space. By expanding this system into a
full development tool, we hope to better understand these
cultural relationships for both specific faces as well as their
relationship to other faces in face space.
Future Framework
It is well known that we humans have specific neuroprogramming
for recognizing and interpreting faces. It is
hoped that we can use the face space development
system to better understand the conscious and intuitive
meaning of faces and the universal language they appear
to represent (facial meaning and inter-relationships) for use
in the arts, cultural theory and communication.
Acknowledgements: Roger Critchlow for co-authoring the FaceLift system.
John Wentworth and Will Wright for their ideas and support.
FaceLift References
- DiPaola, Extending the Range of Facial Types, of Visualization
and Computer Animation, 1991
- Parke & Waters, Computer Facial Animation, 1996
- Sims, Artificial Evolution for Computer Graphics, SIGGRAPH, 1991
History
This work was started, when Steve DiPaola was a researcher at NYIT Computer Graphics Lab under the pioneer of face animation research - Fred Parke (now at Texas A&M). Much of this current work came from NYIT and was also created in this form as a web based free tool for Electronic Art's in cooperation with Luc Barthelet and Will Wright at Maxis for the game "The Sims" under a non-exclusive license. That software was written in Tcl and Open GL. The work has evolved here at the iVizLab.
Downloads and Links
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| Info Viz '02 Paper | Pdf Paper: "FaceSpace: A Facial Spatial-Domain Toolkit" - with additional emotional work. | ||
| Siggraph 02 Paper | Pdf Paper: "Investigating Face Space" from Siggraph'02 sketch paper. | ||
| FaceLift Page | More info on "The Sims" version of faceSapce called FaceLift from DiPaola's site. | ||
| FaceLift Download Site | EA Maxis's "The Sims" site where you can download the FaceLift version of FaceSpace. | ||
genFace Contact:
Steve DiPaola :: sdipaola @ sfu.ca
Click on images for larger versions.