[tt] Video: Lifelike animation heralds new era for computer games - Times Online
Brian Atkins
<brian at posthuman.com> on
Tue Aug 19 18:51:31 UTC 2008
http://technology.timesonline.co.uk/tol/news/tech_and_web/article4557935.ece
'Emily' will set a new precedent for photo-realistic characters in video games
and films, says her creator, Image Metrics
Extraordinarily lifelike characters are to begin appearing in films and computer
games thanks to a new type of animation technology.
Emily - the woman in the above animation - was produced using a new modelling
technology that enables the most minute details of a facial expression to be
captured and recreated.
She is considered to be one of the first animations to have overleapt a
long-standing barrier known as 'uncanny valley' - which refers to the perception
that animation looks less realistic as it approaches human likeness.
Researchers at a Californian company which makes computer-generated imagery for
Hollywood films started with a video of an employee talking. They then broke
down down the facial movements down into dozens of smaller movements, each of
which was given a 'control system'.
The team at Image Metrics - which produced the animation for the Grand Theft
Auto computer game - then recreated the gestures, movement by movement, in a
model. The aim was to overcome the traditional difficulties of animating a human
face, for instance that the skin looks too shiny, or that the movements are too
symmetrical.
"Ninety per cent of the work is convincing people that the eyes are real," Mike
Starkenburg, chief operating officer of Image Metrics, said.
"The subtlety of the timing of eye movements is a big one. People also have a
natural asymmetry - for instance, in the muscles in the side of their face.
Those types of imperfections aren't that significant but they are what makes
people look real."
Previous methods for animating faces have involved putting dots on a face and
observing the way the dots move, but Image Metrics analyses facial movements at
the level of individual pixels in a video, meaning that the subtlest variations
- such as the way the skin creases around the eyes, can be tracked.
"There's always been control systems for different facial movements, but say in
the past you had a dial for controlling whether an eye was open or closed, and
in one frame you set the eye at 3/4 open, the next 1/2 open etc. This is like
achieving that degree of control with much finer movements.
"For instance, you could be controlling the movement in the top 3-4mm of the
right side of the smile," Mr Starkenburg said.
For many years now, animators have come up against a barrier known as "uncanny
valley", which refers to how, as a computer-generated face approaches human
likeness, it begins take on a corpse-like appearance similar to that in some
horror films.
As a result, computer game animators have purposely simplified their creations
so that the players realise immediately that the figures are not real.
"There came a point where animators were trying to create a face and there was a
theory of diminishing returns," said Raja Koduri, chief technlology officer in
graphics at AMD, the chip-maker.
AMD last week released a new chip with a billion transistors that will be able
to show off creations such as Emily by allowing a much greater number of
computations per second. "If you're trying to process the graphics in a
photo-realistic animation, in real-time, there's a lot of computation involved,"
said Mr Koduri.
He said that AMD's new chip - the Radeon HD 4870 X2 - was able to process 2.4
teraflops of information per second, meaning it had a capability similar to a
computer that - only 12 years ago - would have filled a room. AMD's chip fits
inside a standard PC.
But he said that the line between what was real and what was rendered would not
be blurred completely until 2020.
There have been several advances in computer-generated imagery (CGI) in recent
years. One project at the University of Southern California involves placing an
actor inside a giant metallic orb which fires more than 3,000 lights from a
range of different angles - and with different degrees of intensity - at the
actor while he or she is are being filmed performing an action.
The image captured by the camera can then be transported into another piece of
film and the lighting effect (on the actor) chosen according to the ambient
lighting in the scene.
--
Brian Atkins
Singularity Institute for Artificial Intelligence
http://www.singinst.org/
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