search results matching tag: Real Time

» channel: learn

go advanced with your query
Search took 0.007 seconds

    Videos (797)     Sift Talk (13)     Blogs (103)     Comments (917)   

Unreal Engine's Human CGI is So Real it's Unreal

ravioli says...

What this company (snapperstech.com) did is put together an upgraded control "rig" to manipulate facial expressions, taking into account muscle limits and interactions, skin elasticity, etc.

A little more info in the video's YT desc :
-Adaptive rig: which allows combining any number of expressions using optimized list of blendshapes.
-Real facial muscles constraints: the advanced rig logic simulates real facial muscles constraints.
-Advanced skin shader (for Maya and Unreal): holds up to 16 wrinkles maps and 16 dynamic diffuse maps with micro details and pores stretching.
-Easy to manipulate using facial controllers and/or GUI.
-Compatible with all game engines and animation packages.
-Smooth transition between all the expressions.
-Adjustment layer: freeform manipulation of multiple regions of the face to create unlimited variations of the same expression.

The real-time rendering part is achieved by the Unreal engine itself. The final rendering performance still relies mainly on the hardware used.

ChaosEngine said:

Yeah, the real-time aspect of it is insanely good, although I'd still like to know how much of the rendering budget it takes up, i.e. is this usable in a game or just a research project at the moment?

What do you mean by "only one modifier is being applied"? Which is my other criticism of the video; a voiceover explaining the tech would have been more interesting than the music.

I don't believe that "multiple modifiers" would make this look better, for the simple reason that if you're demoing a technology like this, you end with ALL the bells and whistles to make it look as good as possible.

Unreal Engine's Human CGI is So Real it's Unreal

Khufu says...

what you saw was a mesh with a skin shader rendering in real-time so that's how fast it renders. didn't look terribly hi-res, the real advancement here is the quality of the skin shader(for realtime) and the fidelity of the facial rig, having proper face target shapes all blending together to get complex movements with skin compression/stretching/wrinkling at this level have historically been out of reach for anything but pre-rendered cgi.

They can probably drop libraries of mocap data on this with face markers that match those manipulation points you see in the video, and animators can use them to animate, or clean up/change the motion capture data.

and the skin textures/pore detail/face model are not a technological achievement as much as the work of a skilled artist, and the deformations are the result of someone who really knows their anatomy.

since there is no animation in this video, no performance, it's hard to judge how realistic it feels. the real trick is always seeing it animated.

ChaosEngine said:

Sorry, not quite there yet. There is no way anyone would actually look at that and think "oh, it's a video of a human".

The uncanny valley is one of those instances where the closer you get to perfection, the more obvious the flaws are.

But in terms of a video game character, this is very, very good.

I would love to know a few more details about it:
- how expensive is the rendering? We're just seeing a face on its own. If we drop it into an actual scene, will it still run?

- how well does it animate/lip sync?

Unreal Engine's Human CGI is So Real it's Unreal

ChaosEngine says...

Yeah, the real-time aspect of it is insanely good, although I'd still like to know how much of the rendering budget it takes up, i.e. is this usable in a game or just a research project at the moment?

What do you mean by "only one modifier is being applied"? Which is my other criticism of the video; a voiceover explaining the tech would have been more interesting than the music.

I don't believe that "multiple modifiers" would make this look better, for the simple reason that if you're demoing a technology like this, you end with ALL the bells and whistles to make it look as good as possible.

ravioli said:

The reason it doesn't look quite there is because only one modifier is applied at a time, for the purpose of the demo. You must imagine the possibilities if multiple modifiers are put in altogether. Also, the rendering is done in real-time, so this is in itself pretty amazing.

Unreal Engine's Human CGI is So Real it's Unreal

ravioli says...

The reason it doesn't look quite there is because only one modifier is applied at a time, for the purpose of the demo. You must imagine the possibilities if multiple modifiers are put in altogether. Also, the rendering is done in real-time, so this is in itself pretty amazing.

ChaosEngine said:

Sorry, not quite there yet. There is no way anyone would actually look at that and think "oh, it's a video of a human".

The uncanny valley is one of those instances where the closer you get to perfection, the more obvious the flaws are.

But in terms of a video game character, this is very, very good.

I would love to know a few more details about it:
- how expensive is the rendering? We're just seeing a face on its own. If we drop it into an actual scene, will it still run?

- how well does it animate/lip sync?

BSR (Member Profile)

4K 60fps Photo Realism With Unreal 4 Engine

kir_mokum says...

considering what it takes to render actually photoreal CG at 4K, doing it in real time at 60 fps is at least 10+ years away. and that's extremely generous. this stuff looks awesome... for realtime renders in a video game. they're way the fuck off from photoreal.

4K 60fps Photo Realism With Unreal 4 Engine

entr0py says...

Are they saying this was rendered in real time by a consumer desktop? I mean, otherwise the framerate and resolution of the final product don't mean much.

A sneak peek of the future of Fake News: Lip Synching

A sneak peek of the future of Fake News: Lip Synching

A Conversation with Michael Eric Dyson

PlayhousePals says...

Ice Cube joins Symone Sanders, David Gregory and former Rep. David Jolly on the Real Time panel for a discussion about race, white privilege, and policing.


Inside View of Soyuz Crew Capsule From Undocking to Landing

vil says...

Who would have guessed that "Seats moved forward for landing" would be so near to knocking your teeth out?

And this 6 jolt ride takes about an hour in real time.

Gratefulmom (Member Profile)

Gratefulmom (Member Profile)

Declassified Nuclear Test

Declassified Nuclear Test



Send this Article to a Friend



Separate multiple emails with a comma (,); limit 5 recipients






Your email has been sent successfully!

Manage this Video in Your Playlists

Beggar's Canyon