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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

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?

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ravioli says...

And don't forget, the funniest of them all : TOP SECRET!

cloudballoon said:

I watched the movie only about 10 or so years ago. But I clearly remember thinking to myself it was the funniest movie ever at the time... and then I went on a sort of classic comedy watching spree with the Naked Guns & Police Academies & Monty Python.... the latter series really tickled me pink... and are regular YouTube clips rewatch... My wife doesn't get Monty though.

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