Digital Replicas May Change Games and Film 141
Carl Bialik from WSJ writes "Steve Perlman is touting technology that he says can create animated digital reproductions of the human body that are as accurate as photographs, the Wall Street Journal reports. From the article: 'Game makers could use the system, called Contour, to create very realistic animated characters in videogames with fully controllable movements and facial expressions. Film makers could use the technology as a kind of digital makeup, changing an actor's looks or words or switch camera angles without costly retakes. The technology can even substitute one actor's face for another's and create exact replicas of long-dead historical figures.'"
Virtual Stars? (Score:5, Interesting)
The tin-foil hatter in me is screaming (Score:5, Interesting)
Suspect that someone is a terrorist, but have no evidence at all to support your allegations. - No problem, just whip up a photo-realistic animation of them attending a local bomb-making class. Lather, rinse, repeat.
Re:Virtual Stars? (Score:4, Interesting)
AI (Score:4, Interesting)
Though I really do enjoy advances in the level of graphical detail that increasing sophistication in hardware and software bring, I feel we need better AI, not fancier graphics . If a game's AI was as big a selling point (and therefore had the same amount of money invested in developing technologies and software for it's advancement) as the graphical prowress of the hardware then I think Alyx in Half Life 2 would probably have gone sentient at this stage.
"I'm sorry Gordon, but your apparent lack of regard for your own safety means I don't want to get involved with you, i'm just afraid of getting hurt."
bad news for films (Score:3, Interesting)
Re:$2000 per second... (Score:2, Interesting)
Next year it will be $1000/second. The year after, even less. In 5-10 years, it will be possible to do it on a $2000 desktop in near realtime.
You just have to look at how quickly morphing technology went from top blockbusters only (Terminator 2) to TV commercials, to something that can be done at home right now.
Re:virtual pop icons (Score:3, Interesting)
This has been done in Japan. The first one I remember is Kyoko http://www.cnn.com/TECH/9702/04/japan.date/kyoko.
but I've seen other, more realistic stuff since then.
How long before (virtual) snuff films are so real the "thought police" legislate against them?
Re:UNLIMITED P0RN! and some serious comments (Score:2, Interesting)
If this technology is used for pr0n its only a matter of time until someone sells custom-made pornos of the buyer with the partner(s) of thier choice.
Been done, japense virtual idol (Score:4, Interesting)
She was apparently a moderate success, a typical idol. Not all idols are shortlived but she was and with so many real girls wanting to be idols who wants to create a virtual one? They are so hard to audition on the couch if you know what I mean.
But yeah, you can see the appeal of a virtual Han Solo or Indiana Jones. Just crank them movies out without having to deal with a grandpa actor.
Re:Movie to game adaptions (Score:4, Interesting)
Motion capture doesn't work for the face. You could be thinking about performance capture, which does capture the face, but there's debate about how effective that really is. In any event, no, it has NOT been here for ages. If one actor really can drive the actions of another, this is a Big Deal TM. You would not believe the amount of work that is done to deal with facial movements on a character. Check out the extras DVDs on King Kong or I, Robot if you're really curious about it.
"I only see the use of this technology for movie to game adaptions were they can quickly copy a real life actor to 3D. For the rest, why would you want to hire multiple actors to do the same thing what a couple of voice actors, motion capture actors and animators can do."
Funny, the article had a couple of interesting ideas in that department. The character aging in reverse gag, for example, is a rather interesting one. As for the latter half of your question, the answer is time. The end result is a moving character. It's time consuming to hand-key animation, not to mention the potential for lack of subtlety. If you can just throw one talented actor into a scanner and get the performance you need with minimal clean-up, you're in a better place.
"Besides, how would you use this technology in a non-realistic game."
Have you played San Andreas?
I realize a lot of people in this thread don't see the point. Just remember that the human body is the hardest thing to get right when it comes to CG. Remember all those complaints in the Star Wars prequels and the Matrix Trilogy about the digital doubles not looking right? Contour may or may not drag us from that rut, I couldn't tell you. What I can tell you is that it's still a problem today and it's a Good Thing if they can find a solution that allows the talents of actors to drive the performance of a CG character. The possibilities are a lot broader than a lot of you can imagine. Go read an issue or two of Cinefex. You'll be surprised at what technologies are already making a huge difference in modern movies, even though you probably never have noticed.
Return to Human Purity (Score:2, Interesting)