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Old 03-20-2013, 07:40 AM   #1
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Nvidia’s Faceworks renders realistic human faces

Nvidia has nearly crossed the uncanny valley. The graphics computing giant debuted a technology today that showed how its graphics chips can render a human face with nearly flawless realism.

At GTC 2013 NVIDIA Co-founder and CEO Jen-Hsun Huang shows a demo of Face Works technology running on the GeForce GTX TITAN GPU. It includes a must be seen to be believed, amazingly realistic

(click image to watch video)

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Old 03-20-2013, 08:55 AM   #2
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Old 03-20-2013, 10:55 AM   #3
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Very impressiv.. especially the fine movement in the face.
Eyes are horrible though. Sadly, as that lowers the quality of the whole face a lot.

And I didn't quite understand. If the animation was recorded and palyed back 1:1 or if there was some retargeting.
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Old 03-20-2013, 12:41 PM   #4
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Close only counts in horseshoes and hand grenades. I'm impressed that it's real time. I'm impressed with the quality of the skin shading and lighting but there is no "almost" when it comes to crossing the valley. You're either in it, or you're not and this most definitely is in it.

As to what this is, danylyon, from what I understood its cached data for the mesh animation extrapolated from spherical video sampling of a real face. Then it's shaded, lit and played back in real time. I didn't get the impression that they were doing any sort of facial re-targeting. I believe they used a similar technique for performance capture in LA Noire, another valley dweller.

Every time I see one of these, I cringe a little. Maybe I'm a Luddite, but I just think this quest for the holy grail of CG is some how wrong headed. It doesn't serve story and is often a distraction visually. Movies like Polar Express and Beowulf point this out to great effect. Stylized reality is much more appealing.
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Old 03-21-2013, 08:21 AM   #5
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Quote:
...nearly flawless realism...


No. Not even close.
 
Old 03-21-2013, 09:12 AM   #6
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Nvidia shows off real-time Beaufort ocean simulation with Waveworks

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Old 03-21-2013, 09:15 AM   #7
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That doesn't look realistic either.
 
Old 03-21-2013, 11:20 AM   #8
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Yeah, that's a fail.

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Old 03-21-2013, 12:42 PM   #9
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Is it just me or is this very unimpressive. The eyes are far from being realistic. The skin is too shiny at times and too flat in others. The movements are still a bit stiff.
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Old 03-21-2013, 03:05 PM   #10
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It is impressive in that they can do a reasonably close realtime approximation of Debevec's tech on their hardware. It may also become a reality in about, 5 to 8 years, when the next generation of consoles are released and their GPUs become the lowest common denominator for development.
I do agree that it isn't that convincing, but it's still quite good for a realtime demo.

As for the usability of this tech, I have some doubts - some games could certainly benefit from utilizing the voice and performance capture talent's appearance as well, but they aren't as many. LA Noire was a nice example where the likeness was put to good use, and now Beyond seems to be another.

But many other games would probably prefer to rely on a lot more artistic freedom and develop the faces of their lead characters on their own, without such restrictions. And we will still need games that aren't completely realistic, or feature aliens and monsters that can't be captured, from Blizzard's stuff through Mass Effect and Darksiders and so on, just to name a few. For those art styles and universes, this tech can't really be used; although elements of it like the skin shading are probably going to be utilized quite often.
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Old 03-21-2013, 03:20 PM   #11
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Quote:
Originally Posted by Laa-Yosh
It is impressive in that they can do a reasonably close realtime approximation of Debevec's tech on their hardware. It may also become a reality in about, 5 to 8 years, when the next generation of consoles are released and their GPUs become the lowest common denominator for development.
I do agree that it isn't that convincing, but it's still quite good for a realtime demo.

As for the usability of this tech, I have some doubts - some games could certainly benefit from utilizing the voice and performance capture talent's appearance as well, but they aren't as many. LA Noire was a nice example where the likeness was put to good use, and now Beyond seems to be another.

But many other games would probably prefer to rely on a lot more artistic freedom and develop the faces of their lead characters on their own, without such restrictions. And we will still need games that aren't completely realistic, or feature aliens and monsters that can't be captured, from Blizzard's stuff through Mass Effect and Darksiders and so on, just to name a few. For those art styles and universes, this tech can't really be used; although elements of it like the skin shading are probably going to be utilized quite often.

Thank you!
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Old 03-21-2013, 05:40 PM   #12
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I would love to have this integrated into Maya (maybe it will be) and just render the eyes in software. The eyes here are the most distracting part and it's not a tech thing it's more about technique because the shader they used for the sclera was so shiny it looks like a glass eye. I don't know that you can totally get out of the "Uncanny Valley" all the time for every character with a magical push button hardware solution, but this (the real-time demo) is nice to see.

Last edited by PhilipeaNguyen : 03-22-2013 at 02:44 AM.
 
Old 03-21-2013, 06:11 PM   #13
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I think they made the eyes correctly technically, but the iris should really reflect more (more than 1). And something is with specular, I'm not sure what it is.

Last edited by mister3d : 03-21-2013 at 06:15 PM.
 
Old 03-21-2013, 06:23 PM   #14
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Quote:
Nvidia shows off real-time Beaufort ocean simulation with Waveworks
http://youtu.be/f5KRR-X-2HE


i really enjoyed seeing waveworks in action
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Old 03-21-2013, 06:28 PM   #15
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