Pendulum's AlterEgo Facial Performance Group at Siggraph2008



The industry is buzzing about performance and especially facial animation right now
and at this year’s Siggraph in Los Angeles, performance technologies will take a dramatic leap forward with the announcement of Pendulum’s new facial performance animation division, AlterEgo.

  Pendulum’s AlterEgo team will be presenting their technology along with examples from some of their recent projects at the Vicon booth (#1101) on the following schedule: [i]Tues 12:15p, Wed 12:15p & 4:30p, and Thurs 11:10a[/i]. But the AlterEgo team isn’t stopping there; armed with their most recent innovation and Vicon’s new T160 cameras, they’ll be giving a not-to-be-missed demonstration of an unprecedented high-res real-time facial mocap visualization technology, during each of their presentations. 

     [i]“We’re very proud to finally make our AlterEgo technology directly available to the industry via this new service-based division,” says Pendulum’s Dir of Performance Technology, Colin Hodges, “and I’m incredibly excited to demonstrate our new real-time implementation of the software, which will, for the first time ever, empower directors to see their actors’ facial mocap performances on the actual 3D characters they’re bringing to life, on set

and in real-time!”[/i]
Pendulum has been evolving this technology for use on a wide range of production pipelines, from high-resolution characters like their “Emotional Old Man” piece, their award-winning “Mark Antony” short, and pre-rendered game cinematics like SEGA/Secret Level’s upcoming Golden Axe: Beast Rider and the diverse characters of THQ’s Stuntman: Ignition cinematic trailers, as well as real-time game-engine based productions, such as the 70+ mins of in-game cinematics they created for Konami’s highly anticipated Silent Hill V and THQ/Volition’s upcoming sequel, Red Faction: Guerilla.

  Named from the patented software at the heart of their leading-edge process, the AlterEgo group will offer their services to clients from throughout the film, games, and broadcast arenas. Coupled with high quality facial mocap data, the technology at the core of AlterEgo’s services allows them to deliver high-end facial performances at remarkable speeds, transforming extensive amount of mo-cap data into realistic and accurate facial performances. The team’s expertise conforming to their clients’ diverse pipelines allows them to work directly with real-time engines like Unreal3 as well as more traditional pre-render pipelines like Maya or XSI. This flexibility increases AlterEgo’s cost-effectiveness and throughput, while providing an unparalleled solution for leading game developers, filmmakers, and whoever is seeking high quality facial animation.

For more information about AlterEgo, stills and video clips go to:


Scary stuff - it’s certainly a move in the right direction, the models and shaders are very nice too :stuck_out_tongue: I think film will make good use of this technology in the next 5 years - bring back monroe lol


Facial mocap animation is getting better and better all the time, but there’s still a ways to go before mocap faces really look alive, and fully natural, with all the subtle details that our eyes are used to seeing in a real actor’s face.


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