Next Generation Life

Our talk in GDC 2013, Next-Generation Character Rendering, is a few hours away. On it, we will present what represents to us the culmination of many years of work in photorealistic characters.

We will show how each detail is the secret for achieving reality. For us, the challenge goes beyond entertaining; it’s more about creating a medium for better expressing emotions, and reaching the feelings of the players.

We believe this technology brings current generation characters, into next generation life. At 180 fps in a Geforce GTX 680.

The team behind this technology consists on Javier Von Der Pahlen (Director of R&D), Etienne Danvoye (Technical Director), Bernardo Antoniazzi (Techical Art Director), Zbyněk Kysela (Modeler and Texture Artist), Mike Eheler (Programming & Support) and me (Real-Time Graphics R&D).

You have a teaser of the slides here:
Next-Generation-Character-Rendering-Teaser.pptx

A movie:

And the YouTube account of Activision R&D:
http://www.youtube.com/user/ActivisionRnD

We will show it running in our two-year old laptop, in live.

Hope to see you in our talk!


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  7. Bonk:

    What is handling all the aliasing once the stuff is turned on? Because almost all the aliasing goes poof. Once it’s on compared to the “off” pictures.

    The Dof?

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  11. Lee Perry-Smith:

    Stunning work Jorge. Really inspiring. The skin shader and eyes are incredible.

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  21. Wonderful rendering! I am waiting for that time, when games will be realistic as nature, without possibility to find the difference. Thank you, Gorge!

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  25. CruNcher:

    Blasts me away are these new Datasets from Photoscans of Infinite Realities DSLR Rig again (She is a real Person isn’t she ?)
    The Skin Epidermis looks so detailed :)
    Amazing work this must be the Worlds best Char Realtime Demo currently :)
    Also the Light feels so WOW :)

    Will you release a new Realtime Demo of these Datasets or a HD Video like your last work ?

  26. Hannes:

    This is amazing! A revolution in character animation! The shaders look absolutely stunning and the motion capture is the best I’ve ever seen. I think it’s the combination of the eye shaders and your ability to animate all those tiny muscles around the eyes that make it so life-like.

    The only constructive feedback I can give is that I don’t see the pupils changing size in the video. Optimally they would adapt to both lighting and mood (larger when excited/happy, smaller when angry/afraid). But it’s just a detail, it’s more than convincing already.

    Great work guys!

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  28. Chris:

    180fps average on a GTX 680 on stock core speeds?

  29. Excellent work Jorge. Pushing tech to the limit and bring it to life realtime characters.
    Macho, que alegria me da ver estas cosas. Haciendo la vida de los character artist mas bonita.

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  31. This is truly amazing, Jorge, and I congratulate the entire team on this accomplishment.

    I’m a voice-over artist and I can’t help but wondering: was the voice in the character demo computer generated as well?

    If so, this could have interesting implications for my industry.

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  45. Suskis:

    This is the beginning of new cinema. I imagine, one day, we’ll be able to download “actors” in form of packages containing 3D models, skins, voices, movements, gestures and all. And we’ll be able to make our own movies (and I bet there will be countless remake of famous movie, with famous character that replace other ones). A fluid and perfect realistic actor is what will made this possible and it seems we’re almost there!

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  48. Congratulations to the team that built these shaders they are just amazing:)

    How many bones does the model use in the lips area? The animation in the lips is also used the bones right, thats the reason sometimes the lips lost some of the smoothness?
    did us use linear skinning for model?
    Are the wrinkles generated in the skin created by some modifier or by creating specific bones to generate those?

    Can you post a pic of the bone structure for this model?

    I am asking these questions as I am also using a skeletal model to be used with lip-sync animation, it would interesting to know more details about the solutions used in your model.

    Thanks

    Ricardo

  49. Jorge Jimenez:

    Thanks for the comments!

    @Bonk: SMAA T2x takes care of the alising in the demo (http://www.iryoku.com/smaa).

    @CruNcher: note that this is not a University project as before, but property of Activision :-)

    @Chris: yes, at stock core speeds!

    @Ricardo: I refer you to the YouTube movie for asking about more animation details, as I my role was the rendering side of the project.

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  51. Thanks Jorge,

    I just posted a comment on the website, i only asked coz i am creating a facial animation framework for coarticulation, i am only at the initial stages, and since the initial version of framework used bones rig i decided to continue with it, but this is a deformation model not ideal for something like lips (which present high deformation possibilities, one of the solutions was to put like i said before 14 bones just for the lips and give them high value weights and as local as possible with some cross areas, but when it is necessary to get high deformation in areas with a lot of bones affecting things dont go as smooth.

    Thanks.

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