What I know from my early exposure of the technology, this may not be 100% accurate at this time. If you have any questions I can pass them on to the developers and generate an FAQ for anyone who is interested.
It uses 6 cameras, to stereoscopic images at 48 frames per second, 4 cameras capture images for geometry, and 2 cameras capture textures. At the moment the system is not running at full speed but they hop in the coming year to get the conversion to 3D mesh in real time. At the moment the system generates a 3D mesh and texture for each frame, at the moment the technology is in early development so the post capture software is still very limited.
The Aim is to develop the technology to be able to capture a person’s face and all the subtle movements in real-time and generates an animated 3D model and textures. Rather than limiting the amount of data received by using markers attached to the face, this uses infrared imaged to generate the depth map needed to build the meshes. So the person being captured can wear the character makeup and have that captured as the textures.
Once you have an animated model then you can do any number of things with it, one of the hope is to be able to take it and morph/transform it so that the face can be changed but the subtle movements of skin and muscle are kept intact. The technology is a few years of being able to do this like this but the possibilities are there.
The aim is to develop the technology for the games and film industry, this would eliminate the needs for armies of animators having to animate individual elements of characters faces. Instead they could focus on other aspects of characterisation. Once the technology is up and running at full speed and quality it could offer a wide range of possibilities, games where characters both in the foreground and background are individuals rather than using cloned elements. Films where the stuntman’s or body doubles faces are replaced by the actors to create an even more convincing performance in the absence of the main actor. Above all it will cut down post production time for such elements considerably thus reducing the overall cost of production.
We will be using an early development rig in our film for the generation of holographic characters, this will give use the ability to distort the face without losing the subtle elements of the actors performance. Though we will not be using the real-time rig the end result is the same, it creates a much more organic model and something far less ridged and lifeless as current technology.
Here is a link to one of our video diaries where we were testing the system in an early development stage: http://www.youtube.com/watch?v=EJHlM0Iixqc
Posted in Pre Production on September 10th, 2009 by Gabriel Strange | | No Comments »