Animation Magazine

State of the Art: The Truth about Digital Doubles

Why and how to animate characters that are indistingu­ishable from real humans.

- By David Barton

Why and how to animate characters that are indistingu­ishable from real humans, according to Cubic Motion. By David Barton

To create a truly photoreali­stic human character, whether it’s for a feature film or video game, every element must be at the absolute highest possible quality. We’ve all seen countless human beings throughout our lives, so each and every one of us is an expert at judging whether something is realistic, lifelike and believable. When one element doesn’t match up to the rest in a digital creation, whether it’s the level of realism in skin textures or the cadence of movements, everything falls apart. One subpar component will disrupt the entire illusion.

That’s precisely why utterly lifelike human characters, or digital doubles, are a relatively recent phenomenon. It’s an accumulati­on of techniques and technology, both baby steps and massive leaps, all piled together, polished and brought in sync to enable truly revolution­ary results. Digital humans can blend in seamlessly amongst real people, and video game characters can look and act more like a person than just an intricate mesh of polygons.

It’s all about immersing the viewer or player in the story and performanc­e. The level of added immersion provided by a photoreali­stic character is dramatical­ly higher than one that doesn’t quite hit that high bar. You believe the characters now. No longer do you watch a video game cinematic and let it wash over you, or just give it a pass because it’s a video game. Now you’re fully captivated and immersed, watching a human being perform in front of you.

Capturing the Human Face

Delivering that level of fidelity starts with a photogramm­etry scan, capturing the intricate details of the actor for a static asset — from skin textures to eye shapes and everything else that defines the human face. But an indistingu­ishable model that doesn’t move is effectivel­y useless, so you have to build a system to animate the character.

Facial Action Coding System (FACS) movements have been the industry standard for capturing any kind of expression that the human face is capable of producing, but we can add significan­tly more nuance now with video-based facial capture. With head-mounted cameras, either single or multiple for added depth, we can get closer to the real thing. But it’s just a performanc­e until you can solve it and turn it into data to drive the digital character.

That’s a very simplified way of looking at a process that is incredibly intricate and extensive. However, it’s one that is well worth the effort when you see the kind of results that we at Cubic Motion have contribute­d to some of the biggest games in recent memory.

We handled the facial animation for Sony’s God of War revival that recast hack-and-slash hero

‘Creating photoreali­stic

characters allows us to

tell new and better

stories, deliver previously-impossible

performanc­es, and

deliver ever-growing

immersion.’

Kratos as a damaged father, who must trek with his son to honor a loved one. It’s because of that level of animation that players believed those characters and the others around them, garnering widespread praise and Game of the Year awards for the PlayStatio­n 4 smash.

Capturing those kinds of facial performanc­es also elevated Insomniac Games’ Spider-Man, an epic-scale, open-world superhero game that’s grounded in the emotional moments between Peter Parker and his flame, Mary Jane Watson. That hyper-lifelike facial animation helped keep such a fantastica­l tale feeling realistic, and earned a Visual Effects Society Award nomination for Outstandin­g Animated Character in an Episode or Real-Time Project for well-known Marvel nemesis Doc Ock.

Cubic Motion’s computer vision technology allows us to build highly-accurate models of whatever is visible by tracking all facial features in a very dense manner. That’s hundreds of data points in each frame, using multiple cameras to reconstruc­t that into 3D data to maintain all of the depth with the performanc­e.

Creating photoreali­stic characters allows us to tell new and better stories, deliver previously-impossible performanc­es, and deliver ever-growing immersion. From improving game engines and rendering techniques to enhanced lighting and animation, the results just keep getting better and better. We’re already crafting the next wave of standout performanc­es, and given how far photoreali­stic humans have come in just the last five years, just imagine what we’ll be able to do five years from now. ◆

As a producer at Cubic Motion, David Barton specialize­s in high-fidelity facial animation for AAA games, feature films and special next-gen projects. He has delivered hyperreal characters for clients such as Sony, Ubisoft, Electronic Arts and Activision.

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