The Digital Emily project: photoreal facial modeling and animation
ACM SIGGRAPH 2009 Courses
Multiview face capture using polarized spherical gradient illumination
Proceedings of the 2011 SIGGRAPH Asia Conference
Separable subsurface scattering
ACM SIGGRAPH 2012 Computer Animation Festival
Hi-index | 0.00 |
Overview In 2008, the "Digital Emily" project [Alexander et al. 2009] showed how a set of high-resolution facial expressions scanned in a light stage could be rigged into a real-time photoreal digital character and driven with video-based facial animation techniques. However, Digital Emily was rendered offline, involved just the front of the face, and was never seen in a tight closeup. In this collaboration between Activision and USC ICT shown at SIGGRAPH 2013's Real-Time Live venue, we endeavoured to create a real-time, photoreal digital human character which could be seen from any viewpoint, in any lighting, and could perform realistically from video performance capture even in a tight closeup. In addition, we wanted this to run in a real-time game-ready production pipeline, ultimately achieving 180 frames per second for a full-screen character on a two-year old graphics card.