[HN Gopher] Hyper-realistic digital humans in Unity
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       Hyper-realistic digital humans in Unity
        
       Author : Naracion
       Score  : 222 points
       Date   : 2022-03-22 18:22 UTC (4 hours ago)
        
 (HTM) web link (unity.com)
 (TXT) w3m dump (unity.com)
        
       | pistachiopro wrote:
       | This is indeed rendered in realtime, but one thing to note is
       | it's a "4D" capture, more-or-less meaning each frame of the
       | animation is its own asset. This makes it possible to reproduce
       | subtle physics like the lips sticking together slightly when the
       | actor opens her mouth. The amount of storage space, alone, makes
       | this impractical for anything other than demos. Unity claims they
       | will be able to achieve this level of fidelity using a deep
       | learning-based compression that will allow stuff like this to
       | appear in game cutscenes, but all the movements will still be
       | pre-baked. The only interaction possible will be moving the
       | camera. At that point the technology will be very useful, but
       | it's still a ways away from having such a realistic character
       | that can react to you dynamically.
       | 
       | (Though whether that's just a couple years of software technology
       | progress, or a decade+ for hardware progress, who can say?)
        
         | zokier wrote:
         | They also say
         | 
         | > Tension tech for blood flow simulation and wrinkle maps,
         | eliminating the need for a facial rig for fine details
         | 
         | Which sounds like it is not 100% prebaked animation?
        
           | pistachiopro wrote:
           | The geometry is fully pre-baked, but wrinkle and blood
           | details respond in realtime to the pre-baked geometry.
        
         | sebzim4500 wrote:
         | If it's only for cutscenes why not just have a video?
        
           | andybak wrote:
           | This is a fair point.
        
           | softfalcon wrote:
           | Cause they want to push the limits and make their engine look
           | amazing. Also, if they research hard enough, in-game becomes
           | nearly as good as video to the point you can't tell.
           | 
           | One baby step at a time.
        
           | Jare wrote:
           | Cutscenes work a lot better (more immersive) if they can
           | correctly reflect runtime-defined assets, e.g. your own
           | character with your customizations, gear and clothes, etc, or
           | the dynamic state of the environment in which gameplay was
           | happening: destruction debris, current time of day, and such.
        
         | tomc1985 wrote:
         | So, essentially super fancy sprites?
         | 
         |  _chuckles_
        
         | NHQ wrote:
         | Movement won't be pre-baked, a physics engine sim will be baked
         | in to the neural network, and movements will be another
         | dimension for the deep learning network. And then all of that
         | will be baked into an agent that has been trained to carry out
         | motives (with a simulation of your character, etc). The same
         | applies to speech as movement. And the deep-learned compression
         | rate will be magnificent.
        
           | kingcharles wrote:
           | [citation required]
        
         | dylan604 wrote:
         | >achieve this level of fidelity using a deep learning-based
         | compression
         | 
         | what does that mean? To me, they might have just as well said
         | middle out compression.
        
           | pistachiopro wrote:
           | Unity recently acquired Ziva, which specializes in the
           | detailed animation of humans and other animals. They were
           | known for their (not realtime) physics-based solutions, but
           | now they have an ML model for faces, apparently. As far as I
           | know, it's still in beta and not widely available. Unity says
           | they will re-release this demo with the Ziva face in a matter
           | of weeks and the quality will be even higher. And possibly
           | allowing interactivity as well?? I guess we'll see in a few
           | weeks.
        
           | greysphere wrote:
           | I'd guess a 4d version of:
           | https://paperswithcode.com/method/nerf
        
           | lagrange77 wrote:
           | I guess this means dimensionality reduction for example with
           | the use of a convolutional autoencoder.
        
           | motoboi wrote:
           | Superresolution. You have a lower resolution animation (less
           | pixels = less calculations) and then use superresolution to
           | turn that into a 4K image. This is reality right now for
           | NVIDIA GPUs ( I think it's called DMSS)
        
             | pistachiopro wrote:
             | Nvidia DLSS is an important part of how they achieved 30Hz
             | at 4k resolution, but that's more of a shading assist and
             | doesn't affect the animation. The facial animation will be
             | compressed with Ziva's ML solution.
        
             | subpixel wrote:
             | aka "enhance": https://www.youtube.com/watch?v=Vxq9yj2pVWk
        
             | cma wrote:
             | They are talking about compressed geometry, not pixels.
             | This is more similar to alembic and other geometry
             | streaming tech
             | https://en.wikipedia.org/wiki/Alembic_(computer_graphics)
             | 
             | There is one out there from 5 years ago or so that is
             | similar to Google's Seurat but for animated stuff, I think
             | pre-baking triangle culling for different views within a
             | limited volume. I can't remember the name of it, from the
             | details I remember (there was a realistic orangutan or
             | something like that rendered with fur) I should be able to
             | find it on Google, but Google search has become degraded
             | recently.
        
       | icu wrote:
       | Are there any online educational resources that teach how to do
       | this?
        
         | wonderwonder wrote:
         | Just google Unity tutorial. If I remember correctly Unity uses
         | C#. You are not going to be doing anything close to this out of
         | the gate but I do recall it being a pretty easy environment to
         | learn for novices.
        
       | torginus wrote:
       | I'm kinda confused why Unity keeps doing this - they keep putting
       | out high-end demo after high-end demo, but that's not where there
       | core userbase is. Their main users are people who build games for
       | phones and indies, with basically zero usage in the AAA space.
       | And Unity's performance/stability is still not that great afaik.
       | 
       | It seems to me that they are trying to prove that they are a
       | serious 'AAA' engine, but these demos aren't that convincing to
       | me - AAA is a lot more than putting fancy shaders on high-poly
       | models, it's about handling huge amounts of objects in a dynamics
       | situation, displaying large worlds via streaming, having a
       | workflow that accommodates every creative professional, and
       | offering great performance and visuals even on very complex
       | scenes.
       | 
       | I've hear that even these highly impressive demos are fake - they
       | built a ton of custom code for each one they rebuild core Unity
       | features, meaning if you wanted to replicate this for yourself,
       | you'd be in for a ton of development.
       | 
       | Comparatively UE5's Nanite demo showed off a tech that's ready to
       | go for production.
        
         | codefreakxff wrote:
         | Probably going for this market
         | 
         | https://arstechnica.com/gaming/2020/02/the-mandalorian-was-s...
        
         | belval wrote:
         | Pretty sure they want to break out of the core userbase. I once
         | interviewed there and they really stressed that they were a 3D
         | platform and not just a game engine.
         | 
         | In that context it would make sense to make demos for the
         | capabilities that people don't know that you have.
        
         | Hikikomori wrote:
         | Check out Rust and Escape from Tarkov, they are a big step
         | above your typical Unity games. So even if its not their core
         | userbase they certainly have such titles already, and it seems
         | that they want more.
        
         | drusepth wrote:
         | In my sphere (of ~90%/10% unity/unreal devs), a lot of Unreal's
         | recent releases have been extremely tempting reasons to start
         | migrating from Unity to getting more familiar with Unreal.
         | They're inspiring and make a lot of upper-end Unity tech feel
         | outdated by comparison. Demos like this are a nice reassurance
         | that Unity's _capable_ of whatever we need to wrangle it to do,
         | even if we 're not building hyper-realistic experiences like
         | this now. It's nice to not feel like my preferred stack is
         | falling behind the curve.
        
         | mrtweetyhack wrote:
        
         | Tiktaalik wrote:
         | They _want to_ compete in the AAA space. The reason Unity has
         | little usage in the AAA space is because in the past Unity hasn
         | 't been good enough performancewise. They need to show to
         | developers and convince publishers that Unity _is_ a safe and
         | viable choice for console development. If they fail at
         | accomplishing this they 're ceding a huge amount of marketshare
         | to their competition.
        
         | Etheryte wrote:
         | I don't work in the industry, but as an outsider your question
         | seems to answer itself. I would wager that Unity wants to take
         | the step from the hobbyist space to the professional space --
         | because surely that's where the bigger sums are made. Even if
         | they're not there right now, consistently putting out content
         | that indicates that you're working on it is a great way to
         | captivate your audience over time and shift the perception of
         | what your brand is about. In the startup space, this would be
         | similar to building in the open -- it helps you signal your
         | brand, build a reputation and, hopefully, build a customer base
         | that matches your sell.
        
         | Jare wrote:
         | > Their main users are people who build games for phones and
         | indies, with basically zero usage in the AAA space
         | 
         | They don't need to convince their already huge and already
         | convinced core users, so there's not much point in building big
         | tech demos that apply in that space. The aspirational AAA stuff
         | that Unity puts out does 3 things I think:
         | 
         | - convince current indies with big dreams that their investment
         | in unity has long legs if they grow larger and more ambitious.
         | 
         | - open up to non-gaming gfx tech sectors: broadcast, movies,
         | simulation, etc.
         | 
         | - push their engine to its limits so they know where it hurts
         | the most in places that actual users are not pushing. (it has
         | many known rough edges and areas, but Unity users already
         | report these)
        
         | AlecSchueler wrote:
         | Just to add to what everyone else is saying, they could simply
         | believe that showing these demos is what attracts the smaller
         | devs.
         | 
         | People who are just getting started will see this and see that
         | Unity must surely be capable of everything they need, and it
         | may even be trivial there, if it can also handle this.
         | 
         | It's also a piece of aspirational marketing. It doesn't make
         | sense to show the reality of the mobile game space as that
         | won't get anyone excited. It's what you could do, not what you
         | will do.
        
         | teawrecks wrote:
         | UE is gaining traction in the film space. Unity wants those
         | people to know they're also an option.
        
         | Thaxll wrote:
         | I think you miss the point entirely, Unity is reaching
         | different space outside of mobile game, think about 3d, movies,
         | vfx, ads etc ...
         | 
         | It has been a while since Unity is not just a mobile engine.
        
       | polski-g wrote:
       | I'm glad they're progressing on this. Would be really bad for the
       | industry if Unreal was the only game in town.
        
         | softfalcon wrote:
         | No kidding. I was a bit worried when Unreal was dropping demo
         | after demo and Unity just remained silent for what felt like
         | almost 3 years now.
        
       | billconan wrote:
       | is there a metahuman like generator? or we need to scan/model it?
        
         | programd wrote:
         | https://www.unrealengine.com/en-US/digital-humans
        
           | billconan wrote:
           | this is unreal engine. I was curious if unity has something
           | similar?
        
       | freeCandy wrote:
       | Link to the video: https://www.youtube.com/watch?v=eXYUNrgqWUU
       | 
       | If you prefer not to accept cookies.
        
         | isodev wrote:
         | Thanks! It's absurd how they make us pay in cookies to view
         | their marketing PR posts.
        
         | jen729w wrote:
         | Just use a blocker everywhere if you prefer not to accept
         | cookies? 1Blocker on Safari did the job for me here.
        
           | cgriswald wrote:
           | Your post is being downvoted because blocking cookies does
           | not solve the problem. It is blocking cookies that causes the
           | issue. When cookies are blocked (in my case, third-party
           | cookies are blocked), an overlay appears over the video
           | explaining the website that hosts the video will not allow
           | the video to be played without a targeting cookie. FWIW,
           | removing the overlay was not enough to get the video to play
           | on the website; but I haven't looked any further into it--
           | easier to just go to YouTube to play the video.
        
         | tinus_hn wrote:
         | How are you going to watch a YouTube video without accepting
         | cookies?
        
           | jazzyjackson wrote:
           | Simple, YouTube sets the cookie without asking, no need to
           | accept them ;)
        
       | mdoms wrote:
       | Off topic but I really can't stand the increasingly common usage
       | of the "hyper" modifier. What does it add to this deadline?
        
         | slowhand09 wrote:
         | Just added you to my list of hyperthinkers.
        
       | Semiapies wrote:
       | "Look at our demo of a hyper-realistic human character!"
       | 
       |  _eighteen million things happen around the character to distract
       | the viewer 's attention_ from _the human character throughout
       | most of the video_
       | 
       | Not the most confident tech demo. Looks like a reasonable degree
       | of evolution, but as they start to get up toward turn-of-the-
       | century movie CGI in games, now you run into the same issues that
       | you see in mocap for movies--including that a lot of details of
       | an actor's expressions and movements actually _aren 't_ captured,
       | so you have to have animators go back and laboriously add all
       | those lost details back in to have something that looks
       | convincing.
       | 
       | (Mind, I say turn-of-the-century, but man, the fundamental
       | techniques for rendering skin convincingly have come a long way,
       | even in current game engines.)
        
         | Animats wrote:
         | _eighteen million things happen around the character to
         | distract the viewer 's attention from the human character
         | throughout most of the video_
         | 
         | Yes. Why did they do all those crappy CG effects while
         | showcasing photorealistic characters? Two people seated across
         | a chessboard in a realistic room would have been more
         | effective.
         | 
         | It's getting to the point that everybody is doing this. Unreal
         | Engine has Metahuman Creator.[1] Even Second Life has
         | reasonably good heads now.[2] And has facial tracking on their
         | roadmap.
         | 
         | [2] https://www.unrealengine.com/en-US/metahuman-creator
         | 
         | [2] https://www.youtube.com/watch?v=OEjvD8C0g8w
        
         | MrLeap wrote:
         | They're showing off a lot of things at once here. The real time
         | raytraced lighting on their vfx is impressive. To do that in
         | tandem with their human while maintaining 30fps is pretty
         | something.
         | 
         | Every thing draws from the same well so to speak, a human that
         | looked a little better but had to exist alone in a white room
         | would have far less utility for real things.
        
         | torginus wrote:
         | Also they have a character making weird facial expressions in a
         | weird situation - I legitimately cannot tell whether the
         | occasional uncanny valley effect I felt was due to intentional
         | direction or just the limitation of the tech. I suspect this is
         | intentional.
        
         | ssully wrote:
         | Someone who knows better can correct me, but I assume they put
         | the character in a complex environment to show that they are
         | rendering a highly realistic character while still rendering a
         | complex environment. I remember very impressive character
         | rending tech demos from 10-20 years ago, but it was a single
         | character in a static environment.
        
       | PradeetPatel wrote:
       | I wonder if this is a result of Unity putting their latest M&A -
       | Weta Digital to good use.
        
       | blueneko wrote:
       | The hair looks really great! In the Matrix unreal engine demo,
       | they kind of cheated by having a character with long hair.
        
         | prometheus76 wrote:
         | Funny sidenote about the Matrix unreal demo: where did Neo go?
         | He just disappears.
        
       | Seattle3503 wrote:
       | This is cool from a developer perspective.
       | 
       | I put my ganer hat on looked at their old demos. Demos always
       | look great. I'll believe it when I see it in gameplay footage.
        
         | johnnyanmac wrote:
         | These tech demos usually are for developers, so that makes
         | sense.
         | 
         | IME they tend to show off how tech will look 4-5 years down the
         | line, about the time a modern AAA game needs to from production
         | to release.
        
           | Seattle3503 wrote:
           | That lines up with what I saw.
        
       | hypertele-Xii wrote:
       | As an artist and game developer it disappoints me how much
       | resources are wasted in pursuit of "realism".
       | 
       | Consider how art exploded when people realized they could paint
       | something other than, you know, reality.
       | 
       | Reality is boring. Get your realism off my games. Give me
       | fantastical alien worlds to explore rendered in stylized and
       | weird looks.
        
         | [deleted]
        
         | hbn wrote:
         | Even if we got to the point where the digital humans are
         | indistinguishable from real footage, all your realism is gonna
         | go out the window when you encounter a bug where a character is
         | half-clipped into a wall. Or when an animation breaks and
         | someone is standing with a backwards bent knee, and no reaction
         | on their face.
         | 
         | The idea that the ultimate endgame for video games is to have
         | them look like a playable movie, or be a real-world simulation
         | just seems silly to me.
        
         | NewEntryHN wrote:
         | Photography replaced painting. I don't know about boring, but
         | reality wins.
        
         | whateveracct wrote:
         | You can't automate art. AAA is in large part about converting
         | money into more money by way of video game sales. That's why it
         | shouldn't be synonymous with anything elite.
        
           | hypertele-Xii wrote:
           | You can certainly pour all these resources being spent on
           | rendering 'hyper-realistic digital humans' into developing
           | tools, workflows and processes that give artists power and
           | utility for crafting wonderous worlds.
        
           | Koshkin wrote:
           | Surely you can automate this:
           | 
           | https://en.wikipedia.org/wiki/Black_Square_(painting)
        
             | whateveracct wrote:
             | you really couldn't
        
         | joshcryer wrote:
         | Eh, keep building this technology and give me the ability to
         | push a script into an AI and it render my world for me with a
         | little tweaking here or there. We're not there yet but it
         | recalls a moment in one of Iain Banks' novels where one of the
         | minds "lies." Since it would be trivial to generate a false
         | flag that had all the data necessary to prove an event
         | "happened" you had to trust that he mind wasn't lying about
         | what it witnessed.
         | 
         | What is truly astonishing to me is we are close, not quite
         | there, but close. I remember when The Spirits Within came out
         | in 2001 and we were so blown away. I look at it now and it
         | feels so amateurish in comparison.
        
         | teawrecks wrote:
         | So in other words, "stop being so creative, you're stifling my
         | creativity!"
         | 
         | What if I told you you can have fantastical alien worlds using
         | stylized and weird rendering that are also physically correct?
        
         | softfalcon wrote:
         | Agree that I tend to prefer stylized non-photorealistic
         | rendering in games.
         | 
         | That being said, I think there's room for both and luckily, the
         | rendering learnings from one often improve the other.
         | 
         | Nothing wrong with exploring both venues.
        
       | owenfi wrote:
       | Well...my days of thinking we're not quite out of the uncanny
       | valley...are certainly coming to a middle.
       | 
       | Granted, the gliding across an unwalkable moving floor gear
       | contraption didn't help avoid the perception that I was looking
       | at an automaton.
        
       | LAC-Tech wrote:
       | Really impressive. I still don't think it's out of the uncanny
       | valley, but it's definitely climbing out the other side.
        
       | psyc wrote:
       | More information about the production process and future plans
       | here:
       | 
       | https://80.lv/articles/enemies-the-working-process-behind-un...
        
       | lagrange77 wrote:
       | Speeding up the eye blinking would decrease the uncannyness
       | significantly.
        
       | xwdv wrote:
       | Still shots look great but still looks too fake when in motion,
       | we still have a long way to go.
        
         | lostmsu wrote:
         | Yes, motion is highly uncorrelated. E.g. the whole body has no
         | movement when she raises a hand with a chess piece. Humans
         | don't do that. Everything would move from the chest up to
         | assist the motion.
        
           | Raicuparta wrote:
           | It's motion captured, that's probably just how the actress
           | moved. Real stuff looks fake all the time. The parts that
           | look wrong in the animations are mostly due to small
           | imprecisions, especially in the facial ones.
        
             | lostmsu wrote:
             | Do you have a source for motion capture?
        
       | seba_dos1 wrote:
       | The title seems editorialized by the submitter, and I don't think
       | that's what the word "hyper" means.
        
         | qwertox wrote:
         | It does have its meaning in this industry, just like in arts.
         | 
         | https://en.wikipedia.org/wiki/Hyperrealism_(visual_arts)
        
       | gigatexal wrote:
       | Nope. Nope. Nope. Do not want. That's too good. It's creepy good.
       | I need to know what's real and what isn't. This is so real that
       | I'm freaking out a bit.
        
       | naikrovek wrote:
       | rendered hair gets better all the time, but it's still not there.
       | 
       | sucks for me because I am weird and I find it hard not to pay
       | close attention to hair in real life, sometimes. this makes flaws
       | in rendered hair _extremely_ obvious to me. :(
        
         | the_af wrote:
         | Definitely, the hair effects are still not there. Something is
         | off, the hair moves as a block in an unnatural way. The rest of
         | the face is pretty good though. The eyes are weirdly intense,
         | but I suppose it was a deliberate choice and some people with
         | blue eyes look like that.
        
           | cgriswald wrote:
           | I agree about the hair. It looked great when it didn't move.
           | I thought the eyes were great; to the extent that they were
           | intense, she's an intense looking lady; and they may have
           | done so to amplify the effects.
           | 
           | I also thought the lips were great. It was the interplay
           | between lips and teeth that really threw me off.
        
         | Animats wrote:
         | _rendered hair gets better all the time, but it 's still not
         | there._
         | 
         | That's a sheer compute power problem. If you have a big enough
         | render farm, you can run physics on every strand of hair.
        
           | Retr0id wrote:
           | Throwing more compute power at it is _A_ solution, but it 's
           | not necessarily the only solution.
        
       | enragedcacti wrote:
       | This is really impressive assuming it is as automated/scalable as
       | Unity implies.
       | 
       | The skin and hair look great which are both really challenging
       | for their own reasons, but one particular detail that was
       | surprising was at 1:36. If you watch her lips closely you can see
       | where the top and bottom lip stick together as they open. If they
       | can simulate that level of skin detail when the motion is backed
       | by mocap data this could be a huge quality jump for character-
       | driven and dialogue heavy games.
       | 
       | There are definitely still moments where the lips, teeth, and
       | tongue look "3D" but I don't think I would notice if I weren't
       | hyper focusing on the mouth and just enjoying the story.
        
       | hgomersall wrote:
       | What's interesting is that for most of my childhood (80s and
       | 90s), aside from a few wow moments I was pretty underwhelmed by
       | the standard of the tech. It was like it was trying hard to be
       | something it wasn't yet ready to be. I used to walk into
       | television shops and think they all just look crap. Computers
       | used to frustrate me so much - crunch crunch to do anything, and
       | 256 colours was deemed good (!?). The first music players where
       | you might be able to get one whole album onto a memory card that
       | was too expensive to put a price in the rs catalogue (or perhaps
       | too volatile a price). Anyway, tech was crap. Then around 2005 or
       | something, it started becoming what it was meant to be. You could
       | buy a computer and it could do everything you needed it to do; of
       | course you always wanted more number crunching, but you could see
       | where it was only just right the corner. Then GPUs started doing
       | computation, and computation stopped being thought about. Memory
       | was super fast and copious. One now felt limited by programming
       | capability, not hardware. I'm now genuinely excited by
       | technology. As much as it pains me to say it, the television
       | departments are places of wonder.
       | 
       | It's in that context that this post feels like another step
       | towards achieving some promised vision. If this is realtime, it
       | is truly fantastic.
       | 
       | Now to hope we can deal with climate change and despots and
       | poverty so it's not all for nought.
       | 
       | As an aside, one early wow moment was the first time I saw a mini
       | camcorder, then another for the first genuinely mobile phone;
       | both Sony I think. Also, though a bit later, I remember seeing an
       | in-car GPS and deciding it was basically a perfect interface for
       | it's task.
        
         | hnuser123456 wrote:
         | If you're interested in tech becoming really magic, lookup the
         | VRchat club scene. Real-life skilled DJs put out of clubs by
         | covid, setup a twitch stream with a webcam on their DJ
         | controller, while wearing full-body VR themselves, also
         | streaming their DJ software and in-game view to an in-world
         | stage screen in front of up to 80 guests, many if not most also
         | wearing full-body VR, dancing along together, in any kind of
         | digital world and wearing any kind of semi-humanoid (or not) 3D
         | model you can imagine. The "metaverse" has already been running
         | for a few years, but it's not Meta's, it's a thin multiplayer
         | VR wrapper over Unity.
        
           | Cloudef wrote:
           | People alone in their rooms strapped screen into their face,
           | just to be "together with other people" sounds more like
           | dystopian nightmare to me
        
             | hnuser123456 wrote:
             | Can't deny there's an aspect of that to it, yeah. But to
             | the ravers and clubbers, this was a lifesaver.
        
       | politelemon wrote:
       | I can imagine at a certain point, with enough realism and detail
       | and control, game engines becoming a viable content creation tool
       | for pornography.
        
         | psyc wrote:
         | A lot of people are working on it. They mainly live on Patreon.
         | For VR, specifically. It's the only feasible way to approach
         | 6dof porn, currently, AFAIK.
        
         | mtizim wrote:
         | Go catch up, there's probably gigabytes of SFM porn of every
         | modestly popular game character you know.
        
         | jayd16 wrote:
         | Oh my sweet summer child. Let's just say you aren't the first
         | to think this.
        
           | jen729w wrote:
           | It occurred to me yesterday that at some point someone will
           | inevitably advocate for the banning of deep fake pornography
           | in their country by creating a porno starring the politicians
           | of their lower house. I reckon it'd be illegal within the
           | week.
        
             | azinman2 wrote:
             | Such things already exist... they're just not popular for
             | obvious reasons.
        
             | throwawaygh wrote:
             | https://www.technologyreview.com/2021/02/12/1018222/deepfak
             | e...
        
               | johnnyanmac wrote:
               | Interesting, but I wonder how this would be enforced. I
               | wouldn't be surprised if over half these cases were
               | people who live in entirely different countries. would
               | another country extradite a citizen over this? This has
               | "technically" been possible for centuries so I wonder if
               | there's any case study surrounding this.
        
       | angryGhost wrote:
       | And this was done in real time!? wow...
        
       | FpUser wrote:
       | There are things that look realistic from a first glance, like
       | hires skin and hair.
       | 
       | But face animation - no way. It is freakish and screams fake.
        
       | tobr wrote:
       | That looks better to my eyes than Leia in Rogue One. Although it
       | might help that I'm not familiar with this actress.
        
         | gokhan wrote:
         | Check this for a fix for Leia in R1
         | https://www.youtube.com/watch?v=byKy9kGnyvo
        
           | danparsonson wrote:
           | And his follow-up which is even better:
           | https://www.youtube.com/watch?v=_CXMb_MO3aw
        
       | otikik wrote:
       | They are Hyper-Realistic Digital _Stills_ of Humans.
       | 
       | There's a lot of room for improvement in the animation
       | department, though. For me the worst offender is the mouth, it
       | moves in a completely unrealistic manner. The second worst
       | offender is the head/neck movement, which moves with robot-like
       | precision. Finally, the eyes, which are (granted) not as "dead"
       | as in other models, stare too much and communicate too little.
        
         | kingcharles wrote:
         | The hand movements were jerky too. Just like they were in the
         | 1990s. I don't understand why we're still struggling with
         | producing animation that isn't uncanny valley?
        
       | daenz wrote:
       | The mouth movement[0] sold it for me. Mouths are incredibly hard
       | to do in CG, because you have to have realistic interactions
       | between lips, teeth, and tongue. Not sure how they scanned this
       | so well (maybe it was hand animated?) but it looks excellent.
       | 
       | 0. https://youtu.be/eXYUNrgqWUU?t=87
        
         | otikik wrote:
         | Really? Because that was the worst part for me. To me it looks
         | absolutely and positively synthetic. I mean, it is better than
         | Terrance and Phillip from South Park, but perhaps because it's
         | "close to reality, but not there yet" it falls into the uncanny
         | valley to me.
         | 
         | Perhaps this is similar to how some people aren't bothered by
         | bad kerning (to which I'm fairly tolerant).
        
           | philovivero wrote:
           | You're right. The mouth movement was awful. I have no idea
           | what OP is on about saying it was good. Maybe my uncanny
           | valley is also steep, but nothing about this demo struck me
           | as good.
           | 
           | The tech maybe is good, but I wouldn't know it from this
           | video. The animation and lighting are just awful.
        
       | playpause wrote:
       | How come the latest cutting edge tech demos showcasing
       | photorealism are barely more 'realistic' than a PS4 video game
       | cutscene from a few years ago? There wasn't any part of the demo
       | video where the guy looked or moved like a human.
        
         | CanSpice wrote:
         | Those cutscenes weren't rendered in real-time, instead taking
         | longer than one second to render one second of video. This one
         | is rendered in real-time. It's impressive for sure to render
         | lifelike humans, but to do so in real-time is even more
         | impressive.
        
       | monkeydust wrote:
       | Is it strange but as a product guy my first thought when I saw
       | this is how I could use it to replace my sales team... Well 80%
       | of them at least.
        
         | saas_sam wrote:
         | As a sales guy, you might want to learn a bit more about the
         | value of sales. (It ain't the faces.)
        
       | MasterScrat wrote:
       | > Unity's Demo productions drive advanced use of the Unity real-
       | time 3D platform through autonomous creative projects, led by
       | Creative Director Veselin Efremov.
       | 
       | Does this mean this was rendered in real-time?
        
         | swiftcoder wrote:
         | On a single RTX 3090, according to the announcement.
        
           | MasterScrat wrote:
           | Where did you see that? I would love a quote on this and
           | CTRL-F returns nothing
        
             | yurymik wrote:
             | > With ultra settings, it runs at 4k 30fps (average of
             | 40fps) on an i7 cpu and rtx 3090.
             | 
             | by rob cupisz (Tech and Rendering Lead at Unity Demo Team)
             | https://twitter.com/robcupisz/status/1505875759243612172
        
           | LeifCarrotson wrote:
           | I was going to say that the overlaps between one lock of hair
           | to another, between hair and background/hair and skin, and
           | the edges of lips and teeth looked a little poorly keyed,
           | like the objects had high resolution textures but the surface
           | map/motion rig was low-poly...which would be annoying but
           | probably easy enough to ignore in an indie film.
           | 
           | But live? On a single (hard to get) consumer GPU? That's
           | seriously impressive. It makes me wonder how much of this is
           | hand-tuned rigging and how much is physics based; if you
           | tried to shake hands with this digital human using a game
           | controller or VR rig, how would that look?
        
         | jerf wrote:
         | I remember for a long while everything was "Toy Story" quality
         | in real time, the PS2, the PS3, etc. It never really was.
         | 
         | But at some point, we definitely passed it. The room is nifty,
         | but mostly been done. But that is a pretty good person. Lip
         | sync is a bit off somehow... I think perhaps just too
         | overexaggerated in the motions. But I couldn't tell you from a
         | still frame that wasn't a real person, in real clothes.
         | 
         | I also continue to find it amusing that we can build a person
         | like that and sell it as commercial tech, but we still have to
         | record people talking. (Though TTS has taken an interesting
         | turn lately, after years of not much.)
        
           | elliekelly wrote:
           | Tangentially related: Why can't movie studios use a SnapChat-
           | like filter to replace the mouth movement of foreign language
           | films with the mouth movement of the voiceover actors? I feel
           | like that technology definitely exists. There are so many
           | great foreign movies & shows but the voiceover + unmatched
           | mouth movement can be so distracting. Is it just too
           | expensive?
        
             | dvirsky wrote:
             | I wouldn't want to watch something like that, I want to
             | watch the original film. Then again I also never watch
             | dubbed movies/tv, I prefer reading subtitles.
        
             | Animats wrote:
             | That's available now. Can't find the link, but it exists at
             | movie quality for non real time.
             | 
             | It will probably become as routine as automatic dialog
             | replacement.
        
           | zokier wrote:
           | > I also continue to find it amusing that we can build a
           | person like that and sell it as commercial tech, but we still
           | have to record people talking. (Though TTS has taken an
           | interesting turn lately, after years of not much.)
           | 
           | I suspect part of the problem is that dialog in games is
           | still largely "static"; if the writing is pre-canned then it
           | does not make that much sense to try to develop advanced tts
           | to act it out. The situation will become interesting if we
           | manage to produce sufficiently dynamic dialog system where it
           | is not feasible to use pre-recorded voice acting anymore.
        
       | jonathan-adly wrote:
       | A time-traveler from the 80's would be disappointed on how far we
       | progressed technologically in everything, except video games.
       | They would be amazed!
        
         | elihu wrote:
         | The way people use computers and the Internet has been a huge
         | change. Wikipedia sounds like something that couldn't possibly
         | work, except it turns out that it (mostly) does. Self-landing
         | rockets are pretty impressive. I think the rise of free and
         | open source software would be surprising to most people. The
         | fact that Russia and the United States haven't directly fought
         | a war with each other in all this time and our cities haven't
         | been reduced to rubble by nuclear weapons would seem pretty
         | remarkable to an 80's person. (Though one might want to hold
         | off a few weeks/months before declaring premature victory on
         | that front.) Dystopian predictions about the environment were
         | kind of right -- the effects are there, but American cities
         | don't look like Blade Runner quite yet. Manipulation of society
         | doesn't look like 1984 unless you're in an authoritarian
         | country. Instead, big brother watches you from electronic
         | devices that people voluntarily buy and use, and "big brother"
         | is usually a private adtech company.
        
         | otikik wrote:
         | I am a time-traveler from the 80s - It just took me 40 years to
         | travel to here.
         | 
         | I am way more disappointed on our societal progress than I am
         | on our technological progress.
         | 
         | But to be completely honest, I was expecting at least a
         | moonbase by now.
        
         | jotm wrote:
         | I mean, yeah, if they're satisfied with viewing demos on
         | Youtube. The vast majority of people can't actually play the
         | newest games at their best settings :D
        
         | throwawaygh wrote:
         | _> A time-traveler from the 80 's_
         | 
         | You don't exactly need time travel to get an opinion from
         | someone who lived the 1980s... try asking your parents?
        
           | dvirsky wrote:
           | That hurt.
        
           | thfuran wrote:
           | My parents weren't just released from prison after having
           | been locked away from society since the 80s. Nor have they
           | just awoken from 35 year comas. Sure, they'll have a
           | different perspective than someone who doesn't remember the
           | 80s but they'll surely also have a different perspective from
           | someone with a more abrupt and recent introduction to the
           | latest modernity.
        
             | cgriswald wrote:
             | Indeed.
             | 
             | They'll have watched The Jetsons, Blade Runner, 2001, 2010:
             | The Year We Make Contact, and a host of other science
             | fiction that all made the year 2000 look like the year
             | 2100. In 1981, we sure didn't think the Berlin Wall would
             | fall and the USSR would cease to exist a decade later
             | (unless that came about by an apocalypse).
        
         | jpindar wrote:
         | The pocket computer that I'm reading this on might not be
         | amazing but I don't think it would be disapointing.
        
         | osigurdson wrote:
         | https://en.wikipedia.org/wiki/Back_to_the_Future_Part_II
        
         | psyc wrote:
         | My mind was blown out the back of my head the first time I saw
         | Super Mario Bros in an arcade in 1986-7. I wonder what would
         | have happened to my sanity if someone had shown me a modern
         | game one minute later.
        
         | 2III7 wrote:
         | Electric cars/bicycles/scooters/motorcycles, computers in
         | everyones pocket, huge cheap TV-s, fast wireless internet,
         | robotic lawn mowers, radar cruise control and the list goes on
         | and on and on...
        
           | TaylorAlexander wrote:
           | Drones that have a 30+ minute battery life. 4k cameras.
           | Rockets that land themselves.
        
             | jpadkins wrote:
             | Are 4k cameras actually that much better than film from the
             | 80s? (other than convenience)
        
               | adgjlsfhk1 wrote:
               | depends what you mean by convenience. The image quality
               | of a 4k camera isn't that much better, but that's largely
               | because it doesn't need to be. Cameras in the 80s already
               | produced great pictures. The difference is that they can
               | weigh less than a pound and be run for hours at a time
               | without worrying about paying ridiculous amounts for
               | film.
        
         | jen729w wrote:
         | "Hey Siri, show the time-traveller something cool!"
         | 
         | ...
         | 
         | "It works sometimes, I swear."
        
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