[HN Gopher] Hyper-realistic digital humans in Unity ___________________________________________________________________ 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." ___________________________________________________________________ (page generated 2022-03-22 23:00 UTC)