So wouldn't it be great if we could have this level of defamation complexity but be able to evaluate in real-time.
Well, what we are now able to do is to use machine learning to compress that simulation data into a format that can be evaluated at run time.
So you are looking at our mal character with defamation driven by full muscle flesh and co from Houdini , it's running in real-time and on PS five is taking around 1/10 of a millisecond on CPU for network inference.
And as you see it here around one millisecond on GPU for morph target evaluation .
So this is a fully generalized model .
We have not just trained it on the cinematic animation we can see here.
So on the left is the nearest neighbor model with just the PC layer active .
And on the right , you can see how the additional nearest neighbor set improves the fold reconstruction.
So to help generate the optimal set of nearest neighbor poses, we have implemented a K means pose generator .
So given a set of target animations , so typically these will be your game or cinematic animations and A max pose value .
It will generate a set of poses that most efficiently cover that animation space .
We simulated our clothing for these additional poses in a Houdini and then we trained our additional nearest neighbors set using this data .
We would love for you to come and chat to us at a booth .
You can get hands on with this demo .
You can change cameras switch between muscular skeletal flesh and clothing layers .
You can pause the action and you can see the defamation result both with and without a moor form are running our guiding vision for meta human has been the democratization of complex character technologies allowing you to work faster and see the results immediately .
A character is only truly believable if its motion fidelity matches its visual fidelity .
But animating at this level is a hard task for even the most skilled studios , some of our best work leverage four D capture .
But this took specialized hardware in weeks or even months of processing time .
While me , a human creature gave you the ability to generate high quality characters .
Animating them still wasn't as easy .
This is why I'm very excited to announce a new capability to the Met a human product .
Me , a human animator , meta human animator contains the essence of our four D pipeline but optimized to run on a single machine .
It is able to use iphone as well as stereo professional systems .
And today we're going to demonstrate how it works for this .
We're going to need me our technician John Cook and just the phone .
Yeah , mel can you take your position ?
Please let me know when you're ready ?
Ok .
Ok .
And action I need performance capture to work like a mirror .
I need it to capture whether I'm acting scared or angry and sometimes all I need is a look cut .
Thanks Mel .
That was great .
Yeah , you're welcome .
Ok .
Our technician John is currently pulling mass performance from the phone onto his machine where everything will be processed locally .
We have updated our live link face mobile app to capture all data at the best resolution possible with the device .
Me human animator uses video and Deb data to convert this data into high fidelity performance animation and it can even use audio to produce convincing tongue animation .
John is currently struggling through the take to pick the section that he wants to process .
John .
Are we all good with the data ?
Awesome .
So from now on it's just a single button , click to kick off the processing which for a performance of this length will take less than a minute to convert into animation .
So Mel well that is processing .
Let me show you something else .
Oh Is that me ?
Yeah , this is what we refer to as your meta human DNA .
Cool and this is generated by the capture we made earlier , right ?
Yeah , that's right .
So from only three frames of video and that data , we can generate a rig that predicts all of your facial expressions in just a couple of minutes .
And do you only need to do this once for each actor ?
Yes , that's right .
It calibrates the solver to your face so that we can produce the performance in a way that faithful reproduces your original performance .
Sounds cool .
Yeah .
So let's check back on the , on the processing which today is on the latest C P and GP hardware from A MD .
Me human animator uses a custom epic facial solver and landmark detector .
We can interactively look at animation while it's being solved and compare it to your original performance .
So it looks like it just it's almost finished after this .
He is going to do one more pass to make the curves more stable , which is really quick .
And from here on , we can we just need to export the animation .
This takes only a few seconds and then John needs to drop it in the level and add the audio so that we can see the result .
So me me human should now be ready in the level .
Mel you excited to see the results .
I can't wait to see it .
I need performance capture to work like a mirror .
I need it to capture whether I'm acting scared or angry and sometimes all I need is a look .
Thank you .
So Mel , what do you think ?
I think it's incredible because it usually takes months between performance capture and getting any results back .
So this is blowing my mind and all of this is solved directly onto an meter framing controls .
In this case , we are using a Bespoke four D rig which we created together with N G theory for help by two .
But it's also ready to use on any medium or any other rig that follows our new Medicum standard .
Let's have a look at that .
I need performance capture to work like a mirror .
I need it to capture whether I'm acting scared or angry and sometimes all I need is a look .
So the same thing works even in stylized characters .
Thank you .
All these technologies are completely redefining our creative process as they will redefine yours .
One release me a human animator to everyone in just a couple of months .
We've got one more thing we'd like to show you .
We haven't forgotten about the need for full performance capture shoots .
What you're about to see is animation that has not been polished or edited in any way .
And it took me a human animator just minutes to process , start to finish .
Yeah .
So here's one of my favorite lines from Ninja Theory's upcoming Games saga .
Help Late two and I really hope you enjoy it and the rest of the show .
Thank you very much .
Thank you .
Yeah .
Sign Perth cut .
Take 13 .
Nice .
I see through your darkness .
Now I see three her eyes .
I will show them how to see us .
I do .
I will not appease your gods .
I will destroy them .
Good .
You like it .
Yeah .