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More Realistic Rendered Flesh

The Renderman writes "Check out this ubercool new rendering technique for skin from the guys who invented photon mapping. They also have several animations to demonstrate the technique - all rendered using Linux :) It makes those faces in Final Fantasy look like plastic. This technology should make the actors in Hollywood more nervous than what they saw in FF." The examples prove that human skin needs more blemishes. Without zits, pimples, moles, or scars, the skin still looks fake, it is definitely a cool step forward.

41 of 102 comments (clear)

  1. Re:In the Flesh by Anonymous Coward · · Score: 2

    Sigh. Please read the explanation here.

  2. Re:Learn about CG by HeUnique · · Score: 2

    One thing that I don't see anyone giving a solution to it - are the eyes - you play around the eyes, adding wrinkles, try to make the image look happy, sad, angry - but the eyes themselves looks like a dead person's eyes...

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    Hetz (Heunique)
  3. Re:I beg to differ... by nathanh · · Score: 2
    It's easy to condemn American anti-intellectualism

    Amen.

  4. Re:Human actors needn't be worried...yet by iabervon · · Score: 3

    There are, of course, tons of examples of existing movies where there's a big difference between the what appears on the screen and the actor behind the character: animation, the same actor playing multiple characters, different actors doing the voice and the body for the same character, etc.

    On the other hand, there's still the major problem of creating affect: it's very difficult to draw or paint or model a person displaying a certain emotion without working from a real person, and doing the voice is at least as hard (besides the fact that speech synthesis is not as good as rendering yet).

    I suspect that, even for an entirely CG movie, the studio would want human actors for all of the parts, so that the animators could see how each character's face looks when they are doing what the script says.

    Furthermore, there's a lot more to each character than what's in the script; the actor (and director) determine what the character is thinking and feeling while doing the predetermined actions. It's essentially the Turing Test: convince an audience that you really are a person in a certain situation. Neither a computer, nor even a group of graphics researchers are going to be able to get into the roles that way any time soon.

    This could, of course, mean that an actor's appearence makes very little difference; a skillful actor could play a character with no physical resemblence if the task involved only showing a graphics team what the necessary emotions look like.

  5. Re:Realtime? by spitzak · · Score: 2
    This reply is not really accurate. Neither the $3000 card or the $200 card do the algorithim.

    The hardware manufacturers need to have a reason to do this algorithim (or do the compute-expensive portion of it) and (if it is also technically possible) you will see it.

    Almost everything the cards does is algoirthims invented 30 years ago. The clever engineering is getting them to run fast and to correctly select a subset of the possible algorithims to implement. There are also hundreds of graphics algorithims invented 30 years ago that are *not* on any hardware card.

  6. Re:Yes, realtime (soon!) by spitzak · · Score: 2
    Pixel shaders are equivalent to RenderMan shaders (though obviously many orders of magnitude faster since they are in hardware, and it can be assummed that they are somewhat less powerful because of this as well). You can do a lot, but believe me you cannot magically generate input that is not there!

    If somebody invents a new algorithim that uses various derivatives of the normals and surface position to produce some new lighting effect, they can be implemented in the pixel shaders. But if the algorithim requires volumetric information that is an integral of all the surrounding surface points, the information is not there, because the hardware is not producing it!

    Yea, you can use some pixel shaders to index a 3-D volume that may be pregenerated by this algorithim, and this is "faster". But that is equivalent to pre-rendered radiosity being loaded into texture maps, most people do not consider that "hardware radiosity", and I don't think this pixel shader solution would be considered "hardware photon mapping".

  7. Re:the obvious applications by Zach+Baker · · Score: 2
    BMRT - Pixar's rendering software = $0.00
    To be fair, BMRT is Exluna's rendering software. Pixar's substantially more expensive rendering software is Pixar's Renderman (formerly known as PhotoRealistic Renderman).
  8. Learn about CG by Accipiter · · Score: 2
    ...It makes those faces in Final Fantasy look like plastic.

    I love it when uninformed idiots spout shit like this. "Ooh! I haven't seen the movie yet, but they're CG people! They have to look plastic! All CG people look fake."

    Have a look at this link, and pick through the process of creating the characters. Then try to say they look like plastic.

    I applaud the work of the Final Fantasy CG people. All of them. Their characters are the most realistic performers (outside of real actors) to ever hit the screen.

    -- Give him Head? Be a Beacon?

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    1. Re:Learn about CG by clifyt · · Score: 2

      Maybe they don't seem AS plactic animated, but they definately look plastic in stills.

      Pick up last months Maxim with the pullout. The main female character is posed in standard Maxim garb. I took one look at it and thought it wasn't real. And this was with the standard glossy high quality paper that us men like to see our half nekkid women in.

      Nevermind, this is probably another geek that is upset that someone pissed on his wet dream..

    2. Re:Learn about CG by Nailer · · Score: 2

      Having seen the movie twice, I'd say the part that looks the worst is the zoom in ok Aki's eye during dream sequences.

      Although (James wood character) is much better in this regard, compare Aki's eye to the eyes in the desktop backgrounds from the Alias|Wavefront site.

    3. Re:Learn about CG by Nailer · · Score: 2

      Have you written a polite note explaining this to them? It generally works for me.

      Mike

  9. Re:Human actors needn't be worried...yet by Croaker · · Score: 3

    The *concept* of CG actors may leave people cold on the face of it. But the reality of seeing those digital actors in an actual context... engage the viewer in a compelling story, and he or she will not be paying attention to whether the actor is digital, flesh and bone, or hand drawn.

    I bet if you asked these same people about using technology to revive, say, John F. Kennedy from the grave to appear in a movie, they would have also been dubious. But that didn't stop Forrest Gump from being a success, mostly because of that technology. In the context of the film, it made sense and looked fairly natural.

    Where digital actors will make an impact first (and have already been making an impact) are background crowd scenes and walk-ons. With some motion capture equipment, a few actors can become a huge crowd that does exactly what the director tells them, every time. The A-list stars may not be threatened, but I suspect people who make some money on the side by being extras will be seeing less work. I also suspect stunt people will be seeing less work as well. Why risk a real human life by having them jump off a building, when you can get a digital actor to jump and come to a splattery end without anyone being hurt?

    But I do think eventually that audince's suspension of disbelief will apply when they are presented with a life-like character in a compelling plot... something that is a bit more than a technology demo that the current crop of realistic digital actors are now.

  10. Re:Realtime? by Lumpy · · Score: 2

    not a chance, and a really long time off.

    The horsepower needed to do this will not show up in your consumer level video cards ($200-$500 is consumer level... We use $3000.00 - $6000.00 video cards in the video production industry) for a really really long time.

    Hell it isnt here yet for the multi-thousand dollar cards, so when it shows up here, expect about 3-4 years after that to get your hands on it.

    Basically, dont wait for it dont even look for it. Just expect sometime in the next 10 years to look at a new video card and say "cool!"

    --
    Do not look at laser with remaining good eye.
  11. Re:the obvious applications by Lumpy · · Score: 2

    Ahem, you can do real motion picture as an affordable hobby right now.

    BMRT - Pixar's rendering software = $0.00
    Linux Cluster Render Farm = $1000.00 (cheapie, can probably get for free as older pentiums)
    Linux Non linear video editor - Broadcast2000 = $0.00

    Nice dual processor Linux box $2000.00
    DV video cam and hardware to get it in the linux box $1500.00

    $4500.00 and Voila you have a complete system less some pre-purchased effects (Like Cult-effects for after effects) everything short of the 35mm film printer is there and ready for you.

    Now the only thing is needed is talent and skill.... that you cant buy.

    --
    Do not look at laser with remaining good eye.
  12. Confusing by sharkey · · Score: 2

    At first glance, I was thought this was a Tripping The Rift reference.

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  13. Already happened by AJWM · · Score: 2

    I've got to wonder, though, if a CG character will ever become so popular that it will end up in other CG movies completely unrelated to the first one it appeared in.

    It's already happened, although not due to the popularity of the character as such.

    Pixar did a short film about an old guy playing a chess match with himself ("Gerry's Game"? I don't remember the exact title) which was shown along with "A Bug's Life". They re-used that "actor" as the toy restoration artist in "Toy Story 2".

    Building even digital models is not a cheap process, they reuse them where possible. (Pixar also used the ravine from "A Bug's Life", redressed somewhat, as part of the planet of Zurg's fortress for the Buzz Lightyear opening sequence for "Toy Story 2", and many of the background objects in "Toy Story" had been in earlier Pixar shorts -- the Luxo lamp, for an obvious example.)

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    -- Alastair
    1. Re:Already happened by dublin · · Score: 2

      Take a look at the bookshelf in Andy's room in Toy Story. I just about hit the floor laughing at the titles, which are references to Pixar's previous shorts, including Red's Dream and Luxo, Jr., IIRC.

      Still, I think the Binford tool box falling down off the table was one of the best inside jokes in the movie - I wonder if Tim Allen asked for that?

      The animation was great, but I was so disappointed that Disney/Pixar had to make the story so dark and unsuitable for young children that I've never seen the sequel.

      --
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  14. I beg to differ... by pelrun · · Score: 5

    If that were the case, then how come animation does so well? Even series/movies from american studios which tend not to have the dramatic range of anime.

    I know *I* have been deeply affected by some of the anime I have watched, and I know many other people that have as well.

    Secondly - your basic assumption is faulty. Even with animated works (cel or cg) there is a real person behind each character. Because whilst the image may be completely fake, the VOICES are not.

    Now, given the current speech synthesis technology, if a series was voiced using it I *would* be put off. Because the voices have just as big an effect on the emotional impact of a show as the visuals. Hell, I think they have more. Many a fantastic anime series/movie has been ruined by a pathetic english dub cast.

    And there is another medium for stories that has NO dependence on live people for the telling - BOOKS. By your reasoning books must be the most boring things in the world, because by definition all the characters in them are entirely fictional. And if none of the people you talked to are interested in books, they are hardly a representative sample, are they?

    1. Re:I beg to differ... by BlueUnderwear · · Score: 2
      > "And if none of the people you talked to are interested in books, they are hardly a representative sample, are they?"

      > For all of those I just offended, 50% of you can bug off because you elected the best repersentation of your inherent ignorance to lead/repersent your country

      This is especially funny if you consider how that guy got elected. Apparently Merkins not only cannot read, but they can't even be trusted to punch a hole into a ballot at the correct place...

      --
      Say no to software patents.
  15. Re:the obvious applications by darkonc · · Score: 2
    That said, I and some friends are working on a short for next years Gathering LAN, and you can do a lot with 3DS MAX, a Pinnacle DC2000 and a good SVHS VCR. But rendering times suck :)

    You think rendering times suck now? In 1992, I managed a graphics lab, where about 30 students did a bunch of short animations... Each pair of students allowed 450 frames each (15 seconds at full speed). The rendering took MONTHS of CPU time. Our render farm was a set of RS-6000s and SGIs that were near the commercial state of the art at the time (total of about 12 machines worth about $1M, retail). all of that for what ended up being less than 10 minutes of video.

    The file server had a 1GB disk (5/25" full-height SCSI drive) dedicated to the graphics frames... As stuff got printed to laser disk, it was dumped onto an 8MM tape to make room for the rest.

    Not that I'm complaining.. It was fun and interesting at the time we did it. We were pushing what was possible with the available tech, and I still enjoy watching the resulting videos, from time to time.
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    Sometimes boldness is in fashion. Sometimes only the brave will be bold.
  16. Re:Realtime? by darkonc · · Score: 2
    I think that part of what has happened is that the pipeline between state of the art work station graphics and desktop, which used to be about 3 years, has all but disappeared, as the consumer market has gotten to the point of being willing to play with the state of the art.

    Because anything fast enough to be state of the art has to be small enough to fit on one die, if you're gonna make ten VSLI chips, you might as well make ten thousand, and sell them on the retail market. Most of the cost is in making the master..

    Anyone in the hardware end of things to support/refute this thesis?
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    Sometimes boldness is in fashion. Sometimes only the brave will be bold.
  17. Yes, realtime (soon!) by kbonin · · Score: 2

    Look at the capabilities of "pixel shaders" before you assume hardware manufacturers _need_ to do the algorithm. Pixel shaders provide the equivelant of microcode level access to the innermost aspects of the rendering pipeline. This may already be possible today with the G3. Ask me in a week... :) Next generation game engines will be doing this.

  18. But when will they _move_ well? by droob · · Score: 3

    My problem with the characters in FF wasn't the texture of their skin. Every one of them (except the cops in mecha suits) moved like a Disney animatronic figure. This is why many cartoon characters can seem very realistic: many cel animators concentrate on the movement and articulation of the bodies, rather than detail of surfaces. When will the CG industry learn that detail is much, much less important than giving your actors believable jaw movement?

    1. Re:But when will they _move_ well? by weaselgrrl · · Score: 2
      My problem with the FF characters was that they delivered their lines like stiff amateur actors. In fact, they appeared(for the most part) just like REAL human actors with no talent (and no direction, and no script).

      In that sense, they can already compete with a good portion of Hollywood...

      --
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  19. offtopic, but sort of related? by fanatic · · Score: 3
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  20. ff the movie by kirby697 · · Score: 2

    the first time i saw the preview on TV, i thought they were real actors. i wasn't really paying much attention, and didn't think anything of it. now, this comes along... i wonder how much better it'd look in movie animations.

  21. Re:Realtime? by Animats · · Score: 2

    I think that exaggerates the GEforce 3's performance, which, realistically, is about half that, but still, that's a big ratio. Why is Wildcat only at 2.7 million triangles per second? That's way too low today.

    NVidia had a "pro version" (called Quadro) and a "gamer version" (called GeForce) of each product line, with the gamer version crippled in some way. (The difference was a jumper change read by the driver.) With the GeForce 3, there's a "Quadro DCC", with dual-head output, but the performance is about the same as with the GEforce 3. It seems to be mostly a branding thing; the boards are sold through 3DS Max dealers only.

    The low end has eaten the high end.

  22. Re:Realtime? by Animats · · Score: 3
    The horsepower needed to do this will not show up in your consumer level video cards ($200-$500 is consumer level... We use $3000.00 - $6000.00 video cards in the video production industry) for a really really long time.

    I have one of those $3000 cards from a few years ago, and the new Nvidia GEForce 3, at $250, is better. In fact, right now it's hard to spend $3000 on a graphics board and get something significantly better than the consumer products, because the high-end graphics companies are money starved (or gone) and aren't keeping up.

    This photon rendering may be doable like radiosity - render the radiosity map once, then view from different angles. This allows real-time walk-throughs of static scenes.

  23. Read the article and don't "Assume" by mauddib~ · · Score: 4

    If you had read the article, Commander, you had found out that this new technology in rendering is based on subsurface scattering.

    Instead of assuming that light will scatter to all places on top of the surface it also scatters inside the material.

    This is, because not all materials are non-translucent. For example: milk looks as a non-translucent white, but a very tiny drop of milk is actually translucent.

    The same goes for skin, Guinness and snow. By assuming that the light will not scatter back at the same place as the light impacts the material, but also makes a little travel inside the material, the overal image looks much more confincing.

    Please read before commenting, Taco :]

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  24. Disagree. You don't need blemishes to be realistic by TheLink · · Score: 2

    Check out:
    http://graphics.stanford.edu/~henrik/papers/bssr df /

    The picture on the right has more realistic skin not because of the blemishes, but because it's more well "blended", a hint of skin oils I guess. The one on the left looks like dry plaster.

    I suspect most people have an instinctive way of judging skin. e.g. healthy skin looks good to us. The flipside is that most people don't know what they are looking for or see when they judge realism - it's instinctive.

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  25. O MEN, O DE... by notcarlos · · Score: 2

    Well, this is a good thing, you know, since it allows for movies that do really cool things without the limitations of human actors. However, it does lead to a future wher we are robbed of human actors in the first place. Rummages through SF library. Lesse, I got a Poul Anderson, some Heinlein, a little Asimov... coupla Kubrics, a nice Piers Anthony or three.... Read and think, people, read and think!

    If the subject is "all Greek to you", good! Take a classical language today!
    Live life to the point of tears

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  26. Maybe you shouldn't compare this to FF... by coupland · · Score: 2

    ... because I saw the movie and all the characters definitely had facial blemishes. That's one of the things that impressed me about the graphics, not even the heroine had a flawless complexion.
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  27. the obvious applications by Alien54 · · Score: 2
    There was an article a while back about someone using a game engine as a basis for the production of a motion picture. The idea was that you could drive down the cost of motion picture production into something that almost anyone could do as a serious hobby, yet still produce features, etc. So this is another small step in that direction.

    The first, obvious application aside from games is going to be about ten years from now, when, in conjunction with your AI Design program, you can program your own porn movies on your own workstation using avatars of your fav celebrities. Insert yourself into the movie, maybe with the body of a body builder. Or even better, a novelty program sold to the consumer where they can insert the avatar and you can interact with the players in the movie, directing the action. You know this is going to be a great busines opportunity for someone, someday. The MPAA and the RIAA are going to freak. (all that unlicense use of celebrity images)

    If anyone is using a workstation by then.

    --
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    1. Re:the obvious applications by j7953 · · Score: 4
      There was an article a while back about someone using a game engine as a basis for the production of a motion picture.

      Oh, you mean Tomb Raider?

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  28. Skip the download by dfenstrate · · Score: 2

    It seems that they've replaced the files with small useless ones to avoid being slaughtered by the /. effect. (I'd imagine it would be powerfull with all of us downloading 8 meg movies)

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    Alcohol, Tobacco and Firearms should be the name of a store, not a government agency.
  29. Looker by DickBreath · · Score: 2

    There was a movie called Looker in the mid 1980s. You might still even be able to find it in some rental places.

    In the movie, the computer graphics technology develops to the point to where actors are unnecessary. They can render perfect models of actors. Therefore, in order to have a monopoly, they start killing off all the "perfect" actors and actresses.

    One laughable aspect was that they rendered the actors over a real background. A camera would pan across an empty set, then in post production they would insert computer generated actors. The obvious flaw is that you could render the background set much easier than the actors themselves.
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  30. Two things by UberLame · · Score: 2

    In an interview about Shrek, they said that they sorta did subsurface scattering. What they really did was build several polygonal skin layers on top of each other rather than simulate the actual sub surface scattering. I can't get to the site (/. effect probably) to read the actual paper on the new subsurface scattering method to compare it.

    In the current Cinefex issue, they talk about the FF movie. It is said that they actually had the characters looking more realistic, but felt that they needed to tone the realism down because it freaked people out to watch even more realistic characters have less than perfect animation. Actually, the same interview about Shrek mentioned about also said that they toned down the Fiona realism because it didn't stylistically match the rest of the film.

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  31. Informative? by Sarcasmooo! · · Score: 2

    Funny, yes. Informative, no. It's a porn joke you moderating genius you.

  32. Zits, pimples, moles, or scars? by BIGJIMSLATE · · Score: 3

    What? Zits? Pimples? Moles? Scars? Speak for yourself Commander! My face is smoother than Hillary Rosen's ass, just without the smell. ;)

  33. Re:Human actors needn't be worried...yet by Spy+Hunter · · Score: 2
    I bet if you asked these same people about using technology to revive, say, John F. Kennedy from the grave to appear in a movie, they would have also been dubious. But that didn't stop Forrest Gump from being a success, mostly because of that technology.

    Oh, so that's how they did it! Gosh, movie making technology is getting more advanced all the time!

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  34. Didn't BBspot do a joke article about this? by ColGraff · · Score: 3

    As I recall, in that article, the potential pornographic uses of improved flesh rendering were emphasized. Let's face it, the porn industry will be some of the first people to deploy this technology large-scale. They pioneered BetaMax, VHS, GIF, JPEG, internet multimedia as a whole, and this too will be lead by the noble pornographers. God bless them, every one!


    USA Intellectual Property Laws: 5 monkeys, 1 hour.

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