News Stories

Move over MotionScan; new lip synch tech aims to revolutionize motion capture

[Philip Lelyveld comment: the brief video at the link is pretty amazing and worth checking out.]

[VentureBeat]

…Now, U.K.-based startupSpeech Graphics wants to revolutionize audio-driven animation through new software that uniquely predicts how the muscles of the human face move to produce sounds.

The new lip synching technology uses just audio input to automatically make a 3D character speak. Since it uses a universal physics model, the company says it will work across all languages, saving game development time and resources.

An award-winning team from the University of Edinburgh’s School of Informatics and the Centre for Speech Technology Research, Speech Graphics co-founders Michael Berger and Dr. Gregor Hofer have a combined 20 years of experience in speech technology and animation. They say they created their new software in response to the rising quantity and cost of spoken dialogue in today’s story-driven video games, such as BioWare’s recently released massively multiplayer online role-playing game Star Wars: The Old Republic (SW:TOR). SW:TOR, which contains 260,000 lines of voiced dialogue in three languages, reportedly cost nearly $200 million to develop. …

See the full story here: http://venturebeat.com/2012/02/09/lip-synch-tech-to-revolutionize-motion-capture/

Here’s what’s you’ll get when you buy Alan Wake on PC

[lazygamer.net]

Alan Wake, one of the Xbox 360’s last great exclusives is exclusive no more; the narrative-heavy psychological survival horror is finally headed to the PC, after skipping the platform on the game’s console-release in 2010. It’ll be getting new features that elevate beyond its console counterpart, like support for stereoscopic 3D and multi-screen setups, and will also be more PC-0centric in its interface and controls.

It’s hitting steam on February 16th, and other “popular” digital distribution channels like EA’s origin a little afterwards – but it might be worth holding out for the retail release.

PC gamers till buy boxed retail games right? Right? Here’s the extra stuff you’ll get if you can wait…

See the full story here: http://www.lazygamer.net/xbox-360/heres-whats-youll-get-when-you-buy-alan-wake-on-pc/

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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