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Real time 3D facial capture / reconstruction

At Embedded Technology 2010, Tohto C-Tech demonstrated real-time 3D face reproduction, using a GPGPU and stereo cameras.

The demonstration shows video shot with a stereo camera rig, with 3D replication achieved by a matching method based on phase correlation. The matching processing was done at high speed by using GPGPU technology, to enable 3D modeling of changes in facial expression in real time.

(Phil Lelyveld comment: this is similar to hacker work with the Kinect, as seen here.)

“If processing is done using just a CPU, it takes too long, so it can’t be achieved in real time. So we’ve utilized a GPU to increase the processing speed.”

A GPU is a broadly applicable device, with several hundred cores running in parallel and a wide memory bandwidth. POC matching processing is done in parallel as threads on the GPU. In this way, faces are reproduced in real time.

“With a stereo camera, two cameras take pictures simultaneously, and the pictures can be reproduced as 3D data, based on the discrepancy between them. 3D data can be obtained using a single stereo camera, but when a face is taken from the front, it isn’t possible to reproduce the sides. So we take pictures from two viewpoints, enabling us to reproduce faces all-round.”

“As a specific application, we think this system could be used to identify people’s faces. Changes in size and expression are difficult to detect from flat pictures, but by comparing 3D data, we think faces could be identified quickly.”

See the full story here: http://www.diginfo.tv/2010/12/13/10-0259-r-en.php

Bigpoint brings stereoscopic 3D action to browser games

(Excerpt) Developed in-house at studios in San Francisco and Hamburg, Bigpoint’s first titles to support 3D technology are the post-apocalyptical action game “Ruined Online” and the high-speed racing adventure “ToonRacer”. In Ruined Online, players can fight epic battles before the breathtaking backdrop of the Golden Gate Bridge, while gamers in ToonRacer can heat up the racecourse in action-packed 3D races. Just like in 3D movies, the impressive sense of depth created by stereoscopic 3D technology will pull players in and make them feel like they’re part of the action.

Both the Unity3D engine Bigpoint used to develop these two titles as well as their in-house-developed Nebula engine allow for 3D browser-game graphics. The games will communicate directly with the PC graphic card and no additional software will be necessary. Players will be able to immerse themselves in the game’s stereoscopic 3D realm immediately, provided they have all the necessary equipment: a 3D monitor, graphic card and LC shutter glasses (Costs: approx £400 depending on manufacturers).

Full story here: http://www.gamasutra.com/view/pressreleases/66399/Bigpoint_brings_stereoscopic_3D_action_to_browsergames.php

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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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