You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Next-Gen Characters: From Facial Scans to Facial Animation
Speaker(s): John Hable
Company Name(s): Independent
Track / Format: Visual Arts

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: The speaker has extensive experience with facial animation and rendering, all the way from Electronic Art's Tiger Woods to Naughty Dog's Uncharted. The primary difficulty with facial animation is balancing the trade-off between quality and volume, and the speaker has independently funded a project to address it. Traditional approaches such as motion capture with hand-sculpted blendshapes lose the fine subtleties of the face, whereas more extensive data capture processes (such as Universal Capture) are too expensive and do not fit game production requirements. To bridge this gap, the speaker has created a pipeline to drive facial animation using scans and motion capture. This session will walk you through the pipeline of taking raw scans, processing them into aligned blendshapes, compressing them to run in real-time, driving them with motion capture data, and then rendering them efficiently - the result being high-quality facial animation at moderate cost.

GDC 2014

John Hable

Independent

free content

Visual Arts

Visual Arts

Programming

Programming