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February 19, 2008GDC08: Ridiculously Good Real Time Motion Capture from Mova for Unreal Engine 3Without the need of those goofy mo-cap ping pong balls, motion capture company Mova is bringing near photo realistic quality motion capture to the most popular current generation graphics engine. Using an array of cameras, powerful software maps 100,000 polygons in real time to create highly life like facial expressions. Mova founder Steve Perlman had this to say in Joystiq's scoop: "This pushes Unreal Engine 3 to its very limit ... it's about as photo-real as you can get in real time. People have never had this kind of data available before in a game context ... their heads are spinning. What you're seeing right there is the result of, having time to wrap our heads around this thing and see how we're going to use it, and yes, we can in fact get a face that looks almost photo-real – you know, not quite, but almost photo-real – running in a game engine today." This technology could save thousands of dollars and time. With the traditional mo-cap of the day, game makers get blocky, skeletal motion that they then have to turn into a convincing character. Mova's technology makes a near perfect face almost immediately after a shoot and seems to actually avoid the uncanny valley. Combining this with the extensive technologies already found in the Unreal Engine III, we games can hope for developers to spend more time on gameplay and story, and less time trying to get the tech right. Posted by Clayton Ashley at 4:00 PM
| Comments (6)
| Posted to Business | PC | PlayStation 3 | Xbox |
Comments
Kind of looks like a real version of the Heavy. Posted by PatMan33 at February 19, 2008 4:22 PMThis is the kind of thing that the industry desperately needs. Cost cutting solutions to these high-priced problems. I really hope that this kid of thing will spur on more mid-range niche titles. Posted by doctor_kaz at February 19, 2008 4:37 PMI agree when u can start getting the tech cheaper, better, and easier to use then developers can pull more resources into the content of the game and not have to worry as much about limitations of the tech. Posted by toastman at February 19, 2008 5:17 PMIf it only captures facial animation, how is it a replacement for mo-cap? Also "X polygons in real time" is meaningless on hardware that can handle millions - what matters is the number of bones/joints used to animate those polygons. Posted by DarkAngel at February 19, 2008 7:09 PM^ I agree but its still impressive. Posted by Will at February 20, 2008 6:15 AM"Kind of looks like a real version of the Heavy." Post a comment
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