Mar 25, 2018
Long ago, I was mesmerised by a collection of art pieces. They looked so realistic that I wondered what the point is of copying the real objects in such fidelity.
Art is often perceived as a way of detachment from the reality, a key to unlocking some hidden meaning in the world that surrounds us. This is not completely true for art genres like Hyperrealism, where the boundary between reality and art is practically erased. Several branches of realism are clearly focused on producing artwork which resembles a real-life image, some of them even going further and beyond. (Hyperrealism in Art, WIDEWALLS)
I faced same, or stronger feeling of confusion yesterday when I encountered this video clip of this synthesised human recreated with the state-of-art real-time motion capture technology. (Source : Venturebeat.com)
Epic Games, CubicMotion, 3Lateral, Tencent, and Vicon took a big step toward creating believable digital humans today with the debut of Siren, a demo of a woman rendered in real-time using Epic’s Unreal Engine 4 technology.
Rather than digitally animating the digital character by hand, Cubic Motion’s computer vision technology empowered producers to conveniently and instantaneously create digital facial animation.
“Creating believable digital characters that you can interact with and direct in real-time is one of the most exciting things that has happened in the computer graphics industry in recent years,” said Epic Games chief technology officer Kim Librei, during a press briefing on this Wednesday morning at GDC(Game Development Conference).
This video illustrates the procedure to create this digital human. Cubic Motion’s motion-capture technology allows a live actor to perform within the entertainment and game world in real-time. The technology transforms the production process, allowing directors and producers to see the result instantly and perform continuous retakes, saving time and money when developing games, film, TV and virtual assistants.
The technological advance with AR/VR technology allows us to even EXPERIENCE or FEEL the other side of reality rather than just enjoying the stationary art pieces in the gallery. We can walk inside the virtual reality and get the multi-sensory feedback when touching objects.
It perhaps requires us to be wiser enough to be wary of the possibility of misuse of this technology than remaining as an appreciator of the art piece. The virtual image of human could be easily synthesised from fabricated information.