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The digital Emily project: achieving a photorealistic digital actor
Oleg Alexander1, Mike Rogers, William Lambeth
1University of Southern California's Institute for Creative Technologies, USA. oalexander@ict.usc.edu
The Digital Emily Project created a photorealistic digital face using advanced scanning and animation techniques. This breakthrough technology successfully crossed the "uncanny valley," achieving a human-like digital performance.
Area of Science:
- Computer Graphics
- Digital Animation
- Human-Computer Interaction
Background:
- Creating realistic digital humans is challenging.
- The
- uncanny valley
- describes the discomfort felt with near-human replicas.
Purpose of the Study:
- To develop a photorealistic digital facial performance.
- To overcome the limitations of current digital character technology.
Main Methods:
- Utilized high-resolution 3D face scanning (geometry and reflectance) in a light stage.
- Developed a blendshape-based facial animation rig driven by scan data.
- Employed a video-based system for performance capture, motion tracking, and rendering under consistent lighting.
Main Results:
- Achieved highly accurate facial geometry and surface detail, including pores and wrinkles.
- Created a digital facial rig that closely matched scanned expressions.
- Produced a digital performance that minimized the
- uncanny valley
- effect.
Conclusions:
- The Digital Emily Project demonstrated one of the first truly photorealistic digital facial performances.
- Advanced scanning, rigging, and animation techniques can create digital characters indistinguishable from humans.
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