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Record W2965390818 · doi:10.1145/3306305.3332366

Real-time, single camera, digital human development

2019· article· en· W2965390818 on OpenAlexaboutno aff
Doug Roble, Darren Hendler, Jeremy Buttell, Melissa Cell, J. Briggs, Chad Reddick, Lonnie Iannazzo, Deer Li, Mark Williams, Lucio Moser, Cydney A. Wong, Dimitry Kachkovski, Jason Huang, Kai Zhang, David McLean, Rickey Cloudsdale, Dan Milling, Ron Miller, JT Lawrence, Chin-yu Chien

Bibliographic record

Venuenot available
Typearticle
Languageen
FieldComputer Science
TopicFace recognition and analysis
Canadian institutionsnot available
Fundersnot available
KeywordsComputer scienceMotion captureArtificial intelligenceProcess (computing)Computer visionComputer facial animationComputer animationEmotiveCharacter animationAugmented realityAvatarComputer graphics (images)AnimationHuman–computer interactionMotion (physics)

Abstract

fetched live from OpenAlex

We have built a real-time (60 fps) photo-realistic facial motion capture system which uses a single camera, proprietary deep learning software, and Unreal Engine 4 to create photo-real digital humans and creatures. Our system uses thousands of frames of realistic captured 3D facial performance of an actor (generated from automated offline systems) instead of a traditional FACS-based facial rig to produce an accurate model of how an actor's face moves. This 3D data is used to create a real-time machine learning model which uses a single image to accurately describe the exact facial pose in under 17 milliseconds. The motion of the face is highly realistic and includes region based blood flow, wrinkle activation, and pore structure changes, driven by geometry deformations in real-time. The facial performance of the actor can be transferred to a character with extremely high fidelity, and switching the machine learning models is instantaneous. We consider this a significant advancement over other real-time avatar projects in development. Building on top of our real-time facial animation technology, we seek to make interaction with our avatars more immersive and emotive. We built an AR system for the actor who is driving the human / character to see and interact with people in VR or others viewing in AR. With this technique, the character you are interacting with in VR can make correct eye contact, walk around you, and interact as if you were together all while still achieving the highest quality capture. This process allows for a much more tangible VR / AR experience than any other system. Another goal of ours is to achieve photo-real avatar telepresence with minimal latency. We have been able to successfully live-drive our digital humans from our office in Los Angeles to our office in Vancouver.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Simulation or modeling · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: none
Teacher disagreement score0.023
Threshold uncertainty score0.076

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.000
Science and technology studies0.0000.000
Scholarly communication0.0010.001
Open science0.0010.001
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0230.005

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.014
GPT teacher head0.223
Teacher spread0.210 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designSimulation or modeling
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations3
Published2019
Admission routes1
Has abstractyes

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