Subliminal
Uncategorized

Star Citizen: Faceware Announcement

25 August 201700:11:29276 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:05

    hi there everyone I'm Sean Tracy and for those that don't know me I'm the technical director of content here at cloud Imperium games and today I'm really lucky to be able to show you a feature that I'm personally really excited about and this is a collaboration between face where technologies and cloud Imperium games and what I'm going to show you is how we've integrated facial tracking into star citizen so to start showing this technology the first thing I want to enable is the live SDK technology so the collaboration between cloud Imperium games and face ware and Here I am you can see that there's a bunch of different dots on my face and these are landmark points that we use for facial tracking and the tracking is quite intelligent so as I turn my head and a face is lost we actually disable the facial tracking and if I turn this way this is handy for things like occlusion so if your hand gets in the way maybe a pen gets in the way we disable the

  2. 00:00:53

    facial tracking at those instants now you're not here to see my face let's go ahead and take a look at how this actually maps to a character so you may recognize this gentleman this is Liam Cunningham who plays Captain white in squadron 42 one of the really important things to notice or to note rather is that this is still early days with this technology we're doing a lot to map and to improve the quality of the actual tracking as well as adding new phonemes in to the tracking so that the runtime logic reacts exactly as we expect it to so this is never meant to be a replacement for facial animation but rather something for the players to be able to run and to drive an actor in real time or a character rather in real time this will be exciting for community endeavors like machinima videos or maybe

  3. 00:01:43

    even getting integrated to character creators so that you can make your character but then you can even see how they would express themselves at given different inputs of emotions so I just wanted to pull his face around a little bit so you can see the reactions of our runtime rig logic so to explain how this all kind of works is that we've got a bunch of outputs that happen from the live SDK technology and then through a layer called motion logic we map all of that to inputs of our runtime rig and since every character with in star citizen has its own unique runtime rig created dynamically they will always react appropriately to whatever the inputs are so it won't exactly be my blinks it'll be Liam Cunningham's blinks you can see even things like the years

  4. 00:02:31

    moving when the scalp moves [Music] and we even tracked the eyes so let's go ahead and show how actually different bits of rege logic might react a little bit differently giving a different character essentially so we've gone from a tier 0 rig down to a tier 2 rig and the only real difference is that this is more indicative of what a player will have and when truly what changes is just the blend shapes as well as the wrinkle maps that play on the specific

  5. 00:03:21

    player so this is Tiger you might recognize him from pupil the planet videos the mapping is changing very dramatically this is Haynes Haynes is a very different face than really I have obviously and it works at all different distances if we start pulling out you can see that the mapping still holds up as bullosa he has really quite nice wrinkle maps that happen on the side of his face for my face to the side

  6. 00:04:13

    where this feature really comes into its own is in the combination of it with our VoIP technology alright so here we are in multiplayer you should be seeing me speak from Vincent's perspective and this is all being sent over the network and unwrapped on the client side so Vincent was kind enough to get a couple staff together so that we can show you this feature thanks a lot to do that Vincent no problem that's what we're here for awesome so I think one of the best ways that we can do this is maybe just everyone introduce themselves real quickly okay I'll go ahead and start my name is Vince Sinatra I'm the QA manager here in Los Angeles my name is Julia Wilson I'm a QA senior care in Los Angeles and I'm Andrew Hernando I am a QA tester here in Los Angeles awesome

  7. 00:05:06

    so maybe to show how this can really sort of be driven from the players side Vincent you've really got some good eyebrow tracking why don't you show me those eyebrows right on that looks cool Julia she'll be happy that's pretty close all right and then Andrew why don't you show me some angry that's perfect fantastic we've talked about how this feature can work on a consumer level web camera however here's Peter Busch from face word to talk about a motion sensor they've developed specifically for this feature hi my name is Peter Busch I'm one of the cofounders of face we're technologies and face we're interactive

  8. 00:05:53

    face wear is a facial motion capture company we create hardware and software products that can create animation simply from video about a year ago cloud Imperium asked us to do something we've never done before integrate our real-time technology into engine and allow game characters to interact in a moat in real time but by being live driven by the players themselves this is quite an engineering challenge but I knew my team's in Austin and Los Angeles could collaborate with the incredibly talented cloud imperium development team to make this happen the new Foyt feature will work with nearly any camera but we were asked what's going to create the best possible experience so we set out to engineer the first gaming device designed specifically for facial tracking here it is the first prototype facial motion sensor this is the first one off the

  9. 00:06:42

    production line now there are many specs about this device that are going to give you the best possible experience for facial tracking first the image sensor runs at 60 frames per second now while that's important is the way in which our technology works from one video frame to the next we basically can create an animated result meaning what we see in that first video frame were going to analyze the expression on your face and by the next video frame we have that animated result so the faster that that frame rate is running the faster you're going to be able to keep up and get that performance and at 125th or one thirtieth of a second which is common in most webcams it might not keep up and your lip-sync might not read but it one sixtieth of a second now the words that you're saying are going to be spoken by your character running in-game now second we looked at where most common you're going to be using this device and more often than

  10. 00:07:30

    not you're only going to be lit by the light coming from your monitor so the sensor had to work in a low-light environment so we selected a 1/3 inch three point four megapixel sensor that's capable of 720 or 1080 at 60 frames per second in a near dark environment third-most webcams are wide-angle lens which makes your face a little bit smaller and frame and a lot less facial details and facial pixels for our technology to capture and track so we selected a single user field of view now this allows our technology to basically get more pixels from your face from that frame and get the best possible facial details in the engine now fourth we put on a high-resolution glass lens it's going to resolve that data and give us the best possible and sharpest focus for

  11. 00:08:18

    facial tracking these specs are going to allow you to have the best possible experience with the new poit feature well this is only a prototype we're going to go into mass production and we're going to bring this to you we've been working on this technology first nearly seven years but this is the first game that's wanted to integrate this into engine and allow character to character communication like you've never seen before we're excited to bring this to star citizen and we can't wait to see what you do with it alright so as you've seen it's still early days and we've got a little bit more work to do on the facial mapping some of the phoneme extraction to make sure that it looks really accurate but even in this really early implementation I think it shows a lot of promise and I really hope that you'd agree having integrated this technology there's a lot of ideas and things we wanted to try with it so one

  12. 00:09:06

    of the ideas that we came up with was that because we already know the position of the face itself we actually know where the head is so we can do something pretty exciting I find it fun is head tracking so as I move my head in real life all the camera is moved just as if you were driving a track I are a sort of simulation but this is again all from a consumer level web camera so this actually adds quite a bit I find that this gives me a ton of situational awareness when I'm flying around I can just move my head a little bit more I can check on my power check out my shields I can even inspect things a little bit up close if I combine this with zoom we've got some towers over there up you can even do crazy stuff like rolls hold

  13. 00:09:58

    it the other way that's kind of fun if we combined it with this so here I'll try to keep my head on the horizon until it's just too much and then we put it back over and maybe look up let's see if we could see anything from Levski there oh yeah all right and then we'll roll it back over the other way and there we go so as you can see it all it is very natural and you can just look around within it and again it's kind of coming for free because we are already tracking the facial position so we can extrapolate from that what the head position is so as you can see the collaboration between face wear and cloud imperium games even in this early stage of development is already breaking new ground and doing things that haven't

  14. 00:10:47

    really been seen before so we're really excited to develop these features and we can't wait to get them to you so until then this is Shawn Tracy from cloud Imperium games Los Angeles saying goodbye Eric's got a little song that he sometimes kind of comes in sings and it looks pretty awesome so you want to take take it away oh I once was a perfect

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

Squadron 42

LiveSQ42 Launch Subathon

$2,094of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$6.27to go