The changing face of motion capture - Phil Elderfield, Vicon Motion Systems
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The changing face of motion capture - Phil Elderfield, Vicon Motion Systems

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Slides from Phil Elderfield's talk at November 2013's London Games Conference. ...

Slides from Phil Elderfield's talk at November 2013's London Games Conference.

Phil shows how new tech Cara can enable film and games studios of any size to bring characters to life through advanced facial tracking and capture.

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The changing face of motion capture - Phil Elderfield, Vicon Motion Systems Presentation Transcript

  • 1. The Changing face of Motion Capture
  • 2. Who is Vicon • Producing Motion Capture systems for 30 years • Film and games for 20 years • Great deal of change and increase in use of motion capture in games
  • 3. Why Mocap? In game material • Walk cycles, crowd etc. - Speed/efficiency • Sports - Star players, Authentic action
  • 4. Why Mocap? Cinematics/cut sequences • This is where the major change has been • Focus on story and character - creative • Enable player to engage with charter and story – to live in the game world • Requires sense of reality • Subtly of motion/emotion
  • 5. Why Mocap? Productivity & Creativity
  • 6. Pushing Boundaries Next gen • Existing tech was pushed beyond its design expectation • The same will happen with next gen So it is with capture tech • Expectation extremely high
  • 7. Convergence? Game and film production processes aligning • Game production is drawing on more technicians and crew from the film world • Directors and performers • Shooting methods to concentrate on the performance & story • Making the technology recede • Making the technology work in the most difficult and dynamic circumstances
  • 8. Performance Capture • Face & body • Capturing the Character • Player interaction and identification with characters • Face is at the centre of the performance • Crucial to visual interaction & communication • It’s with face capture that the current challenges lie
  • 9. Techniques 3D points 2D Optical Head mounted Seated Markerless
  • 10. Cara • Face capture hardware, mechanics and software • 3D points
  • 11. Cara • Head Rig • Up to 4 cameras • Body worn logger • Modular/flexible (single camera 2D option)
  • 12. Origins
  • 13. History Infamous Second Son
  • 14. Cara • 60 FPS • 1 mega pixel • Global shutter
  • 15. Software CaraPost • • • • CaraLive • • • • System setup Acquisitions Monitoring Download Automated detection & tracking High quality fast Whole volume Minimise manual work
  • 16. Future • Continue to develop based on reaction and feedback • Improved mechanics e.g. weight, simplicity, fit • Improved processing Better tracking, better quality data faster Eyes, binks and squints Audio Lighting RT
  • 17. Cara Questions & see Cara up close in the Foyer