[HN Gopher] A sneak peek at MetaHuman Creator
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       A sneak peek at MetaHuman Creator
        
       Author : jsheard
       Score  : 129 points
       Date   : 2021-02-10 15:35 UTC (7 hours ago)
        
 (HTM) web link (www.unrealengine.com)
 (TXT) w3m dump (www.unrealengine.com)
        
       | witherk wrote:
       | Impressive. There is a cartoonlike quality. I wonder if that is
       | there to keep the models from looking creepy or if they just
       | wanted their models to look cartoony.
        
         | Igelau wrote:
         | This is an awkward thing to demo because it has look good, but
         | it also has to look "good". I didn't think the second video
         | with the black woman and the asian man was very impressive.
         | They look airbrushed, which makes sense because you don't want
         | to say "hey, look at how believable these ugly craggy people
         | are", but on the other hand I think it plays it too safe by not
         | showing off what they can do.
         | 
         | Of course, that's not really the point. The point is that the
         | metahuman creator tool apparently makes it very fast-and-easy-
         | ish to create "metahuman" characters that look a notch or two
         | better than the Final Fantasy movie from 20 years ago.
         | 
         | The older faces that they made in the video that demoed the
         | tool itself, rather than the result, were pretty impressive.
        
       | uses wrote:
       | Things are going to get really weird in the next decade or two.
       | Right now AI is able to "communicate" with us mostly via text,
       | and indirectly via algorithms.
       | 
       | With human-like agents that have human-like voices, appearances,
       | and mannerisms, they'll be able to communicate with millions of
       | average Joes, and all in a way particular to that specific Joe.
       | AI being able to do infinite amounts of "ambient work" and expose
       | us to the results via human-like entities makes for a very
       | different world of possibilities.
       | 
       | And right now the big AIs that most people directly interface
       | with are clumsy and abstract, but they're also tied in the
       | backend to large pools of closed data owned by mostly well-
       | meaning entities. But how will things change when and if the AI
       | Joe interacts with isn't directed and contained by wealthy US-
       | based corporations?
        
         | ianbicking wrote:
         | I'm really confused about what we (as humans) really want.
         | Here's this incredible technology to make human features, and
         | video games already have excellent technology, yet the entities
         | in video games don't _act_ like humans. It's like an incredible
         | holographic cardboard cutout. The characters don't act like
         | aliens either! They are just backdrops with scripted cut
         | scenes.
         | 
         | I don't feel like this is an accident. But I don't know what to
         | think of it, I'm still a bit confused about what we're really
         | trying to get out of these facsimiles.
        
           | thecupisblue wrote:
           | What we (as humans) want is safety and company.
           | 
           | What are we going to get out of it?
           | 
           | An ad inside your game that is a male/female/whatever of your
           | preferred attributes selling you things with a seductive
           | voice. Or a company selling that avatar to you as a in-game
           | companion/skin. Or propagating services through that avatar.
           | 
           | Looking here, it fits into TenCent masterplan. Sell an
           | avatar/avatars to users as companions. Add it to snapchat -
           | see it in AR!. Let it read a spotify audibook to you! Buy it
           | clothes and skins, play with it in Fortnite or Roblox!
           | Imagine all the possibilities of upselling, crosselling and
           | overselling virtually generated items (your only cost is data
           | and electricity - potential unlimited) for virtual characters
           | that people will start to feel emotional ties to since
           | they'll grow up surrounded with them or to fill an emotional
           | void left by lack of socialisation.
        
         | olooney wrote:
         | Chloe, the digital avatar on the menu of the video game
         | _Detroit: Becoming Human_ is sort of a sneak peak into what
         | that might be like. (Potential spoilers! Chloe has her own
         | story line, and if you want to experience that, don 't watch
         | the whole video.)
         | 
         | https://www.youtube.com/watch?v=eNTUhKs_xwQ
        
         | jimsmart wrote:
         | You might be interested in the work of Soul Machines [0]
         | (online demo on website), a company formed by Mark Sagar
         | [1][2]. There are a few interesting talks by him if you search
         | on Youtube.
         | 
         | Their AI-driven avatars are already in use in a handful of
         | places, and fairly well received.
         | 
         | "The future is already here - it's just not evenly
         | distributed."
         | 
         | -- Appearance-wise, I think MetaHuman's stuff looks better than
         | Soul Machines' -- but SM's avatars are backed with a
         | conversational AI, and are not available as a UE-plugin. So
         | it's not an apples-for-apples comparison of course.
         | 
         | [0] https://www.soulmachines.com
         | 
         | [1] https://www.auckland.ac.nz/en/engineering/community-
         | engageme...
         | 
         | [2] https://www.ibm.com/watson/advantage-reports/future-of-
         | artif...
        
       | mmastrac wrote:
       | Still in the uncanny valley, but it feels like we're climbing out
       | of it slowly.
        
         | Smaug123 wrote:
         | Having seen only the two videos on the article's page, I
         | actually thought they'd passed the valley. To me, they
         | successfully looked artificial (though there were moments where
         | they could have been real) but almost never creepy.
        
         | kleer001 wrote:
         | Yea, those teeth are a bit gnarly. But I'm sure they'll nail it
         | down real quick.
        
           | 1shooner wrote:
           | I would be interested to hear from an animator what makes
           | teeth so challenging.
        
             | Igelau wrote:
             | It's probably an 80:20 problem of sorts. More like a 99:1.
             | Externally, people mostly appear to be comprised of flesh
             | and hair. Pick any random square inch and the odds are that
             | you will land on flesh or hair. That gets different on
             | eyeballs, but they are still just bags of goo connected to
             | muscle. The devil there is in the details of the blood
             | vessels and the iris and things.
             | 
             | And then you get to teeth, which are like wet rocks. You're
             | building this thing that is going to bomb if it can't do
             | soft, meaty, hairy things convincingly and then there's
             | this itty bitty section you're only going to see sometimes
             | that is a dark membraneous cave full of wet rocks.
        
             | KineticLensman wrote:
             | I'm not a figure modeller but I heavily use the Genesis 8
             | digital human from Daz 3D [0]
             | 
             | My guess is that teeth haven't been that interesting to
             | date and that the modellers don't have access to hundreds
             | of reference pictures / geometries of teeth for their
             | modelling. As opposed to reference images of skin textures,
             | etc. Tongues are probably the same. In fact I don't think I
             | have ever created a render of a figure with their tongue
             | out.
             | 
             | Once they take the time, the teeth should be easy to
             | improve.
             | 
             | [0] https://www.daz3d.com/technology/
        
               | Budabellly wrote:
               | I would say that modeling teeth with geometry is very
               | easy. The material, lighting, and rendering is the
               | challenge, especially when you consider all of the
               | occlusion (and hard/soft body dynamics) from your lips
               | that is inevitable with teeth.
               | 
               | Some form of subsurface scattering[1] is a must, and not
               | easily done in games/apps because you can't really "bake"
               | it like you do for most other textures to run
               | performantly.
               | 
               | [1] https://en.wikipedia.org/wiki/Subsurface_scattering#:
               | ~:text=....
        
             | cma wrote:
             | I think one thing is they are translucent/subsurface
             | scattering and the enamel->dentin layer shows through
             | underneath in kind of volumetric ways. Even lower teeth
             | will show through behind the tips of upper teeth a bit
             | (with a standard overbite).
        
       | rgovostes wrote:
       | The first time I saw something like this was when Elder Scrolls
       | IV: Oblivion used FaceGen (https://facegen.com/) for character
       | customization. Realism has improved a tiny bit in the intervening
       | 15 years.
        
       | munificent wrote:
       | Many years ago, someone told me a little heuristic to determine
       | if any new technology is likely to be successful. It doesn't
       | always pick winners, but it rarely picks losers:
       | 
       | [_] Can this be used for porn?
       | 
       | I think we have a winner here.
       | 
       | (Other examples: 8mm film, VHS, the Internet, newsgroups, JPEG,
       | streaming video, etc.)
        
         | [deleted]
        
       | coolspot wrote:
       | > MetaHuman Creator is a cloud-streamed app
       | 
       | No piracy, no software ownership and all IP stays in Epic's
       | datacenter.
        
         | pkaye wrote:
         | Software as a service.
        
         | cma wrote:
         | You can't copy the customizer (assuming it rebakes new
         | occlusion maps and stuff based on the shape customization), but
         | the final result is a bit more open ended than that:
         | 
         | "You'll also get the source data in the form of a Maya file,
         | including meshes, skeleton, facial rig, animation controls, and
         | materials."
        
       | Igelau wrote:
       | Those teeth look disturbingly herbivorous.
        
       | DethNinja wrote:
       | Very impressive shaders, though I wonder what the performance
       | will be. I guess these might be fine for single player games
       | where there are 10 to 15 characters on screen at a time but I
       | doubt they are ready for use cases in MMORPGs or similar games.
        
       | Geee wrote:
       | It's very impressive. The innovation here is the generator, that
       | is able to generate realistically constrained geometry and
       | materials. It's probably based on massive amount of 3D scans and
       | GANs, or something similar.
       | 
       | Notice that they're realtime rendered, so they don't look
       | completely realistic, but that is the easy part that has been
       | solved already. It's possible to render those characters with
       | offline renderers and they will look photorealistic.
        
         | SubiculumCode wrote:
         | They need to work on randomizing the left right symmetry a bit
         | in their demos. Humans aren't perfectly symmetrical, and it
         | adds a lot of character to faces.
        
         | Arelius wrote:
         | I strongly doubt there are any GANs involved, they are rarely
         | used in production entertainment, and a solution doesn't really
         | exist for vector geometry afaik. Likely very few scans as well.
         | Just lots and lots of artist hours.
        
           | Budabellly wrote:
           | I'm with you that I doubt there are GANs running in real time
           | here, however I don't know see why they wouldn't be using
           | similar models for offline static asset generation.
           | 
           | As far as scans go, it's much cheaper than you would imagine
           | to get high quality face scans. Rigging them for animation is
           | the real challenge, and I'd be really impressed if they were
           | using GANs for rigging.
           | 
           | For state of the art in this space.. check this out:
           | https://twitter.com/ak92501/status/1311832183078879232
        
           | Geee wrote:
           | I don't think you can create constraint-based system with
           | 'artist hours'. Just like you can't create realistic 2D face
           | generator without a GAN. It has to be based on samples of
           | real people. There exists lots of generators, such as Daz3D,
           | but you can't create realistic results in these because of
           | their simplistic model. I haven't tested this yet though, so
           | I might be assuming things.
        
         | Pulcinella wrote:
         | They aren't photorealistic but most of them seemed pretty close
         | to my eyes, like movie actors under perfect lighting with a bit
         | too much makeup.
        
           | ksec wrote:
           | I think they have been close for a few years already. We are
           | edging closer every year but it is still somewhat Digital.
           | Which is sort of the end of the S curve taking a very long
           | time to perfection. May be in 5 years time I can barely tell
           | the difference.
           | 
           | Edit: May be it is the Real Time Rendering.
           | 
           | But the real innovation is achieving this in hours and not
           | weeks or months.
        
       | klmadfejno wrote:
       | I think this looks amazing. A+ work.
       | 
       | Free alternatives I've explored are at least an order of
       | magnitude worse than this, and often difficult to integrate.
        
       | dagmx wrote:
       | Some more useful links
       | 
       | Announce trailer: https://www.youtube.com/watch?v=S3F1vZYpH8c
       | 
       | Sample characters: https://www.unrealengine.com/marketplace/en-
       | US/learn/metahum...
        
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       (page generated 2021-02-10 23:01 UTC)