[HN Gopher] Disney Combines CGI with Neural Rendering to Tackle ...
       ___________________________________________________________________
        
       Disney Combines CGI with Neural Rendering to Tackle the 'Uncanny
       Valley'
        
       Author : Hard_Space
       Score  : 136 points
       Date   : 2021-11-30 08:27 UTC (14 hours ago)
        
 (HTM) web link (www.unite.ai)
 (TXT) w3m dump (www.unite.ai)
        
       | mikhailbolton wrote:
       | It will be interesting to see if the better results they are
       | getting is from being able to generate their own superior
       | training data (ground truth)
        
       | dwighttk wrote:
       | The beginning of article seems to hint at improving on Rogue
       | One's results, but it seems from the rest of the article and the
       | video they are just trying to automate the inpainting, which
       | gives worse results than Rogue One but a lot easier and less
       | expensive.
       | 
       | Like this is a step backwards into the uncanny valley. The
       | "improvement" is not having to pay artists to manually paint
       | hair, eyes, and teeth.
        
         | mromanuk wrote:
         | Yes, I was hoping to see some progress out of the uncanny
         | valley. But this got even deeper in the valley. My 7 year old,
         | was next to me, and she got scared of all these
        
       | 123pie123 wrote:
       | they're still a long way off making it look realistic imho
       | 
       | Video at the bottom of the page or here
       | https://www.youtube.com/watch?v=k-RKSGbWLng
       | 
       | animation starts around 6:11
        
         | warning26 wrote:
         | Looks like the video was taken down -- weird.
        
         | lhenault wrote:
         | To be fair they've been using StyleGAN2 and could probably get
         | much better animations with alias free GAN (aka StyleGAN3).
         | Watch the videos there : https://nvlabs.github.io/stylegan3/
        
       | Flankk wrote:
       | So many women have Botox nowadays. I don't get the feeling of
       | dread I used to from these dead plasticine faces.
        
       | mejutoco wrote:
       | A lot of the examples look creepy. In my opinion, it is the
       | evil/serious/focused eyes, which do not correspond to the big
       | smile. I believe this tension between contrasting expressions
       | seems dishonest.
        
         | [deleted]
        
       | hawski wrote:
       | Those faces with dead eyes look like paintings when they start to
       | talk on movies. They look real statically in comparison to a low
       | quality photos.
        
       | DalasNoin wrote:
       | I assume the end goal of this is rendering photo-realistic movies
       | of humans without filming actors. Neural voice generation is also
       | quite good at this point. Quite interesting where this could lead
       | to.
        
         | Lio wrote:
         | It's probably a good hedge for Disney against the
         | power/presence of individual stars affecting their long running
         | franchises.
         | 
         | It's a double whammy in that they can make more product
         | simultaniously and they get full lifetime control over
         | presentation.
         | 
         | It's easy to contract someone to keep their mouth shut and
         | behave in a certain way for a few years but over 50-60 years
         | it's much harder.
         | 
         | i.e. The presence of someone with strong political opinions
         | like Harison Ford in Star Wars affecting long term sales in
         | certain markets.
         | 
         | If you're an executive more interested in money than politics
         | it must be very tempting.
         | 
         | Even having CGI replacement as a threat to keep actors in line
         | is probably useful.
         | 
         | God that's despressing. :(
        
         | path411 wrote:
         | I think this tech is still only for faces mostly. Aren't any
         | cgi'd actor have someone else playing the role and their face
         | edited?
        
         | devoutsalsa wrote:
         | For actors that seem to play the same character in every movie,
         | it'd be kind of funny to create a stock footage of actors, and
         | just use that to make movies. Tom Cruise running! The Rock
         | punching someone through a wall! And so on.
        
         | bemmu wrote:
         | In 2030 I'll type in "movie about XYZ", GPT-7 comes up with the
         | script, it crunches in the Disney+ cloud for a few hours, and
         | later I sign on to watch the full generated movie?
        
           | ricardobayes wrote:
           | probably not going to be mainstream for feature length
           | movies, but could be a good tool for prototyping movie ideas
           | and let target groups watch the demo reel very, very early on
           | in the concept phase.
        
             | suriyaG wrote:
             | Why use a target group? when you can run a regression model
             | on what hits the nerve for people, using data that's being
             | collected now. :) Then it'll be ML models creating movies
             | for other models to be validated and et voila, you get a
             | super hit movie.
        
               | scoopertrooper wrote:
               | Why even bother releasing it at that point? The humans
               | won't appreciate the majesty of what was produced. I say
               | send them off to camps.
        
               | ricardobayes wrote:
               | I like the way you think ;) But 'taste' will be really
               | difficult to model for a long-long time.
        
       | joshspankit wrote:
       | Can someone tell me why almost all of the "realistic" 3D
       | rendering is about superficial skin deformation?
       | 
       | Hear me out:
       | 
       | - Train an AI to determine fascial muscle activation from mocap
       | data
       | 
       | - Build your animation pipeline to use muscle activation to drive
       | model deformation
       | 
       | - Take the actor's mocap acting and have the system convert their
       | muscle movements to the 3d model's muscle movements
       | 
       | - Tackle the uncanny valley by refining how well we implement the
       | bone/skin/muscle structure of human faces
       | 
       | - Bonus points: Voice. So much of the sound of a person's voice
       | is about the shaped made by their mouth and throat (and torso).
       | We _could_ have an AI recreate the whole vocal path for a 3D
       | character, resulting in more realistic voice acting.
        
         | dagmx wrote:
         | As someone who's worked on very cutting edge digital humans
         | before, muscle simulation has a very poor cost to benefit ratio
         | for facial animation.
         | 
         | It's almost always better to learn external deformations that
         | emulate the muscle triggers than to simulate it.
         | 
         | The reasons are usually:
         | 
         | - setting up muscles takes a long time and isn't very scalable
         | to many characters
         | 
         | - animators or even actors will do a motion that is needed for
         | the shot that the muscle rig will fail at. Especially for
         | things like high velocity impacts.
         | 
         | - muscles are really hard to art direct. Sometimes you want to
         | end up sculpting a shape into something just slightly
         | different.
         | 
         | - simulations need to run linearly in time and are slow. So for
         | the situations where you need to be able to skip around in time
         | or for realtime, you want an emulation of muscles rather than a
         | simulation
         | 
         | Doing more superficial muscle emulations like
         | https://zivadynamics.com/zrt-face-trainer give a better mix of
         | control and realistic behaviour.
         | 
         | Of course, for bodies it becomes a lot easier to use muscle
         | simulations ( and Ziva's own tetrahedral muscle solver is
         | amazing for that )
        
         | cyber_kinetist wrote:
         | I've seen musculoskeleton simulation (although passive and not
         | active) used throughout VFX quite a lot, its basically what
         | Weta Digital has been doing for years. (For example from the
         | Hobbit movie 8 years ago:
         | https://www.youtube.com/watch?v=r45e5Xky35k). Hell, Maya even
         | has its own muscle system (Maya Muscle) that animators can
         | already use out of the box. So the technology to simulate these
         | kinds of things (at adequate realism for animations and movies)
         | is already there.
         | 
         | The problem is that it takes a painstakingly long time to do
         | the modelling for these kinds of stuff. Anatomy is hard to get
         | right, high quality commercial human template models cost you
         | $10000+, and even then you're going to take a lot of time
         | tweaking mesh geometry to make the simulation work. And the
         | musculoskeletal models you're creating are all going to have
         | different body shapes and might not even be human, so you need
         | to create a lot of things from scratch (there was a recent
         | paper on a musculoskeleton design tool for precisely this:
         | https://www.dgp.toronto.edu/projects/modeling-
         | musculoskeleta...) So you need a lot of work to do even just
         | passive simulation (where the articulated skeleton just
         | kinematically mimics the animation and the muscle effects are
         | secondary)
         | 
         | Though the bullet points you've listed are definitely all good
         | research topics in itself. DeepMimic-style active
         | musculoskeleton simulations (where models physically mimic
         | given animation data using only muscle activations) are
         | currently possible for line-segment muscles (the paper:
         | https://mrl.snu.ac.kr/research/ProjectScalable/Page.htm) It
         | uses Deep Reinforcement Learning with lots of training and
         | fine-tuning though, it's not plug-and-play in its current
         | state. Maybe such a similar thing can be also done with
         | volumetric muscles too, but that's definitely going to be a
         | hard paper to write since FEM simulation is incredibly costly
         | and finicky to run stably, and you need a lot of simulation
         | frames to use DRL.
         | 
         | But I think the fundamental issue is: does this all have to do
         | with actually making a good film/animation, outside of the
         | realm of biomechanics? I really don't think so. The latest
         | remastered Disney films all lack the fluidity of 2D animation
         | of the past; the remade Lion King has one of the best
         | realistically simulated animal characters but is utterly void
         | of any artistic merit. And these graphical improvements don't
         | seem to make the artist's life easier and is making animation
         | even more labor-intensive. Nowadays it feels like artists in
         | those big industries have less room to experiment because of
         | all these "realistic" technical requirements. From this
         | viewpoint, it makes sense why Disney/Pixar has still focused
         | more on superficial skin deformation instead of a more
         | realistic biomechanical approach: when making cartoonish 3D
         | animations you need a lot of squash-and-stretch, and that is
         | hard to do with rigid muscle systems. Better to model your
         | character as a blob of mass, it's easier to animate, keyframe,
         | and employ all kinds of effects to express artistic intent.
        
           | bsenftner wrote:
           | As a VFX veteran and 3D graphics production pipeline
           | developer, this is 100% true. Muscle-skeleton simulation
           | systems are very present, and used throughout the VFX
           | industry. When some fantasy character with 4 arms or a
           | fantasy creature is needed, the skeleton and desired range of
           | motions are designed first, the muscle system is used to
           | finish the character's form, and a large amount of secondary
           | physics simulation is added to create a realistic motion
           | performance.
        
             | wantsanagent wrote:
             | Tried to check out the website linked in your profile and
             | it has some very strange redirect behavior that gets
             | flagged by my anti-fishing browser plugins.
        
               | bsenftner wrote:
               | My 3D Avatar Store site closed in 2015. The URL is who
               | knows now. I'll put a notice on my profile I no longer
               | control that link's destination. (The change has been
               | made.)
        
           | joshspankit wrote:
           | This is such a wealth and a great relief. Thank you. I agree
           | with you that realism and "realism" are secondary to all the
           | other parts that make good film/animation, this particular
           | pain point for me is more about when I've been ripped out of
           | immersion during an otherwise great movie.
           | 
           | From the outside it has definitely seemed like either the
           | majority of the industry was unaware of the correlation
           | between muscle and skin, or they just didn't think that doing
           | it accurately was a priority and that has been frustrating to
           | reason through from the outside.
           | 
           | It's too bad that the tech is prohibitive right now, but the
           | system Weta is using removes all my concerns and I can see
           | now that it's just a matter of time.
           | 
           | Possibly even more now, I still think that the future is the
           | kind of "AI assisted kinematic translation" that I talked
           | about above. If we were to fully "capture" the ~600 muscles
           | in the body of a performer, along with fascial layers (to
           | understanding the performer's bodily restrictions), then feed
           | it through a pipeline that can human to human or human to
           | non-human, _then_ do simulations on that character so that it
           | has it's own restrictions and "preferences" (like steadying
           | with gusts of air from wings instead of from waving arms), I
           | think we'd have less workload on he 3D teams, more
           | flexibility in character design, AND a better looking result.
        
         | lancesells wrote:
         | I think the skin is easier at this point since there's so much
         | data on it compared to muscles. I think your solution might be
         | better but I can see why they are focused on skin.
         | 
         | Personally, I think they are a long way from overcoming the
         | uncanny valley in rendering people.
        
       | wiz21c wrote:
       | Strange, the more un-uncanny the more uncanny it feels. For
       | example, the way the eyes are oriented seems a bit off when
       | compared to the posture of the muscles around the eyes: the eyes
       | seems to look in one direction while these muscles seem to look
       | to another. Is it just me ?
        
         | 6nf wrote:
         | I think that means we're still on the far side of the uncanny
         | valley
        
         | amelius wrote:
         | With increased use of fillers/botox/surgery in the cosmetics
         | industry, the real world and the uncanny valley will converge
         | somewhere in the middle.
        
         | usrusr wrote:
         | I agree, just look at the chin of the blue background face at
         | 7:00. They've just dug a deeper valley.
         | 
         | But it works so well for stills that I could imagine it taking
         | over fast fashion catalog shots: the nameless
         | manufacturer/designer back-end provides basic pictures (with a
         | lighting reference ball conveniently in frame), front-end
         | brand/store chain/online shop composes in a cgi face from their
         | brand identity library if they don't feel like keeping the of
         | supplied.
        
         | tdrdt wrote:
         | I once talked to a painter who painted stunning portraits. He
         | said that it took him less than a day to paint the portrait but
         | then days to make the eyes and mouth believable.
        
           | skydhash wrote:
           | I confirmed. Even when doing sketch, the key thing to get
           | right is the eyes.
        
       | onion2k wrote:
       | The examples have a distinct "police mugshot" look to them.
        
         | GekkePrutser wrote:
         | Lol so true
        
       | [deleted]
        
       | wigster wrote:
       | too bad the video doesn't work. is it just me, or taken down?
        
       | ggm wrote:
       | I think static image canny is getting good. "This(x)doesn't
       | exist.com" proves a lot of realism is down the rabbit hole. Those
       | faces are believable.
       | 
       | But I think moving image uncanny Valley is alive and well.
       | Probably I'm setting myself up to be proved wrong.
        
       | toxicFork wrote:
       | Something feels really uncanny with them. Especially the nose.
        
       | protoman3000 wrote:
       | In the sphere of music we observe that autotune impacted the
       | voice of new generations of singers, making them align more
       | towards the fake/uncanny valley, instead of autotune becoming
       | better to get out of the uncanny valley. This effect is
       | hypothesized to come from the abundance of autotuned voice
       | exposure new singers impress and train their ears with starting
       | from early age.
       | 
       | This generates a self feeding loop which on a societal level
       | shifts the location of the uncanny valley. Eventually, to the
       | vast majority of people, old not-autotuned music will sound
       | uncanny or off.
       | 
       | Adam Neely made a interesting episode about this:
       | https://youtu.be/yxX2u8iggYI (around 5:00)
       | 
       | I wonder if we will observe something similar in acting and
       | social interaction, where more and more bad or CGI acting gets
       | corrected by uncanny valley methods, which new generations get on
       | mass exposed with and thus change their own habits and what it
       | means for facial expressions to be uncanny.
       | 
       | There is an argument to be made that due to economic reasons,
       | eventually it will not pay off to invest into reaching 100% out
       | of uncanny valley but rather a "good enough" implementation will
       | gain mass traction and thus change perception of what the uncanny
       | valley is. Old movies will be the uncanny valley.
        
         | 323 wrote:
         | Also Instagram face filters, used to the point that when you
         | meet the person in real life you don't recognize it.
        
         | freemint wrote:
         | > Eventually, to the vast majority of people, old not-autotuned
         | music will sound uncanny or off.
         | 
         | Only if lockdowns continue for like half a generation.
         | Otherwise people will not stop singing in person outside their
         | family group.
         | 
         | A more likely result is that the acceptable range just gets
         | broader. Just as acceptable sexual orientations, etc more
         | inclusive.
        
         | hairofadog wrote:
         | I talked with a friend about a phenomenon I see more often in
         | recent family photos which is a mouth-only smile while the with
         | rest of their face the subject appears to be wishing they were
         | somewhere else, or that they would like the camera-person to
         | tell them whether they have broccoli in their teeth. My friend
         | suggested (correctly, I think) that it's because when we were
         | kids our parents weren't taking our pictures literally hundreds
         | of times per day. It's not just that they're having their
         | pictures taken, but that they're being asked to light up the
         | room with a smile every time, and it's tiring.
         | 
         | However, your comment made me wonder whether that uncanny,
         | dead-eyed smile might become more normal or even something to
         | strive for. I don't really think it'll happen but imagine a
         | group of friends being like, "hey, Suzn, why's your smile so
         | over-the-top all the time in our selfies?"
        
           | bovermyer wrote:
           | I've discovered a weird but related phenomenon.
           | 
           | At some point, I started consciously trying to true-smile
           | (including the eyes, among other things) for all appropriate
           | photos.
           | 
           | After awhile, I realized that it was having a positive effect
           | on my mood. I don't know if there's some study around that,
           | but it appears that the process of trying to genuinely smile
           | _created_ a positive mood, rather than resulting from one.
        
             | prerok wrote:
             | This is a known phenomenon:
             | https://www.sclhealth.org/blog/2019/06/the-real-health-
             | benef...
             | 
             | Though, I do remember reading about a collection of studies
             | that failed to reproduce and this was one of the
             | hypotheses. Perhaps the difference is that you genuinely
             | wanted to smile :)
        
         | ArtWomb wrote:
         | The fake Tom Cruise on TikTok, while not "photo-real" in any
         | sense of the word, seems to overcome any uncanny valley effects
         | through shear force of personality. We don't just observe the
         | face, we react to the spirit behind it. In that case, the
         | effects artist found "Vienna's foremost Tom Cruise
         | impersonator" to provide the mocap. And then painstakingly
         | mapped the face overlay to the emotional cues in musculature.
         | And those seem to be the feature detectors we pick up on,
         | rather than the highest fidelity.
        
           | gfaster wrote:
           | So much of TikTok seems firmly in what might be considered
           | the uncanny valley. Lots of just slightly speed up footage,
           | advanced (but not perfect) tts, and video effects and filters
           | are everywhere. I think we might just be getting better at
           | tuning out the imperfections than anything else.
           | 
           | Something to think about is what would you ten years ago
           | think of that video? Would your brain smooth over the
           | imperfections like you do today, or would it jump out and be
           | nearly unwatchable?
        
         | ericmcer wrote:
         | But in the case of music people to listen to very little live
         | music and a huge amount of recorded music. It is pretty
         | dystopian to imagine a future where we interact with very few
         | real faces and huge amounts of CGI ones.
        
           | probably_wrong wrote:
           | That's not the future, that's already happening. And you
           | don't even need to get into "Hatsune Miku" territory.
           | 
           | I was listening to the radio the day after a local Madonna
           | concert, and plenty of people called to mention how old she
           | looked. Sure, she's in great shape for someone over 60 (hell,
           | she's in better shape than me), but with her music being
           | auto-tuned, her pictures and videos being photoshopped, and
           | her public appearances being heavily orchestrated, the
           | "public" Madonna looks and sounds a lot different than the
           | "real" one. Most people where expecting someone in their
           | early 40s. And she's far from being the only one.
        
         | 999900000999 wrote:
         | At least for hip hop, I'm definitely not seeing this. Maybe
         | some mainstream stuff will heavily use auto tune, but even acts
         | which are mainstream, like Nas have no need for it.
         | 
         | By and large it just depends on what you're in the mood for.
         | Something I love about the internet is how easy it is to find
         | niche music.
        
         | RcouF1uZ4gsC wrote:
         | > I wonder if we will observe something similar in acting and
         | social interaction, where more and more bad or CGI acting gets
         | corrected by uncanny valley methods, which new generations get
         | on mass exposed with and thus change their own habits and what
         | it means for facial expressions to be uncanny.
         | 
         | I don't think this will happen with CGI. For most people, the
         | vast majority of music they consume is pre-recorded. Thus,
         | whatever is common in pre-recorded music becomes their
         | definition of music. However, with regards to faces and
         | expressions, people still interact with real faces and
         | expressions in real life and movies are just a small proportion
         | of the faces and expressions they encounter. Thus real life
         | will still set the baseline standard and won't be able to be
         | shifted like what happened to music.
        
         | kingcharles wrote:
         | It is fascinating to me how much we are influenced by the
         | things we see and hear.
         | 
         | I can practically detect which women I meet are active users of
         | TikTok because they display certain nuances and tics which are
         | fairly specific to women who upload videos to that platform. It
         | doesn't bother me, but it is interesting from an ethnographic
         | POV.
        
           | thaumasiotes wrote:
           | Behavior specific to a cultural group is... the norm
           | everywhere. Group norms are how you learn what you're
           | supposed to do.
           | 
           | There's a famous result showing that Japanese women pitched
           | their voices higher when speaking (native) Japanese than they
           | did when speaking (acquired) English.
        
         | Gravityloss wrote:
         | I think it's had the opposite effect - that people listen to
         | old music a lot more. Even young kids know a lot of eighties
         | music.
         | 
         | New music has something uncanny about it and it's tiring to
         | listen to. I think it's related to how it's mixed (for example
         | guitars have a lot of bass) or how the tempo is quantized too.
        
         | skerit wrote:
         | So people who are actually talented singers will sound _weird_
         | in the future? Now that 's dystopian.
         | 
         | I honestly hear auto-tune pretty quick. It bothers me that
         | other people don't seem to notice it so easily.
        
         | Retric wrote:
         | This has also happened with constant photoshopping of models in
         | advertising and ubiquitous CGI in car commercials. I often get
         | deep uncanny valley reactions from advertising which is
         | extremely off putting, but I can only assume both advertisers
         | and the general public are so used to this stuff they treat it
         | as normal.
         | 
         | Ex:
         | https://i.pinimg.com/originals/8c/6f/73/8c6f73cd70afbdea6a2f...
         | I can't help but see this and think vampires, though that might
         | be intentional.
        
           | ahartmetz wrote:
           | Your example seems interesting, it reminds me of Blade Runner
           | that I recently watched for the first time. The style should
           | be used sparingly and for specific purposes, though - like
           | teal and orange color grading in blockbuster movies isn't (is
           | that getting better recently?).
        
           | Sohcahtoa82 wrote:
           | > constant photoshopping of models
           | 
           | There was one adult site I went on once where the pictures of
           | all the models had their eyes photoshopped to be extremely
           | white. Like, #FFFFFF white. Also, the saturation of the
           | irises was turned way up, not to mention directed straight
           | ahead. It was absolutely _creepy_.
           | 
           | I look at that, and I look at many of the posts to
           | /r/InstagramReality [0], and I have to wonder... _who
           | actually thinks this looks good_?
           | 
           | A minor touch-up is one thing, but so many people filter
           | themselves to look like entirely different people, and they
           | all look the same.
        
         | omnicognate wrote:
         | > Eventually, to the vast majority of people, old not-autotuned
         | music will sound uncanny or off.
         | 
         | Yeesh, what a horrifying thought.
         | 
         | Fortunately, I really don't think that will happen. We are
         | exposed to real voices all the time, and we each have one of
         | our own. The "inaccuracies" that autotune obliterates carry
         | character and meaning, and I think there's already the
         | beginnings of a push back against the homogenised corporate
         | sound even beyond the part of the population that never liked
         | it in the first place.
         | 
         | It has its place but it's an "effect", not an "improvement",
         | and it can't turn a bad singer into a good one. Maybe some sort
         | of neural hybrid audio thing like the article discusses for
         | graphics could, though...
        
         | wantsanagent wrote:
         | Also see: makeup.
        
         | dahart wrote:
         | Not exactly what you're thinking of, but there is a certain way
         | this already happened: 24 FPS movies. Us old timers who grew up
         | watching movies on actual film all think that higher frame
         | rates look like BBC television. Our kids grew up with 60fps
         | games and YouTube and 120fps interpolating TVs don't mind high
         | frame rates and don't think they look weird, but they sometimes
         | notice how choppy and low-tech 24 fps film looks. (Even though
         | I'm partial to film, these days I hate it when there are
         | horizontal pans in 24fps film, they are unwatchable messes.
         | This didn't used to bother me when I was younger.) So it's not
         | exactly uncanny valley, but old movies are now in the not-as-
         | good zone. I guess maybe color film really did the same thing a
         | generation earlier, and now washed out colors are a solid
         | 'retro' indicator.
        
           | gmadsen wrote:
           | not sure I agree with this. films are still shown in 24
           | frames/sec.
           | 
           | the tv interpolation tech is trash and without a doubt makes
           | films look like a cheap set on BBC
        
             | Gigachad wrote:
             | Interpolation is bad. Native 60fps is great. It's kinda
             | hard to describe, but watching 60fps video on YouTube feels
             | like a relief and is very satisfying. It's immediately
             | obvious when the video is 60fps.
        
           | dagmx wrote:
           | To be absolutely fair, if you grew up before optical audio
           | (or in my case grew up seeing a lot of pre-optical audio
           | media), 24 fps is odd. Before 24fps , frame rates differed
           | anywhere down from 12 up to the 40s.
           | 
           | Then there's animation. If you watch a lot of anime (on
           | threes - 8fps minimum) or Western animation (on twos so 12fps
           | minimum), 24 again doesn't hold any magical value.
           | 
           | Personally, I prefer higher frame rates for the one reason
           | that so many inexperienced cinematographers will not account
           | for strobing in 24fps camera movements.
           | 
           | Auto interpolated TV is crap though. I hate it. I can always
           | see the artifacts and the issue is that it messes with the
           | motion.
           | 
           | When I worked in animation, you'd see someone reviewing
           | content and forget to disable motion interpolation. All your
           | movement is soft, because the TV doesn't know what an impact
           | looks like. So any foot step will get smoothed out. It
           | totally ruins the character
        
             | snovv_crash wrote:
             | I wonder if there is a motion interpolation version of
             | something like an edge preserving smoothing filter. In 2D
             | image processing these are used extensively.
        
               | dagmx wrote:
               | Some TVs do a pretty good job of interpolating the actual
               | lines in 2D media.
               | 
               | The issue is almost always down to the motion though.
               | 
               | Imagine a ball bounce. When it hits the ground, the
               | amount of time it stays on the ground and the deformation
               | it makes, is how an animator signals to the viewer what
               | the ball is made off.
               | 
               | With a character who has personality, their walk cycle
               | shows you their personality, and that ground to foot
               | impact is super important.
               | 
               | However with interpolation, even if they preserve the
               | distinct edges well, they'll smooth out that motion. So
               | what was meant to be a hard hit, will suddenly be soft.
               | What was meant to be a big brute, will feel like a
               | balloon.
        
               | snovv_crash wrote:
               | Yes, I understood that. What I was wondering is if the
               | motion interpolation could be designed to 'understand'
               | the sharp edges in the motion profile, much like the 2D
               | smoothing is able to preserve edges even when blurring.
               | 
               | At this point it would probably be easier to do it with
               | some kind of DNN motion interpolation...
        
             | dahart wrote:
             | I usually have to turn off interpolation too, I also hate
             | it, but whenever I do I end up cringing at the horizontal
             | pans. :P Interpolation does wonderfully good things to
             | horizontal pans, but terrible things to action sequences. A
             | difficult tradeoff.
             | 
             | > Then there's animation.
             | 
             | Random side note, but I never appreciated how well
             | animators leverage variable frame rates, mixing ones, twos,
             | and threes, until I watched an ex-Disney animator hand-
             | animate a sequence in person. The pauses on threes and
             | flashes of fast motion on ones adds a lot of character that
             | I never really noticed when just watching cartoons as a
             | kid. And yes, interpolation smooshes this into a muddy
             | mess.
        
           | vikingerik wrote:
           | Another area where the same thing has happened is MP3 audio
           | compression.
           | 
           | I saw an article a while ago about a college media professor,
           | who surveyed students each year, asking them to compare the
           | perceived sound quality of lossless audio as compared to MP3
           | compression. Each year, the students' preference slanted more
           | towards the MP3 -- every progressively younger set of
           | students had grown up with the compression artifacts sooner
           | in their lives and just heard it as being normal.
        
             | Gravityloss wrote:
             | While visiting some relatives, their kids were watching an
             | animated TV show on Apple TV. It was skipping and jumping
             | around every few minutes, so the plot was impossible to
             | follow. The kids didn't seem to mind.
             | 
             | Maybe our future is all just glitch. People become
             | oblivious to past things like color correction, smooth
             | motion, aspect ratios, continuity, conversation, acting,
             | plot, what you have...
        
           | mikepurvis wrote:
           | This is an interesting point, because we didn't get this at
           | all with resolution-- most of the 20th century film catalogue
           | was high definition from the get-go and happily got re-
           | scanned and re-sold as VHS, then DVD, then Blu-Ray, and now
           | as 4K and 8K digital content.
           | 
           | But framerate is different, and there will probably be a
           | debate like there was with colorizing ("Tell Ted Turner to
           | keep his crayons away from my movie!") around whether it's
           | appropriate or desirable to interpolate legacy media up to
           | modern framerates.
        
           | charcircuit wrote:
           | As a young person it blows my mind that people still make
           | content at 24 fps when 24 doesn't every divide 60.
        
             | dagmx wrote:
             | 24 is the right balance for a lot of things. Primarily
             | 
             | - cost (everything gets more expensive the higher you go
             | e.g CG, grading etc..)
             | 
             | - lighting gets harder at higher frame rates since you have
             | to be shoveling a lot more light in scenarios where you
             | need to be close to open shutter
             | 
             | - style, because so many people are used to 24
             | 
             | Also everyone in the industry is used to 3:2 pulldowns and
             | the like to work with indivisible ratios.
        
               | charcircuit wrote:
               | >Also everyone in the industry is used to 3:2 pulldowns
               | and the like to work with indivisible ratios.
               | 
               | Maybe the industry in used to it, but for me it just
               | makes it more of a choppy mess.
        
             | dahart wrote:
             | Why 60 specifically? (I'm aware of some good reasons, of
             | course, but always good to examine the assumptions and
             | question the goal. Europe was at 50, we have some US movies
             | at 48, TVs and some games are now going to 120. Should 60
             | really be the goal?)
             | 
             | One reason 24 is still here is that there's been a lot of
             | howling and complaining whenever people try to use high
             | frame rates on movies. A lot of people didn't like the
             | 48fps Hobbit movies because of the high frame rate (and
             | surely not because of the many boring orc battles). It
             | doesn't help that the "experts" with strong/loud opinions
             | tend to be older people who prefer the old low FPS style.
             | 
             | But, quietly and surely, things are trending in the higher
             | frame rate direction. As the young people become accustomed
             | to it with online video and TVs that interpolate by
             | default, and the old people who prefer 24fps become the
             | relative minority of the market, the standard will swing.
        
         | yowlingcat wrote:
         | > I wonder if we will observe something similar in acting and
         | social interaction, where more and more bad or CGI acting gets
         | corrected by uncanny valley methods, which new generations get
         | on mass exposed with and thus change their own habits and what
         | it means for facial expressions to be uncanny.
         | 
         | I like this comment and have had similar conversations with
         | friends lately -- to your point, it looks like this phenomenon
         | is already happening on TikTok where body language is
         | modulating to emulate uncanny valley CGI.
        
         | parenthesis wrote:
         | For the first time in my life, this year I have been listening
         | to a lot of music with autotune all over the vocals (K-pop).
         | 
         | Now when I listen to songs with non-autotuned vocals, even very
         | small pitch variations _really_ jump out for me in a really
         | wonderful way. What 's interesting is (assuming it's music I
         | like) I have that wonderful reaction regardless of whether the
         | singer is using pitch variations in a very precise expressive
         | way, or whether, to the contrary, they just don't have good
         | control of pitch.
         | 
         | But I do really enjoy both. There's a Rick Beato video where he
         | complains about the harmony vocals in Lenny Kravitz' _Fly Away_
         | being autotuned - but I love that sound, it 's great!
         | 
         | The precise bluesy inflections in Labelle's _Lady Marmalade_ ,
         | versus the autotuned perfection of Shinee's _Lucifer_ (a song
         | which reminds me of the former), versus the wonderfully out-of-
         | tune vocal performance on Motley Crue 's _Live Wire_ --- it 's
         | all great.
         | 
         | I would just worry about future singers growing up _only_
         | listening to and copying and internalising the sound of
         | autotuned vocals. But is that going to be the case, with such
         | easy access to music from all eras?
        
         | dec0dedab0de wrote:
         | I don't think anyone thinks autotune sounds normal, especially
         | when used heavily. They just think it sounds good. Sounding
         | like a natural human is not a requirement, or even a goal for
         | most music. Just as guitar players have been using a myriad of
         | effects pedals for decades, some of which create sounds barely
         | recognizable as guitar. Which reminds me of the MXR talk box
         | which combines vocals and guitar, perhaps most famously used by
         | Peter Frampton and Bon Jovi.
         | 
         | This also reminded me of an older musician I knew that lamented
         | all use of amplification in music. He thought that if the
         | musicians were not moving the air themselves with their own
         | bodies or instruments, then they were giving up some level of
         | purity. I can understand that perspective, and to me overusing
         | auto tune has the same problem, but I don't think the uncanny
         | valley applies here.
        
           | thaumasiotes wrote:
           | > Sounding like a natural human is not a requirement, or even
           | a goal for most music.
           | 
           | You should hear what Chinese operatic singing sounds like.
        
           | smrtinsert wrote:
           | Emma Watson in Beauty in the Beast doesn't sound less uncanny
           | to me even after years of liking autotune in music.
        
           | charcircuit wrote:
           | I think it sounds normal provided the singer is already close
           | to the correct pitch. The only difference I hear is that now
           | the singing sounds better.
        
             | bckr wrote:
             | There are at least two uses for autotune:
             | 
             | 1) making a voice sound artificial, like that Cher song[]
             | 
             | 2) Making a voice sound correct.
             | 
             | The GP is talking about 1,while you're talking about 2.
             | 
             | [] https://youtu.be/nZXRV4MezEw
        
               | dec0dedab0de wrote:
               | I guess I was talking about both. My real point is that
               | humans are much more forgiving about music than we are
               | about human faces, so the whole idea of the uncanny
               | valley doesn't really apply. Though as I say that I think
               | it may apply if autotune were used on the speaking voices
               | in a film or tv show.
        
               | charcircuit wrote:
               | I'm not so sure. Heavily can either mean that they had to
               | correct the pitch from a long distance or it could mean
               | that a lot of the song had to be pitch corrected.
        
       | Intermernet wrote:
       | Note to people making videos like this. PLEASE pay some attention
       | to audio recording and mouth noise. I had so much trouble paying
       | attention to the subject matter due to the terrible recording of
       | the voiceover. It sounds like a chocolate ad for squids. I'm very
       | sensitive to this as I've done a lot of voice recording work, but
       | this is an extreme example if what not to do. A combination of a
       | simple pop shield, some post-proc eq and muting, and drinking a
       | glass of water before recording would have mostly eliminated the
       | problems.
       | 
       | I know this is off-topic, but this is arguably as important as
       | getting the visuals right.
        
         | stevage wrote:
         | Yeah I started to notice it after a minute then found it super
         | distracting.
         | 
         | Another easy solution is simply to stand further back from the
         | mike and talk louder, putting the gain down.
        
         | mnw21cam wrote:
         | Last presentation I recorded for a conference, I just started
         | the voice recorder on my phone and held it near my mouth. The
         | sound quality was very surprisingly good. I could do that
         | because I wasn't also videoing myself, so I didn't have to
         | synchronise them up afterwards. Anything is better than the
         | microphone built into the average laptop.
        
           | skydhash wrote:
           | Bought a $35 usb condenser mic for online meeting. It is good
           | even for recording songs (Tested by a friend of mine). It's
           | better to not be seen clearly than not being understood due
           | to poor microphone (Although I did get a better webcam).
        
         | zestyping wrote:
         | I found this very distracting as well. "Chocolate ad for
         | squids" is a hilarious description -- it totally cracked me up
         | and made my day!
        
         | RicoElectrico wrote:
         | People often argue that bad video with good audio is much more
         | palatable than good video with bad audio.
        
           | klondike_klive wrote:
           | You can close your eyes but not your ears.
        
           | Gymkana wrote:
           | I used to work for our state broadcaster. It was well known
           | within the industry that if audio channels went down, or were
           | wrong you'd get more complaints than if video quality
           | dropped.
        
           | micromacrofoot wrote:
           | As a species we communicate primarily via sound, typically
           | visual cues are secondary.
        
       | chillage wrote:
       | Original video link in the article doesn't seem to be working.
       | 
       | This looks like a reupload of the same video, so far as I can
       | guess https://www.youtube.com/watch?v=TwpLqTmvqVk
        
         | smrtinsert wrote:
         | Thanks! What still triggers it the uncanny aspect for me is
         | that these faces are all way too symmetrical. Even the most
         | attractive actors have more left-right variation. There's no
         | doubt the light diffusion on the skin is looking way better in
         | these though.
        
       | OscarCunningham wrote:
       | I wonder if in the future a new face will be created for every
       | character in film or TV. New generations will think it strange
       | that we had characters in different shows looking exactly the
       | same because they were played by the same actor. And they'll
       | never have to kill off a character because the actor quit.
        
         | gambiting wrote:
         | I think it will be the opposite, like in the movie "Congress" -
         | where a popular actress sells the rights to her likeness, voice
         | and behaviour to a movie studio, she gets fully scanned and
         | then they proceed to make movies with "her" in it using CGI. I
         | think people like seeing specific actors, after all that's why
         | celebrities are a thing.
        
           | bogwog wrote:
           | AI would need to learn acting before it replaces human
           | performers, but I think having a unique face for characters
           | played by the same actor would be interesting.
           | 
           | We kind of see that today with voice actors for animated
           | characters. Audiences still recognize the person behind the
           | character by the voice and manner of speaking, but a
           | different "face" doesn't diminish the experience. If
           | anything, it enhances it.
        
           | joshspankit wrote:
           | I feel like both will happen.
           | 
           | I can even easily imagine a world where generated actors are
           | the norm, and there are a handful of celebrities who bring
           | enough of a crowd to license their likeness (and emotional
           | characteristics) to big movies that people flock to see.
        
         | bryanrasmussen wrote:
         | >I wonder if in the future a new face will be created for every
         | character in film or TV. New generations will think it strange
         | that we had characters in different shows looking exactly the
         | same because they were played by the same actor
         | 
         | so, in the future media universe there would be no
         | doppelgangers? Seems unnatural.
        
         | londons_explore wrote:
         | When compute becomes cheap, they may do that for every viewer
         | of every show.
         | 
         | For example, game of thrones might have it's whole cast
         | replaced with people like locals from your hometown. None of
         | them will be using the same brand of car as you - they'll all
         | use whichever brand wants your custom most.
        
           | lordnacho wrote:
           | The story itself will be made to suit you as well. They
           | already do this with the news, so why not with fantasy
           | universes?
           | 
           | If you're the cynical type who things large orgs are all
           | messed up, you get a story where the protagonist looks like
           | you and gets stuck in the same BS that you got stuck in.
        
           | bsenftner wrote:
           | I did a startup for this specific purpose. I wrote an
           | acquired a global patent on automated actor replacement in
           | filmed media, which included replacing actors, set pieces,
           | backgrounds, audio elements, and pretty much anything that
           | could be modified with personally relevant replacements. I
           | wrote the patent in 2004, and with great personal expense it
           | was global by 2008. My team was the VFX Academy Award winning
           | team behind the film "Babe" (the talking pig), and our system
           | worked. But we launch in 2008, right as the financial crisis
           | hit, nobody believed our demonstrations of inserting their
           | own people into video right before their eyes, but they
           | wanted to pursue pornography. I refused to pursue
           | phonography. Three times I managed to put together angel
           | investment teams only to have them group-wide choose to
           | pursue porn. I was not going to be "that guy" who ends up
           | hated by every female alive, after a public fantasy sex site
           | allowing anyone to Deep-Porn-Fake anyone they want goes
           | public. So, anyway, I spent far too long pursuing the idea,
           | went personally bankrupt, and switched to working in facial
           | recognition. At least there nobody wants to do porn.
        
             | londons_explore wrote:
             | Ooh... So it expires in 2024? Thats when all this will
             | start!
        
               | bsenftner wrote:
               | Due to filing the preliminary early, the expiration was
               | 2017. Interesting about that date: the day after the
               | patent expired Facebook announced their AR kit/library.
               | https://patents.justia.com/assignee/flixor-inc
        
           | Lio wrote:
           | ...I guess pushing that idea further, they could also replace
           | all the product placement after a few years. For a quality
           | show like The Sopranos, where people are still rewatching it
           | and new generations discovering it that could be a good new
           | source of revenue.
           | 
           | Change all the vintage Fords to similar vintage GMs. Change
           | Coke to Pepsi.
           | 
           | The novelty of this happening the first time would probably
           | get people watching by itself.
        
             | glandium wrote:
             | I remember seeing promotion for a system that places
             | localized ads in real time in sports broadcast. Isn't that
             | or something like it used nowadays?
        
               | dwighttk wrote:
               | Yeah nhl is using the ice to show cg ads the localization
               | I noticed was a wataburgur ad on the ice in MN during a
               | Dallas Stars game, but I was in NC so the localization
               | wasn't tailored to my location, just to average stars fan
               | location.
        
               | londons_explore wrote:
               | Most football on live TV has ads superimposed onto the
               | locations in the stadium where ads would normally appear,
               | so that people in different countries/regions can see
               | different ads.
        
               | FractalParadigm wrote:
               | I noticed this in MLB as well. Having been to the Rogers
               | Centre/SkyDome _many_ times in my life, it 's really
               | jarring to see them throw ads in places they've never
               | been.
               | 
               | Add to that the inconsistencies, and it's just a weird
               | experience. One moment the black-cloth-covered-out camera
               | section of the stadium is just that, the camera pans
               | slightly and all of a sudden a large part of the 200
               | section is an ad for _insert advertiser here._ Other
               | times you 'll see what looks like on-deck circles but
               | their location, size, and content seem to change every
               | time that section of field is on-screen.
        
               | londons_explore wrote:
               | Thats just badly done... The good ones use very accurate
               | angle sensors in the camera mountings so the ads are
               | always placed correctly, even when partially offscreen.
        
         | parenthesis wrote:
         | There are a lot of long-running TV shows where the same guest
         | actor appears in more than one episode playing different
         | characters. _Murder, She Wrote_ is a good example of this.
         | "Now, where have I seen that actor before? ... Oh, in a
         | previous episode of this same show." Seeing through the
         | illusion often enhances my enjoyment, actually.
        
           | mbg721 wrote:
           | That seems to be a feature in mystery shows; Columbo did the
           | same thing. Some actors played three or four different
           | murderers, but also more out of the spotlight, there were
           | recurring bit-players.
        
             | joshspankit wrote:
             | There are also a bunch in Star Trek, and even a few that
             | hardcore fans miss!
        
               | parenthesis wrote:
               | Of course, in Star Trek different make-up can make it
               | harder to spot. For example, James Sloyan (
               | https://memory-alpha.fandom.com/wiki/James_Sloyan ), who
               | also appears in multiple _Murder, She Wrote_ episodes,
               | both as different characters and as the same recurring
               | character!
        
               | thaumasiotes wrote:
               | There's one particularly galling one:
               | 
               | Marc Alaimo has a major role as the primary villain of
               | _Deep Space Nine_ , Gul Dukat, appearing in 20% of the
               | episodes.
               | 
               | He also appears in various capacities as random single-
               | episode characters in _The Next Generation_. This is
               | mostly fine. But one of those random characters _is a
               | Cardassian Gul_. (Gul Macet.) This takes place before DS9
               | starts airing. But it 's incredibly jarring if you've
               | already seen DS9.
        
             | parenthesis wrote:
             | Robert Culp always seems to play the murderer in Columbo.
        
               | mbg721 wrote:
               | Him, Jack Cassidy, and Patrick McGoohan.
        
             | bazzargh wrote:
             | Nero Wolfe made a feature of that, using a repertory cast
             | for all the roles except the leads
             | https://en.wikipedia.org/wiki/Nero_Wolfe_(2001_TV_series)
        
         | toxik wrote:
         | That would be too bad IMO, even with animated comics like
         | Archer, I really enjoy this kind voice cameos and just
         | recognizing voices from other VO work or even reality - e.g.
         | the characters Malory Archer and Len Trexler.
        
       | ricardobayes wrote:
       | All this work and probably going to bastardized by Big Facial
       | Recognition. I would argue we don't need better facial
       | recognition, it has no legit use cases. We are one freak deepfake
       | incident away from this idea being mainstream.
        
       | Jeff_Brown wrote:
       | Why do some of the meshes seem to have extra skin outside of the
       | face, to the sides of the jaw?
        
       | ridewinter wrote:
       | How far away are we from rendering realistic humans in real-time?
        
       | [deleted]
        
       | anshumankmr wrote:
       | At the 3:37 mark in the video on their channel, the last face for
       | the older man looks creepy.
       | 
       | https://youtu.be/k-RKSGbWLng?t=217
       | 
       | He is the third person from the top. Are we sure that is the
       | expression he made?
        
         | ben_w wrote:
         | That video has now been removed, but it looks like they
         | replaced it with this: https://youtu.be/TwpLqTmvqVk
        
           | anshumankmr wrote:
           | That was quick. I was just watching it when I wrote the
           | comment.
        
       | londons_explore wrote:
       | This seems like only the first step of many to make something
       | usable in a film... Like what about handling side views of faces?
       | How do you remove the background and blend it into the actual
       | scene? What when the character walks through a shadow and if
       | falls unevenly over part of the face? How about characters
       | interacting (kissing etc)? What about actions like 'putting on
       | lipstick'?
        
       | Errancer wrote:
       | Slightly off topic but there is an interesting argument to be
       | made against the existence of 'Uncanny Valley' -
       | https://youtu.be/LKJBND_IRdI.
        
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