Raising the Bar with L.A. Noire

Find out how Depth Analysis' MotionScan was used on the hottest new video game.
Posted In | Magazines: VFXWorld | Site Categories: CG, Games

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You get more believable acting on a console, giving you the ability to read witnesses and solve crimes.

BD: What was involved and what tools did you use?

OB: In short, we wrote our software on linux using C++ and programming scripts such as python. We built the system from scratch using off-the-shelf hardware (cameras, servers, etc) and tweaked settings to maximise throughput for the massive amount of data we have. As Depth Analysis is a startup company with limited resources, we developed our tools in house and tweaked processing pipeline to match our data structure and time needed to generate data. As we're limited by the processing power on consoles, we had to tweak data compression such that it's small enough to fit on optical discs, but not resource crazy enough to prevent smooth rendering of multiple characters.

BD: What's next?

OB: For Depth Analysis, we are partnering with new games and film studios for our next project, as well as developing full body scan as our next milestone. So stay tuned.

Bill Desowitz is senior editor of AWN & VFXWorld.







Comments


It’s about time smoenoe wrote about this.

Lyzbeth (not verified) | Thu, 07/14/2011 - 21:47 | Permalink

What an asewmoe way to explain this—now I know everything!

Sherlyn (not verified) | Wed, 07/06/2011 - 05:07 | Permalink

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