Contour Reality Capture Crosses Uncanny Valley
Online video site WOA.TV (The Woman Of Action Network) will be using Contour to research how women land during basketball. We will be doing Contour Capture to show the difference between mens and womens method of landing to study the deformation of muscles. Women have a lower center of gravity, so they are going to do something differently than men.
Usually when you capture a surface, you want to see where points on a surface track from frame to frame. With a marker-based system, each attached marker is a vertex, or you might use a grease pencil to add spots to the face. Weeks later the animation team gets the information. Hopefully, its complete, but often its not, or they realize the tracked points are in the wrong locations. Contour developed Retrospective Vertex Tracking. With Contour, the animation team has a tool that allows them to specify where on the surface they want points tracked. Move that point, and it recalculates the point location. Its done in retrospect, after capture, so even if the data is used years later, the points can be moved around and the performance reused. The possibilities have lots of potential. Imagine Marlon Brando in Superman, returning as a complete character, including close-ups, in all the films to come.
Contour can capture hands, and what the hands are doing. Capturing a grip is very difficult in MoCap Perlman explains. If a performer grabs a mug, for example, the hard surface causes her hand to flex outward. When you see this motion, it acts as a subtle clue to your brain as to how stiff the object is she is grabbing. These are some of the cues that the Contour system successfully provides.

A Few Frontiers Additional cameras give a better view of the subject, and are preferable for captures in situations such as costumes with folds of cloth. But a capture of half a face can be managed with as few as two cameras, limited to half because the nose gets in the way. The rig at the SIGGRAPH 2006 exhibition had 41 cameras and the demos on the website use 44. Currently, two cameras feed into each computer, using FireWire ports. Contour is moving to gigabit Ethernet cameras that will plug into a switch. Its expected to reduce the ratio, with more cameras per computer. Contour is extremely computationally intensive. Our first prototype took a week to reconstruct one frame, but after extensive software and hardware optimizations now one can be done in a few seconds.
The textures captured during the scan are currently only for reference. There is one camera in front and one on each side. There have been requests for maps such as albedo (straight image data with no lighting or shadows) and specular maps. Contour is looking into those possibilities now. States Perlman, Its great to work with people because its their requests that drive the system forward.
Currently, there are still a few limitations. It is an optical system, so obscured areas wont be seen, and some parts of the hand at times will be missing. Contour partners have been working on solutions over the last year. Wet surfaces such as the eyes and mouth interior cant hold makeup. Perlman is currently experimenting with plastic teeth molds imbedded with phosphor to increase feedback. The teeth themselves dont move, but they do move relative to the bottom jaw, and the lips move over the teeth. Adding the molds gives a nice reference for the skull and jaw movement and the interaction with the lips. Loose strands of hair are difficult to capture, and for large volumes more cameras are needed.
A New Landscape The companies that are considering Movas Contour are still under wraps. What Contour does for games is give them film-like reality, Perlman suggests. Other clients in the near future might include commercials that require a short turnaround time.
So far Mova is only selling the service, but may eventually begin to sell the hardware. Pricing will be offered in the third quarter of this year. The Contour system is less expensive than a marker based setup, since it doesnt require special cameras, and the computers are off the shelf. It does, however, have very sophisticated software, capturing voxels instead of pixels. Perlman adds, As we evolve the technology, a low-res Contour capture will be able to be viewed in realtime. We are working to get to a complete real-time volumetric cinematography.
This would give a director the same control as a conventional camera. The Uncanny Valley has finally been crossed, with the speed of phosphorescent light.
For more information on Movas Contour, see www.mova.com.
Renee Dunlop has worked in film, games and multimedia since 1993. She currently works at Sony Pictures in Culver City, California, and freelances as a Maya lighting digital artist and as a writer for several trade publications.
Movas Contour has stirred up quite a bit of interest in the industry. Where realistic digital characters have traditionally been reserved for long distance action scenes, close up conversations are now feasible. Films currently use digital directing, where the shoot is completed in two to three months and all the rest is post, requiring a hefty budget, making these films very high risk. Using Contours method could streamline the process substantially. The industry is recognizing the potential. Softimages Face Robots 1.5 will include a special import option for Contour. Its compatible with Autodesks Maya, MotionBuilder and 3ds Max, as well as all Vicon software. And Contour is just the beginning of technologies being developed at Mova behind closed doors.
























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