Look at these incredibly realistic artificial humans from the Unreal game engine

Originally published at: Look at these incredibly realistic artificial humans from the Unreal game engine | Boing Boing

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The thing about the Uncanny Valley is that the grade’s slopped on one side and a veritable cliff on the other. The closer you get to a realistic simulacrum, the more unnerving it gets, until it converges and real people TM can’t tell something is off. Unreal Engine 5 is getting pretty damn close and therefore pretty damn disconcerting, but it’s not quite there.

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For me it’s still the eyes, but the mouths are more obvious.

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tenor

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Maybe technology is finally catching up to the fine art of police suspect sketches:

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Why is Phill Collins in that photo? Asking for friend…

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I can imagine the day when these metahumans are included in the software running the AGI of the physical android caregivers that are looking after the catatonic or paralyzed individuals who will be able to live out a virtual social existence because of it.

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Again, wrinkles don’t work like that. Do none of these designers see old people? Oh right, I forgot – the old are invisible to the young.

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I’ve been trying to figure out what it is about the movement of hyper-realistic faces that isn’t up to snuff. Looking at face capture results, it seemed like facial movements were being reduced (mouths and eyes never fully opening, etc.), but I’m realizing it’s actually (and/or also) because it loses too much of the subtle movements. The faces lack all the virtual muscles/points of deformation that allows them the same expressiveness as real faces. So every once and a while, an expression that doesn’t use a lot of muscles is accurately captured, but mostly not. Because we’re hyper-attuned to those subtle expressions, it’s totally off.

If this is all that’s going on, this indicates to me that it’s a solvable problem, and probably will be solved before long. Just need facial rigs with more points of control and improved interfaces to deal with the added complexity.

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It makes it easier for us to steal from them.

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For those who have not had the pleasure:

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Regardless of your sensitivity to the “Uncanny Valley” (I can tell it’s fake, but I’m not creeped out), I think it’s great that this level of realism can be achieved in real time. If anything, this will be great for previz of more detailed renders. And I’m sure it will be amazing for things that aren’t supposed to look human.

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To be clear, Unreal is notable for achieving this in real time (it’s all old hat in graphics rendering) and the credit goes as much to the horsepower in modern GPUs as to the software.

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this just reminds me how Oats Studios hasn’t released anything for a while

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If I have learned one thing from the Internet…

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I never metahuman I didn’t like!

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Mmm… Is it weird that my first reaction is to want this to be used on Monster Factory?

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Evidently he knows what we did…

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Yes, because a photo-realistic Monster Factory would be terrifying no matter how many goofs those good good boys spin around it

So it was MetaHuman Creator that was used to create Melania Trump, huh?