A graphics breakthrough makes perfect CGI skin.

We've come along way...
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Considering the year, I actually find this more impressive.

It's crazy to think this was possible in the 70s.
 
That's really impressive. What's also very impressive is the hair looks really good which seems to still be somewhat of a struggle for video games in general.
 
There's just a tad too much shine on here skin; not that it in any way makes it look less real though. She just looks sweaty there and I don't think that's what they're going for, unless it's easier to demonstrate that way?

Either way, stunning. Now all we need is a good 3D printer and a Black and Decker drill ...
 
Pretty impressive stuff, especially that closeup of the woman, thought it was real for a second.


Arnie's looking better and better in CG as years go by, but they still have a ways to go. Found these remastered bluray snaps for comparison.


Still, looking pretty good though, I can't really wrap my head around how fast we're getting more and more realistic digital actors.
 
Am I the only one who finds the title somewhat alarmist? I'm not denying the tech isn't making progress but it does not look perfect or real to me.

I was even discussing to myself today the idea of when will photorealistic humans become possible and I think we're still years awaaaay.

CG to me has yet to even touch the "almost real" mannequins in stop motion films.

OEDazq4.jpg

Nope, I also didn't think it looked perfect at all, there are 43 muscles in the face and they do all sorts of involuntary microexpression/flexing that is still lacking in these cgi faces.
And as much as we keep increasing detail, we are still majorly behind on lighting; until lighting gets perfected, skin won't be either.

Looks good though.
 
Here's a quick break down of CGI Arnold in the latest Terminator film.

https://www.youtube.com/watch?v=DKlbaU_uWpI
Sexy AF.

Imagine a Heavy Rain 2 with this amount of visual fidelity. It would be unbelievably stunning!
I'm expecting it, if not for QD's first game, then their second.

This doesn't have anything to do with games specifically. I think its possibly too expensive at the moment for offline calculations.
If it's 'just' blurring/sharpening the pore texture local to the region that's stretching or compressing I'd have thought it wouldn't be too different to something like the water flow in Portal 2.

http://www.valvesoftware.com/publications/2010/siggraph2010_vlachos_waterflow.pdf
 
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Thats cool, but usually though don't they try to rub out those details with cg now a days? Its pretty amazing tech though. They still need to improve hair and eyes.
 
I don't really see much of a difference between static and dynamic "microgeometry" to be honest. It's an incredibly subtle effect.
 
Looks good but gizmodo is overselling it here. Its more of an iteration on current techniques than a major breakthrough.
 
Games like Batman, Order and Battlefront are already making me go crazy on how good they look, and the best of the best is still coming: Uc4.

Now i cant even imagine Next Gen already, with all the tech devs will have in 2021 it will be insane.

That looks impressive!
 
Am I the only one who finds the title somewhat alarmist? I'm not denying the tech isn't making progress but it does not look perfect or real to me.

I was even discussing to myself today the idea of when will photorealistic humans become possible and I think we're still years awaaaay.

CG to me has yet to even touch the "almost real" mannequins in stop motion films.

OEDazq4.jpg

Do you think real was the goal here?
 
he still looks fake.

and i have NO idea what was giving it away.
but i didn't buy it for a single second when i was watching the movie

Lighting, speculars/normals visibility, microflexing, hair simulation. None of these are up to snuff to actually fool you.
 
So would any other game. Maybe even one without laughable writing.
Many games wouldnt benefit much from this. It would certainly be huge for games with a lot of face close-ups however. Wouldnt surprise me if Naughty Dog and QD would be the first to take a shot at this in the distant future.
 
The cinematic nature of some games have put real-time faces about a gen and a half ahead of everything else in the AAA space, so I see this so small in scale feature actually being used before cloth physics or any liquid simulations we see so often in demos.

Definitely. Although with faces going that far ahead and everything else staying relatively static the characters will start to look really out of place, like real actors superimposed over a fake set.

One other thing, I don't see how this couldn't run on current gen, although not in a full on gaming environment, but as a tech demo at least. Imagine this in Morpheus/Oculus with a character right in front of you. Would be creepy/awesome.
 
That was really cool. Great for movies and CGI cut scenes at least. A bit overkill for gameplay. Never really that close to a face. Unless you are playing Dentist Simulator 2015 or something.
I think this kind of tech will become way more important if VR gains any kind of market penetration...
 
Do you think real was the goal here?

Are you referring to Paranorman?

The studio did specifically design them to be more photorealistic than your average doll. They replicated the same translucency found in humans to give a subsurface scattering effect on the dolls.

Paranorman
ohD3J6e.png

GMD6zzg.png


Real Human
Mt6pamU.jpg
 
Are you referring to Paranorman?

The studio did specifically design them to be more photorealistic than your average doll. They replicated the same translucency found in humans to give a subsurface scattering effect on the dolls.

Paranorman
ohD3J6e.png

GMD6zzg.png


Real Human
Mt6pamU.jpg

Giving them a more photorealistic properties doesn't mean they were aiming for their characters to look like or replicate real humans. You're off the deep end with this one lol.
 
And I keep thinking how far graphics have come since owning my nes as a kid.

Damn, feel a little creeped out at the side smile gif. Shits gettin real.
 
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