Digital Replicas May Change Face of Films

By NICK WINGFIELD
Wall Street Journal

July 31, 2006; Page B1

http://online.wsj.com/article/SB115430654184321852.html?mod=hps_us_inside_today


Steve Perlman became famous in Silicon Valley for pushing the boundaries of 
technology and entertainment. Now he is trying to change the face -- 
literally -- of characters in movies and videogames.

The veteran entrepreneur, best known for selling a pioneering set-top box 
company called WebTV Networks Inc. to Microsoft Corp. almost a decade ago, 
has devised technology that he says can create digital reproductions of the 
human body that are as accurate as photographs. If it works as planned, Mr. 
Perlman's system could open up a host of creative possibilities.

Game makers could use the system, called Contour, to create very realistic 
animated characters in videogames with fully controllable movements and 
facial expressions. Film makers could use the technology as a kind of 
digital makeup, changing an actor's looks or words or switch camera angles 
without costly retakes. The technology can even substitute one actor's face 
for another's and create exact replicas of long-dead historical figures. In 
a biopic such as "Walk the Line," for example, film makers could use 
Contour to alter Joaquin Phoenix's face to look exactly like Johnny Cash's 
while still capturing all the nuances of Mr. Phoenix's movements.

"The promise of it is amazing," says David Fincher, the director behind 
movies like "Fight Club," "Se7en" and the forthcoming "Zodiac."

Mr. Fincher is considering using Contour to create effects for his next 
movie, "The Curious Case of Benjamin Button." The live-action film is about 
a character, played by Brad Pitt, who ages in reverse.

In theory, a film maker could use the Contour system to insert a digital 
replica of, say, Tom Cruise into a movie without Mr. Cruise's involvement, 
though an actor who roughly resembled Mr. Cruise would still be needed. 
Copyright laws will likely discourage many uses of an actor's likeness 
without their permission, Mr. Perlman says, though replicas of some public 
figures -- a famous politician in a parody, for instance -- might be 
acceptable.

Up to now, because of the difficulties of creating lifelike people, 
animation houses such as Walt Disney Co.'s Pixar have tended to build 
stories around objects such as toys or cars, or created exaggerated, 
comic-book renditions of humans.

More recently, movies such as "Polar Express" and the current "Monster 
House," have used a process called motion-capture to add realistic movement 
to digitally animated humans. Actors are typically asked to wear special 
suits equipped with sensors that record their motions. The process is also 
used to build characters in videogames.

But motion-capture doesn't typically create characters that look realistic, 
because it doesn't gather enough data to create a precise digital model. 
The biggest shortcoming has been the lack of an accurate rendering of the 
human face, with all of its muscles, wrinkles and seemingly infinite 
expressions.

Some companies are trying to push the capabilities of more traditional 
motion-capture to achieve greater fidelity -- for instance, game publisher 
Electronic Arts Inc. is using a technique it calls "universal capture" to 
create a more realistic Tiger Woods for a forthcoming golf game.

Mr. Perlman knows the limitations well because one of several companies he 
owns, Mova, has done motion-capture services for projects like "Polar 
Express" and "The Godfather" game. He has been putting his ample financial 
resources -- Microsoft paid more than $500 million for WebTV, he says -- 
into trying to solve the problem.

Contour combines some surprisingly mundane ingredients and sophisticated 
software. First, an actor's face is coated in ordinary phosphorescent 
makeup like that worn by children at Halloween. The actors then conduct 
their performance in a studio surrounded by fluorescent lights and digital 
cameras.

The system turns the lights on and off at speeds so fast that the studio 
appears lit. But during those brief interludes of darkness, the actor's 
face glows brightly. The cameras that surround the actor snap digital 
images of the glowing face -- and body, if the actor's clothing is coated 
in a phosphorescent dye -- producing a ghoulish green three-dimensional 
computer image of the face.

After artists digitally insert a few important details into a face, 
including eyeballs, hair and natural-skin color, the striking facial 
details captured during the acting session become clear: flaring nostrils, 
furrowing brows and other subtle expressions make the digital face seem 
like the real thing. For creators of entertainment, detailed faces are 
crucial for creating believable characters.

"There's something about that thing that's so unique and is so important 
for movies and games," says John Riccitiello, a partner at investment firm 
Elevation Partners and the chief executive of game developer 
BioWare/Pandemic Studios. Mr. Riccitiello says BioWare/Pandemic is 
evaluating using Contour, the results of which he calls "stunning."

Many efforts to create realistic human replicas get tripped up by a 
phenomenon that some game and film makers call the "uncanny valley," a 
theory put forth more than three decades ago by a Japanese robotics expert. 
Viewers, the theory goes, are forgiving of visual flaws in human characters 
in games and films the more unreal they look, while they are repelled when, 
say, the eyes or smile of a more realistic-looking human don't look quite 
right. Mr. Perlman believes Contour will help film and game makers with the 
problem.

"For the first time they have a technique that can cross the uncanny 
valley," Mr. Perlman says.

Film makers could also use Contour to set back the clock on an actor's age, 
Mr. Perlman says, giving audiences, say, the Meryl Streep of "Sophie's 
Choice" from 1982 rather than "The Devil Wears Prada." There could be 
trouble, though, with actors that have attempted to slow the aging process 
on their own. Mr. Perlman says Mova has run into problems with facial 
captures, even with its older motion-capture system, when actors have 
recently had Botox injections, which can immobilize sections of the face. 
Now Mova asks actors to avoid Botox treatments for several months before 
they come in for facial capture sessions.

Mr. Perlman plans to show Contour publicly for the first time this week at 
the Siggraph computer graphics conference in Boston. He predicts the system 
will allow film makers to create photorealistic faces for roughly $2,000 
per second of screen time.

By contrast, he says, using older motion-capture systems to create faces of 
lesser realism can cost between $50,000 and $100,000 a second because 
computer animators must still do costly reconstructions of details not 
captured by the technology. Mova will begin offering capture-services to 
clients using Contour in the fourth quarter.

The system is the result of years of trial and error by Mr. Perlman and a 
small team of engineers employed by Rearden LLC, a San Francisco-based 
holding company Mr. Perlman formed in the late 1990s as an incubator for 
new businesses. Although he isn't an engineer by formal training -- he was 
a liberal-arts major at Columbia University -- Mr. Perlman, 45 years old, 
is a lifelong inventor. The U.S. Patent and Trademark Office lists him as 
the inventor or co-inventor on 66 issued patents, extending back to his 
days in the late 1980s as an executive at Apple Computer Inc.

For the past several years, Mr. Perlman tried a hodgepodge of different 
methods to digitally capture faces, at one point using ultrasonic sounds to 
see if that would work (it didn't). He determined he could use 
phosphorescent makeup with $15 fluorescent light bulbs if he could blast 
enough electricity at the lights to get them to turn on instantly. He 
finally succeeded by using an electric starter for a barbecue.


================================
George Antunes, Political Science Dept
University of Houston; Houston, TX 77204
Voice: 713-743-3923  Fax: 713-743-3927
antunes at uh dot edu



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