ANYFACE* brings film industry-quality facial rendering and animation to mainstream PC platforms using novel approaches to create face details and control microsurfaces. The solution enables users to create high-fidelity game character facial models using photogrammetry.
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ANYFACE*: Create Film Industry-Quality Facial Rendering & Animation Using Mainstream PCs | SIGGRAPH 2019 Technical Sessions
1. AnyFace
Weibo Xie (NEXT)
Kai Wang (Intel)
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
A Solution for Creating Film Industry Quality Facial
Rendering and Animation on Mainstream Platforms
3. Agenda
“Siren” for Game
• Ultra Detail with Face Painting
• Bone Based High Fidelity Facial Animation
From “Siren” to AnyFace
• Lossless Face Customization
• Animation Retarget
• Object Space Deformer
Platform Optimizations
Conclusion
Q&A
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
4. Digital Human
• Just high quality feeling
• Limited texture size
• Limited mesh complexity
Digital Human vs Game (Face Quality)
• 100% match
• Up to16k texture
• Unlimited mesh complexity
Game
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
5. Material
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
4K Base, Normal, Roughness, Wrinkle Maps
6. Agenda
“Siren” for Game
• Ultra Detail with Face Painting
• Bone Based High Fidelity Facial Animation
From “Siren” to AnyFace
• Lossless Face Customization
• Animation Retarget
• Object Space Deformer
Platform Optimizations
Conclusion
Q&A
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
19. Agenda
“Siren” for Game
• Ultra Detail with Face Painting
• Bone Based High Fidelity Facial Animation
From “Siren” to AnyFace
• Lossless Face Customization
• Animation Retarget
• Object Space Deformer
Platform Optimizations
Conclusion
Q&A
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
20. Blend Shape Based Facial Animation
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
22. Digital Human
• Just Neutral Face
• 170+ Bones
• Bone Animation Data
• How to Paint Bone Weight?
• Achieve Same Quality as BS?
• 3-4 Months for Artist!!!
Digital Human vs Game (Facial Animation)
• 40+ Full Face Blend Shape
• 700+ Spit Blend Shape
• Rig-Logic Data Control Animation
Game
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
32. Agenda
“Siren” for Game
• Ultra Detail with Face Painting
• Bone Based High Fidelity Facial Animation
From “Siren” to AnyFace
• Lossless Face Customization
• Animation Retarget
• Object Space Deformer
Platform Optimizations
Conclusion
Q&A
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
40. Agenda
“Siren” for Game
• Ultra Detail with Face Painting
• Bone Based High Fidelity Facial Animation
From “Siren” to AnyFace
• Lossless Face Customization
• Animation Retarget
• Object Space Deformer
Platform Optimizations
Conclusion
Q&A
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
42. Agenda
“Siren” for Game
• Ultra Detail with Face Painting
• Bone Based High Fidelity Facial Animation
From “Siren” to AnyFace
• Lossless Face Customization
• Animation Retarget
• Object Space Deformer
Platform Optimizations
Conclusion
Q&A
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
43. N Heads N Hats
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
44. N Heads One Hat
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
45. • Unwrapping Face in Object Space
• Delta Position Related to Neutral Face
• Projecting Mesh Vertex to Face
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Object Space Deformer
60. Agenda
“Siren” for Game
• Ultra Detail with Face Painting
• Bone Based High Fidelity Facial Animation
From “Siren” to AnyFace
• Lossless Face Customization
• Animation Retarget
• Object Space Deformer
Platform Optimizations
Conclusion
Q&A
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
61. Platform Optimizations
• Face Painting Optimization
• Mesh LOD
• Bone LOD
• Deformer Optimization
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
62. Face Painting Optimization
• Detail Texture Packing
• RG (Normal)
• B (Roughness)
• A (Diffuse Cavity)
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
64. Detail Texture Packing
• Without Packing
• 3 sampling for Base layer
• 4 detail layers for each face
• 3 sampling for each detail layer
• 15 times!
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
• With Packing
• 3 sampling for Base layer
• 4 packed detail layers for each
face
• Reduced to 7 times!
65. Mesh LOD 40,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
66. Mesh LOD 20,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
67. Mesh LOD 10,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
68. Mesh LOD 5,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
69. 170 Bones 40,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
70. 100 Bones 40,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
71. 70 Bones 40,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
73. Compute Shader Time for Skinning (5 Faces)
0
50
100
150
200
250
MESH LOD0 MESH LOD1 MESH LOD2 MESH LOD3
MICROSECOND Bone_LOD0 Bone_LOD1 Bone_LOD2
Mesh LOD0 Mesh LOD1 Mesh LOD2 Mesh LOD3
Bone_LOD0 184 104 80 44
Bone_LOD1 194 99 68 40
Bone_LOD2 193 111 84 43SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
GPU Duration for 5 faces on Iris Pro 580 - Skinning
74. Base Pass Time Analysis (5 Faces)
0
500
1,000
1,500
2,000
2,500
MESH LOD0 MESH LOD1 MESH LOD2 MESH LOD3
MICROSECOND
Bone_LOD0 Bone_LOD1 Bone_LOD2
Mesh LOD0 Mesh LOD1 Mesh LOD2 Mesh LOD3
Bone_LOD0 2092 1582 1408 1254
Bone_LOD1 2008 1467 1439 1151
Bone_LOD2 2015 1582 1347 1287SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
GPU Duration for 5 faces on Iris Pro 580 – Base Pass with material simplified
75. CPU Time (ms) for Animation (5 Faces)
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Animation Time on Game Thread Animation Time on Worker Threads
1.33
1.11
1.07
0.86
1
0.79
4-core/8-thread
8-core/16-thread
0 0.2 0.4 0.6 0.8 1 1.2 1.4
LOD3 LOD2 LOD1
1.3
0.45
0.36
1.16
0.43
0.34
1.08
0.41
0.33
0 0.2 0.4 0.6 0.8 1 1.2 1.4
single-thread
4-core/8-thread
8-core/16-thread
LOD3 LOD2 LOD1
76. Bone & Mesh Optimizations
• Vertex number is a deciding factor to skinning time.
• Proportional to computation cost (each vertex has 4 bone weights)
• Bone number is basically not relevant.
• Vertex number can largely affect to Base-pass time on some
platforms.
• Current bone matrices computation is on CPU side.
• Greater impact for mesh complexity on GPU.
• Greater impact for bone complexity on CPU.
• Better performance on CPUs with more cores and further
optimizations can be done.
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
77. Deformer Optimizations
• LOD Meshes for Deformer
• Buffer Size Policy
• 128 buffer for near shot
• 32 for 5 meters away
• Static delta texture for 15 meters away
• RGBA32f->RGBA16f
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
78. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
128x128 Buffer
79. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
32x32 Buffer
81. GPU Time of Deformer (1 Face)
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
317
237
164
130
RGBA16F 32x32 MESH LOD0
RGBA16F 32x32 MESH_LOD1
RGBA16F 32x32 MESH LOD2
RGBA16F 32x32 MESH LOD3
Deformer time for 1 face on Iris Pro 580• Mesh LOD is a deciding factor and
lower mesh complexity largely
improves the perf.
• RT formats and buffer size have
less impact on perf.
• For RGBA16F 32x32, ~130 us per
face is good for our current game
titles.
82. Conclusion
• Bring Siren to Game
• Ultra Detail
• Bone Based High Fidelity Facial Animation
• One Hair/Attachment for Any Face
• Customization
• Different Platforms
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
83. Future Work
• Face Library Based on Our Tech
• Further Work on Animation Retarget
• Introducing More AI Elements
• AI Face Painting
• One Photo Avatar
• Different Styles (e.g. Cartoon)
• All Our Tech In A Game Production
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
84. References
• [unreal] “Digital Humans”, unreal
• [Adelle] “Achieving High-Quality, Low-Cost Skin: An Environment Approach”, Adelle Bueno,
Eduardo Mosena , GDC2017
• [Binh] “Smooth Skinning Decomposition with Rigid Bones”, Binh Huy Le , Zhigang Deng,
SIGGRAPH Asia 2012
• [R3dS] “Wrap3 Tutorials”, R3dS
• [Ryan] “Automated and Improved UV Dilation”, Ryan Brucks, 2016
• [dgovil] ”github.com/dgovil/MeshCompare”, dgovil, 2018
• [Andrew]” Photogrammetry and Star Wars Battlefront”, Andrew Hamilton, Kenneth Brown
• [IDZ] https://software.intel.com/en-us
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
85. • NEXT
• Li Shen
• Yu Gu
• Vladislav Perge
• Jun bai Li
• Qiang Fu
• Jiayang Yang
• Li Jin
• Xiaojun Ding
• Jinjian Xu
• Bo Yu
• Shengjun Tang
• Guofeng Chang
• Intel
• Cage Lu
• Kai Wang
Acknowledgements
• Family
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
• Epic