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Leaping the Uncanny Valley 421

reachums submits this glance at "the newest level of computer animation," intended to get past the paradoxical "uncanny valley" — that is, the way animated humans actually can appear jarring as the animation gets hyper-realistic. "This short video gives us a glimpse of what we can hope to see in the future of computer games and movies. Emily is not a real actress, but she looks like a real person, something we haven't truly seen before in computer animation."
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Leaping the Uncanny Valley

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  • Comment removed (Score:5, Insightful)

    by account_deleted ( 4530225 ) on Tuesday August 19, 2008 @12:22PM (#24660047)
    Comment removed based on user account deletion
  • by neverutterwhen ( 813161 ) on Tuesday August 19, 2008 @12:24PM (#24660087)
    From what i understood, this is simply an easier kind of motion capture that works straight from video without the need for sensors etc. That's not the same as creative animation, you still need a real person talking and moving.
  • by Narpak ( 961733 ) on Tuesday August 19, 2008 @12:24PM (#24660099)
    Well I guess it can be credited with pushing the limit a bit. Realism has always been a very subjective concept within the computer game industry. Without offering any examples I feel certain I have read advertisement and reviews talking about "level of realism" since games began offering Jumping.
  • by jeffb (2.718) ( 1189693 ) on Tuesday August 19, 2008 @12:27PM (#24660149)

    ...many flesh-and-blood actors I've seen.

    In a discussion elsewhere, someone stated that the facial animation was good, but the body movement was unrealistic. Since the body movement was actually a live actor, I'd say that this was analogous to a passed Turing test -- an observer couldn't tell which parts were animated and which parts were human. (It's a weak analogy, of course, since there was no interaction.)

  • End of blah blah (Score:5, Insightful)

    by Rob T Firefly ( 844560 ) on Tuesday August 19, 2008 @12:28PM (#24660169) Homepage Journal
    Just as synthesizers were the end of "real" musicians, photography was the end of "real" paintings, etc.
  • by Gotung ( 571984 ) on Tuesday August 19, 2008 @12:30PM (#24660195)
    Yea all this does is invalidate video as proof of anything. Now you create a clip of Barack Obama planting a UED in Iraq, or John McCain visiting a gay dance club.

    All you need is video of somebody of similar build and you can put anybodies face on it.
  • by argStyopa ( 232550 ) on Tuesday August 19, 2008 @12:31PM (#24660211) Journal

    Exactly. This isn't precisely computer animation, it's motion capture minus a lot of steps.

  • by philspear ( 1142299 ) on Tuesday August 19, 2008 @12:32PM (#24660227)

    The eyes look strange on their own. I can't quite put my finger on it, which I guess is part of why the uncanny valley is disturbing. But you're right, the blinks aren't quite right either.

  • by gabec ( 538140 ) on Tuesday August 19, 2008 @12:32PM (#24660229)
    Not to distract from the point but... What's wrong with her nose, and why doesn't it move with the rest of her face?
  • Not a good test (Score:5, Insightful)

    by SIGFPE ( 97527 ) on Tuesday August 19, 2008 @12:33PM (#24660245) Homepage

    Motion capture a face and rerender it from the same viewpoint as a camera used to capture the texture and you'll trivially get something almost indistinguishable from the original. It's only a valid test if you change something significant: move the camera, change the lighting, change the facial features or change the performance.

  • by anomnomnomymous ( 1321267 ) on Tuesday August 19, 2008 @12:33PM (#24660257)
    I am amazed at the quality of this animation: Still, I could see there was -something- wrong with her, but could not put my finger on it. (this was of course also influenced since I -knew- she was fake before watching the vid).

    Btw, here's a direct link to the video: http://www.youtube.com/watch?v=bLiX5d3rC6o [youtube.com]
    Be sure to tick the 'Watch in high quality' when the video opens (anyone knows a way to do that automatically in a link?)
  • by Anonymous Coward on Tuesday August 19, 2008 @12:36PM (#24660291)
    Does that mean this is the end of real people?
  • Yup (Score:5, Insightful)

    by nine-times ( 778537 ) <nine.times@gmail.com> on Tuesday August 19, 2008 @12:39PM (#24660351) Homepage

    I'd say it's past the uncanny valley. That's not to say that I can't tell it's fake. She looks a little fake. Something is wrong-- her face is too still or something. But she doesn't look like a zombie. She's not distractingly creepy. That's all they're really shooting for at the moment, right?

  • by JakeD409 ( 740143 ) on Tuesday August 19, 2008 @12:40PM (#24660365)
    I wonder if certain faces work better with this technology than others. Perhaps younger, smoother faces (like "Emily") work better than old, wrinkly faces, since they can get an accurate representation of skin texture without as much complexity.
  • How true was this? (Score:2, Insightful)

    by SmallFurryCreature ( 593017 ) on Tuesday August 19, 2008 @12:40PM (#24660369) Journal
    I got the feeling it was just a few people who complained but the meme got picked up and then it became 'cool' to say that.

    Do stuffed animals instantly create a sense of revulsion? Not really else they wouldn't have been around for so long yet this is the ultimate uncanny valley item. As close to the living thing as you can get, fully posed as if it is alive, yet a rotting corpse nonethless.

    If you ever dealt with real corpses you would know that they really ain't all this disgusting, it is so easy to get used to it that you might be temped to think that the so called natural revulsion is just media installed reaction.

    If the uncanny valley really exist, then please explain realistic paintings that have been around for ages, artisit have tried for hundred of years to create realistic images of human beings and we admire their efforts without any sense of revulsion. Same with statues. Do we feel uneasy at madam Thussauds?

    Yes we do NOTICE it when a seemingly realistic thing behaves unrealistic but I have the same sense when I see a car in a computer cut scene that doesn't obey the laws of physics and for instance slides.

    It has nothing to do with the uncanny valley, if a real human being was holding a glass of water that didn't spill when tipped over you would get the same feeling.

    We know how things work and when they don't we get upset. The trick that cartoons and such pull is that they say right up front by their looks that they are not real and therefor things don't have to work as we expect it.

    That was the problem with Final Fantasy, it tried to be a human drama and then didn't use human emotions on the faces of the actors. IF it had been a pure action flick with no close-ups there wouldn't have been a problem. It wasn't the uncanny valley, it was just bad acting, if it had been done by humans who could act we would have felt the same.

  • Uncanny valley... (Score:4, Insightful)

    by martyb ( 196687 ) on Tuesday August 19, 2008 @12:41PM (#24660375)

    Uncanny valley in a nutshell: Is it a "Good Robot" or a "Bad Human"?

    But, there is an assumption about what is acceptable... what is the norm? At the moment, we're in a rapid transition phase. There are relatively few human-enough-like examples within our day-to-day existence. I would suggest that as these emulants (to coin a term) become more prevalent and pervasive, their familiarity will reduce the perception of their being bad.

    We've come a long ways in the 35+ years since I used an ASR-33 Teletype over a 110-baud modem to a time-shared 8KB minicomputer. That sounds like a long time, and in some respects, it is. Today's generation has seen rapid advancements in game consoles, and even now, the best still appear really good, but still unreal. My guess is that in 5-10-20 years, when the visuals become even better, AND THERE HAS BEEN AN EXTENDED PERIOD OF FAMILIARITY, there will be less of a gap to leap. Not just because the visuals got better, but because we have become more familiar with them.

    An aside: Look into the eyes of a young baby. Watch how they make eye contact, and don't let go. Watch how intently they examine you. That's setting up neurons and patterns of what is safe, good, bad, and everything else.

    P.S. I wonder if the transition from the old black and white TVs to today's HDTV sets has run through a similar perception challenge?

  • by niceone ( 992278 ) * on Tuesday August 19, 2008 @12:41PM (#24660377) Journal
    And am I right in thinking that on that video they only animated the face? The rest is real video?
  • by hey! ( 33014 ) on Tuesday August 19, 2008 @12:42PM (#24660407) Homepage Journal

    I think the question is exactly what are they faking?

    It seems they're building the face images out of a data model. They've done a good job on things like skin (a very complex biological structure). But where did they get the model? From an actress. So it's something like turning Andy Serkis in to Gollum, only more streamlined from a workflow standpoint.

    When they can build the model from general instructions ("OK, 'Emily' should look angry here.") then they've got something which is, in a sense, scientifically impressive. But for now, they have something which is technologically impressive.

  • by DrYak ( 748999 ) on Tuesday August 19, 2008 @12:44PM (#24660433) Homepage

    Yay ! Wonderful low-bandwidth youtube streaming video in all its glorious crap-quality !
    The best way to show technical demos about photo-realism !

    I can't wait to see the thumbnail sized 60%-quality jpeg screen caps, too !

    I feel as much informed about the quality as when watching all those wonderful ads about hiddef screens on the TV.

    ---

    Common, Image Metrics, can't you just post a descent hi-quality video file, so we can actually see what your technology looks like ?

  • by Travis Mansbridge ( 830557 ) on Tuesday August 19, 2008 @12:49PM (#24660531)
    Many of the examples you've given don't cross over into "uncanny valley" territory - nobody would get stuffed animals confused with real animals, or people. The things considered to be in the "uncanny valley" are generally attempts at photorealistic humans that get close enough to confuse the observer, and then turn disturbing when they act in an unnatural way. It is similar to your glass of water example, however this is cognitive dissonance on a higher level, because it's dealing with "real" people and sometimes "real" emotions.
  • by Darundal ( 891860 ) on Tuesday August 19, 2008 @12:51PM (#24660557) Journal
    Actually, for me the lips were off. Most of the time they were fine, but sometimes they would get a little too wide, or their shape would be slightly off.
  • by ReverendLoki ( 663861 ) on Tuesday August 19, 2008 @01:05PM (#24660801)

    Actually, stuffed animals are a good example outside the uncanny valley. Remember, we are talking just about human appearance and action, not animal.

    Regarding realistic paintings and statues - yes, they do look like humans, and I would say they reach past the valley on that point, but they don't act like humans. I would also suggest that it is easier for us right now to transcend the valley in appearance than it is to do so in action, if for no other reason because we've had more practice.

    Wax figures are another good example. Madame Tussaud's wax figures are excellent representations of the human form - but again, they don't act human, which makes the valley easier to surpass. However, have you ever been to a bad wax museum? I have seen some pretty bad wax figures as well, and they trigger the uneasiness that this theory suggest an inanimate object in this valley would.

    As far as cartoons, the physics-defying glass of water - these are all non-human representations, and thus not covered by this theory.

  • In a discussion elsewhere, someone stated that the facial animation was good, but the body movement was unrealistic. Since the body movement was actually a live actor,[...]

    I noticed, too, that there seemed to be too much weird movement. I actually suspect that's due to the real actress hamming it up too much for the capturing process, trying too hard to make it natural. I bet if they used someone who didn't know what it was for, it would've come out better.

  • by Steauengeglase ( 512315 ) on Tuesday August 19, 2008 @01:22PM (#24661063)

    I'd say it is pretty hard to dispute. We need mechanisms for identifying someone with say, the early stages of leprosy or birth defects (finding the right mate, etc.).

  • by AbsoluteXyro ( 1048620 ) on Tuesday August 19, 2008 @01:22PM (#24661077)
    They did seem to float around a bit... also, if only her face is computer animated, then I am not impressed. "Uncanny Valley" is not all about facial animation.
  • by Rui del-Negro ( 531098 ) on Tuesday August 19, 2008 @01:32PM (#24661237) Homepage

    So they make a 3D model of Emily's face (using a 3D scanner, presumably), then they film Emily moving her face, then they deform the model to match Emily's facial expressions, then they superimpose the model on Emily's head.

    Er... what for?

    At best they'll end up with something identical to the original (but they don't - the model doesn't wrinkle properly and sometimes the tracking is slightly off - you can see her face "float" relative to the hairline and ears).

    I could understand the point if they could take expressions from one person's face and replicate them on another person's face (which is something you can do with motion capture - and some clean-up work). But obviously they can't do that automatically, or they would have done it for the demo.

    I can see this kind of technology being useful to disguise the transition between an actor's real face and a 3D face (which will later be deformed by hand, or morphed into some creature, etc.), but the demo is so limited (camera doesn't move, the 3D face is almost identical to the real face, etc.) that it seems a long way off from being an alternative to motion capture and manual tweaking. This is like showing some (supposedly) revolutionary new GPU by making it print "Hello World" on the screen. If the technology is so great, why such a limited demo?

  • Umm... (Score:3, Insightful)

    by MsGeek ( 162936 ) on Tuesday August 19, 2008 @01:38PM (#24661317) Homepage Journal

    What about that funky Replicant teddy bear from Blade Runner? That was all the way IN the Uncanny Valley.

    BTW the girl on the video in the article...FAIL. Very, very, VERY creepy.

  • by orb_fan ( 677056 ) on Tuesday August 19, 2008 @01:41PM (#24661373)
    No it's not - the technique uses image processing to capture motion, not for generating photo-realistic images. The video shows Emily (a real person) talking, only at the end of the video do they show the results of their capture software by overlaying the generated images over Emily's face. This is Motion Capture not CGI.
  • by voss ( 52565 ) on Tuesday August 19, 2008 @01:50PM (#24661507)

    Is they are trying to make a perfect looking human...humans are defined by their imperfections. When they airbrush real humans too much it winds up looking fake.

    They need to add human imperfections to the CGI models to pass the uncanny valley test.

  • by grumbel ( 592662 ) <grumbel+slashdot@gmail.com> on Tuesday August 19, 2008 @02:32PM (#24662091) Homepage

    If the uncanny valley really exist, then please explain realistic paintings that have been around for ages

    I think what people mostly call the "uncanny valley" is not the result of a work produced by an artists, but the result up motion captured data applied to a computer model (often generated by 3D scanning). The miss-detection in the data and the incorrect mapping from the animation data to the model result in uncanny results and most often you don't have an artist there to clean things up. When you on the other side have an artists to clean things up, the results most often look quite a fine.

    I consider the uncanny valley not something that you drop into the closer you get to realism, but something that you drop into when you screw up the balance between different aspects of a work. A perfectly realistic 3D human will look really uncanny if you just stitch it onto a not so realistic animation, since a lot of vital pieces in facial animation and such would simply be missing. On the other side if you take that same animation and stick it to a simpler human model things look quite fine. Its simply a matter to not move the motion and the graphics so far apart that they won't fit together any more. If you have a super realistic face with every wrinkle modeled perfectly, you better have some animation data to make those wrinkle behave realistically in motion, if you don't you better scale back your detail level, since what looks uncanny is that that is there and looks wrong, not those pieces that are simply missing.

    Over the course of the last 20 or so years I have seen a ton of stuff that I would consider uncanny and a ton of stuff that I consider to look quite fine, none of the uncanniness however had much to do with the realism, since even a cartoon creature can look quite uncanny when things are out of balance.

  • by riceboy50 ( 631755 ) on Tuesday August 19, 2008 @02:41PM (#24662209)
    I think you can already see this effect with heavy body modification [xenophilia.com] that goes on today.
  • by DriedClexler ( 814907 ) on Tuesday August 19, 2008 @02:49PM (#24662339)

    Yes, I would say the eyes are what throw it off, and as they admit, the eyes are the hard part. But you really have to hand it to them: as "off" as the eyes were, I don't think they were so far off as to be a give-away. They simply made the girl look kind of "disconnected", like she's distracted by something on her mind. She actually wasn't that different from real people I've seen. In a fair test, I don't think I'd be able to pick her out. Say, give me five videos, any number of which could be fake and I have to spot the real ones. (Unless of course the real ones deliberately exaggerate their facial expressions.)

  • by grumbel ( 592662 ) <grumbel+slashdot@gmail.com> on Tuesday August 19, 2008 @02:54PM (#24662449) Homepage

    No, the whole problem with motion capture is that its *not* exact. The results can be pretty faulty, especially when it comes to facial animation and when you then apply those faulty animation data to an equally imperfect mesh you lend right deep down in the uncanny area, exactly *because* its motion capture. With hand animation on the other side an artists can fine tune the results till they look perfect, which however never really happens for realistic facial animation since it would just be way to much work.

  • by riceboy50 ( 631755 ) on Tuesday August 19, 2008 @02:59PM (#24662577)
    You sir are totally correct. Everyone wants to prove that they'll always know what's fake and what's real but, as you said, they're full of it.
  • by Koiu Lpoi ( 632570 ) <koiulpoi AT gmail DOT com> on Tuesday August 19, 2008 @04:32PM (#24664085)

    Just as synthesizers were the end of "real" musicians, photography was the end of "real" paintings, etc.

    It could easily be argued that pitch correction and sampling ruined popular music, and things like photoshop and other image modifications have ruined the visual arts.

  • by fireboy1919 ( 257783 ) <rustypNO@SPAMfreeshell.org> on Tuesday August 19, 2008 @04:37PM (#24664145) Homepage Journal

    You're just imagining things. The real Emily undoubtedly sometimes opens her mouth a little too wide...probably moves centered around her nose.

    If you pay attention to the video, you'll notice that they flat-out said that it isn't computer generated imagery. They're just doing face tracking without using markers and mapping that to a mesh.

    Big deal. People do that now and get extremely realistic (perfect) results. All you need is two cameras.

    It would be interesting if they were actually generating models from this that could work independently (i.e., get CGI-Emily to move in a way that real Emily hasn't been recorded as moving), but they aren't claiming that they can do that...so they probably aren't.

    Would it be easy to film somebody with a 3d camera setup and shove them into a video game? Well, I suppose there are a few technical challenges in the sense that there aren't any 3d-movie inside-videogame codecs, but its nowhere near as impressive as the headline makes it out to be.

  • by Anonymous Coward on Tuesday August 19, 2008 @04:44PM (#24664221)

    The lips would re-proportion to the rest of the face, or would not tilt with the rest of the face.

    The teeth in the mouth were too wide for the jaw outside the mouth.

    The nose would not twitch when the lips smirked.

    The eyes did not crinkle when the lips smiled.

    I've had difficulty seeing the "uncanny" of the valley before, but this really set off my creepymeter.

  • by DavidTC ( 10147 ) <slas45dxsvadiv.v ... m ['box' in gap]> on Tuesday August 19, 2008 @05:06PM (#24664495) Homepage

    Corpses don't have anything to do with the uncanny valley, and neither do mounted animals.

    Those actually are the things they look like, they're just unmoving versions of them. It's not CGI fur or a computer generated face.

    Any revulsion anyone feels is due to their deadness, not the fact they look like what they actually are. (In fact, it is often remarked that dead people just look like they're sleeping.)

    Same thing with pictures. A picture of a real thing looks like...a picture of a real thing. We do not have uncanny valley issues with pictures.

    Arguable, we do have such a valley when we are born, but we lose that about 2 or 3, when we realize that pictures are not the actual thing and people do not live in the TV.

  • Re:Umm... (Score:3, Insightful)

    by Rogerborg ( 306625 ) on Tuesday August 19, 2008 @05:47PM (#24665031) Homepage
    She looks like she's been filmed with one of those magic wrinkle-smoothing cameras so beloved of chat show hosts (and Cybill Shepherd). Letterman has effectively been a CGI creation for the past decade. All that's different about this is that it's pasting specific new features over the old ones, rather than just blurring them.

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