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More than 20,000 people are expected to attend BIO 2007, the world's largest biotech conference.
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Stephen Heuser, a reporter for the Globe, covers biotechnology, medical devices, and the life-science industry.
Christopher Rowland , Globe reporter, covers the healthcare economy, including doctors and hospitals, insurance, and research.
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« The storyteller | Main | Boston Tea Party Redux » Monday, July 31, 2006Crossing the Uncanny Valley
It’s so well known among digital animators that they routinely add imperfections to the faces they create for movies and computer games, in order to avoid upsetting the audience. Steve Perlman has a better idea. Why not make computer-generated faces look exactly like the real thing, down to the last wrinkle? Perlman says he can do it with his new technology, called Contour. Based on the videos he’s showing off here at SIGGRAPH, it looks like Perlman has nailed it. Contour works sort of like the motion capture systems used to let characters in games move like real people. But the system goes further. By coating an actor’s face in phosphorescent makeup, Contour can capture many thousands of glowing dots, corresponding to the coordinates of the face. By scanning the actor as he talks, laughs, shouts and so on, it’s possible to map the fine details of the face with extraordinary precision. Then computer animators can use that data to create an all-digital rendering of the face. The result looks exactly—exactly—human. For those of us who’ve spent years playing video games that haven’t gotten the faces quite right, the effect is remarkable. Perlman said he’s working with Hollywood film producers and computer game designers to create the first Contour-based entertainment products. Sometime in the next year or so, digital artists will start crossing that uncanny valley, and I doubt they’ll ever look back. Posted by at 05:49 PM
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