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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
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Introduction
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
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
Material
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
4K Base, Normal, Roughness, Wrinkle Maps
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
Rock Painting
Painting face as a rock!
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Face Painting
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Face Masks
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
4 layers, 128 width detail normal
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
4 layers, 128 width detail normal, roughness
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
4 layers, 128 width detail normal, roughness, base cavity
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
4K normal, roughness
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Line
(Vertical)
Line
(Horizontal)
Dot_1 Dot_2
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Different Face Masks
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Shared Face Mask
Line
(Vertical)
Line
(Horizontal)
Dot_1 Dot_2
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Different Face Masks
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Shared Face Mask
Our Work
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
Blend Shape Based Facial Animation
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
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
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
BlendShape 170 Bones
AnimationSet
Bone Indices Bone Weights
Siren with SSDR
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Bones Facial AnimationSiren with Bone Based Facial Animation
Prove the Fidelity
UE4 Runtime Compare
• Unwrap Face Position to Texture
• Compare Textures
MeshCompare
• https://github.com/dgovil/MeshCompare
• Same Topology
• Maya Plugin
BlendShape 70 Bones 170 Bones
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Unwrapping Face Material
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Unwrapping Position
BlendShape Unwrap Position
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
5000 Tris Unwrap Position
Unwrapping Position
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Mesh Error
Error
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Mesh Diff Matrix
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
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
Full Face Morph
Face Part Split & Align
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
100% to the target is our target!
https://www.russian3dscanner.com/wrap3-tutorials/
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Replace In Wrap3
Wrap Graph
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Face BS Split & Align (Wrap Replace)
More Variance
https://www.3dscanstore.com/3d-body-parts-models
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Random Customization
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
Animation Retarget
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
N Heads N Hats
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
N Heads One Hat
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
• 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
Unwrapping Face Material
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Unwrapping Neutral Face
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Delta Position
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
2nd UV for Unwrapping Face
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Projecting Mesh Vertex to Face
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Seam
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Better UV For Unwrapping Face
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Better UV for Hat
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Fixing the Seam
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Hat/Mask
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Glass Deformer
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Hair Deformer
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Hair UV
Hair/Fuzz Deformer
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
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
Platform Optimizations
• Face Painting Optimization
• Mesh LOD
• Bone LOD
• Deformer Optimization
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Face Painting Optimization
• Detail Texture Packing
• RG (Normal)
• B (Roughness)
• A (Diffuse Cavity)
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Detail Texture Packing
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
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!
Mesh LOD 40,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Mesh LOD 20,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Mesh LOD 10,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Mesh LOD 5,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
170 Bones 40,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
100 Bones 40,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
70 Bones 40,000 Tris
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Mesh Diff Matrix
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
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
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
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
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
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
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
128x128 Buffer
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
32x32 Buffer
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
2x2 Buffer
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.
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
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
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
• 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
Question?
SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
Legal Disclaimer
Intel technologies’ features and benefits depend on system configuration and may require enabled hardware, software or service
activation. Performance varies depending on system configuration. No computer system can be absolutely secure. Check with
your system manufacturer or retailer or learn more at [intel.com].
Results have been estimated or simulated using internal Intel analysis or architectural simulation or modeling and provided to
you for information purposes. Any differences in your system hardware, software or configuration may affect your actual
performance.
Software and workloads used in performance tests may have been optimized for performance only on Intel microprocessors and
Intel Integrated GPU. Performance tests, such as SYSmark and MobileMark, are measured using specific computer systems,
components, software, operations and functions. Any change to any of those factors may cause the results to vary. You should
consult other information and performance tests to assist you in fully evaluating your contemplated purchases, including the
performance of that product when combined with other products. For more information go to www.intel.com/benchmarks.
Optimization Notice: Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for
optimizations that are not unique to Intel microprocessors. These optimizations include SSE2, SSE3, and SSSE3 instruction sets
and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on
microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with
Intel microprocessors. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. Please
refer to the applicable product User and Reference Guides for more information regarding the specific instruction sets covered
by this notice.
Configurations used for the perf data:
• Macbook Pro with Intel Iris Graphics 550, 530, 515 some with fixed 850Mhz frequency and some with dynamic frequency
• Latest Windows OS
• macOS 10.15 Beta, macOS 10.14.5
• Intel® Gen11 processor graphics
• All testing was performed at Intel
Intel, the Intel logo, are trademarks of Intel Corporation or its subsidiaries in the U.S. and/or other countries.
*Other names and brands may be claimed as the property of others.
© Intel Corporation.

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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
  • 2. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST Introduction
  • 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
  • 7. Rock Painting Painting face as a rock! SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 8. Face Painting SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 9. Face Masks SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 10. 4 layers, 128 width detail normal SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 11. 4 layers, 128 width detail normal, roughness SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 12. 4 layers, 128 width detail normal, roughness, base cavity SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 13. 4K normal, roughness SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 14. Line (Vertical) Line (Horizontal) Dot_1 Dot_2 SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST Different Face Masks
  • 15. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST Shared Face Mask
  • 16. Line (Vertical) Line (Horizontal) Dot_1 Dot_2 SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST Different Face Masks
  • 17. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST Shared Face Mask
  • 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
  • 21. 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
  • 23. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 24. BlendShape 170 Bones AnimationSet Bone Indices Bone Weights Siren with SSDR SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 25. Bones Facial AnimationSiren with Bone Based Facial Animation
  • 26. Prove the Fidelity UE4 Runtime Compare • Unwrap Face Position to Texture • Compare Textures MeshCompare • https://github.com/dgovil/MeshCompare • Same Topology • Maya Plugin BlendShape 70 Bones 170 Bones SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 27. Unwrapping Face Material SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 28. Unwrapping Position BlendShape Unwrap Position SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 29. 5000 Tris Unwrap Position Unwrapping Position SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 30. Mesh Error Error SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 31. Mesh Diff Matrix 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
  • 34. Face Part Split & Align SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST 100% to the target is our target!
  • 36. Wrap Graph SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 37. Face BS Split & Align (Wrap Replace)
  • 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
  • 46. Unwrapping Face Material SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 47. Unwrapping Neutral Face SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 48. Delta Position SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 49. 2nd UV for Unwrapping Face SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 50. Projecting Mesh Vertex to Face SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 51. Seam SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 52. Better UV For Unwrapping Face SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 53. Better UV for Hat SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 54. Fixing the Seam SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 55. Hat/Mask SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 56. Glass Deformer SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 57. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST Hair Deformer
  • 58. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST Hair UV
  • 59. Hair/Fuzz Deformer SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 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
  • 63. Detail Texture Packing 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
  • 72. Mesh Diff Matrix 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
  • 80. SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST 2x2 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
  • 86. Question? SIGGRAPH 2019 | LOS ANGLES | 28 JULY - 1 AUGUST
  • 87. Legal Disclaimer Intel technologies’ features and benefits depend on system configuration and may require enabled hardware, software or service activation. Performance varies depending on system configuration. No computer system can be absolutely secure. Check with your system manufacturer or retailer or learn more at [intel.com]. Results have been estimated or simulated using internal Intel analysis or architectural simulation or modeling and provided to you for information purposes. Any differences in your system hardware, software or configuration may affect your actual performance. Software and workloads used in performance tests may have been optimized for performance only on Intel microprocessors and Intel Integrated GPU. Performance tests, such as SYSmark and MobileMark, are measured using specific computer systems, components, software, operations and functions. Any change to any of those factors may cause the results to vary. You should consult other information and performance tests to assist you in fully evaluating your contemplated purchases, including the performance of that product when combined with other products. For more information go to www.intel.com/benchmarks. Optimization Notice: Intel's compilers may or may not optimize to the same degree for non-Intel microprocessors for optimizations that are not unique to Intel microprocessors. These optimizations include SSE2, SSE3, and SSSE3 instruction sets and other optimizations. Intel does not guarantee the availability, functionality, or effectiveness of any optimization on microprocessors not manufactured by Intel. Microprocessor-dependent optimizations in this product are intended for use with Intel microprocessors. Certain optimizations not specific to Intel microarchitecture are reserved for Intel microprocessors. Please refer to the applicable product User and Reference Guides for more information regarding the specific instruction sets covered by this notice. Configurations used for the perf data: • Macbook Pro with Intel Iris Graphics 550, 530, 515 some with fixed 850Mhz frequency and some with dynamic frequency • Latest Windows OS • macOS 10.15 Beta, macOS 10.14.5 • Intel® Gen11 processor graphics • All testing was performed at Intel Intel, the Intel logo, are trademarks of Intel Corporation or its subsidiaries in the U.S. and/or other countries. *Other names and brands may be claimed as the property of others. © Intel Corporation.