Movie-Quality Realism in Video Games Will Take Another 15 Years

Comparing today's video game graphics to those of vintage titles is like comparing a Picasso to a stick figure. In 10 or 15 years, we may be poking fun at current titles for being laughably unrealistic. Tim Sweeney, CEO of Epic Games , told Gamasutra that in that short amount of time, designers will gain the ability to create authentic, true-to-life graphics. Apparently, we are only a few years away from cinema-quality realism in video games.
Despite the advances in landscape and background graphics, don't expect life-like human expressions this year. Graphics designers these days only use "tens of bones and facial controls," to emulate human expressions. In reality, people use thousands of such bones and contortions. So even though games stand to get better and better every year, you may have to wait for the PlayStation 30 if you're hoping to scan yourself into 'Unreal Tournament' and smirkingly obliterate opponents with a Flak Cannon. [From: Gamasutra, via Game Industry ]





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Comments
3
Subscribe to commentsXerloqMay 27th 2009 2:36PM
Are you talking about thousands of expressions from contortions of bones and muscles in the face? The adult human body has only 206 bones, 14 of which are in the face. Also, there are about 52 muscles in the face. Where do you get "thousands" from?
LBMay 27th 2009 3:09PM
@Xerloq
You're not the only one wondering if Mr. Riddle has an editor...
Rudy SchmidtMay 27th 2009 6:13PM
From Tim Sweeney in the source article: "We simulate character facial animation using tens of bones and facial controls, but in the body, you have thousands. It turns out we've evolved to recognise those things with extraordinary detail, so we're far short of being able to simulate that."
From FaceandEmotion.com:
FACS measures facial behaviors with "action units" (AUs), which indicate what muscles have contracted to produce the expression. Figure 10-1 illustrates the three AUs in the brow area and their combinations. Ekman and Friesen learned to contract each muscle separately and determined each AU based on the discriminability of their actions. In a few cases, more than one muscle was combined into one AU or more than one AU was derived from what most anatomists have described as one muscle.
After determining the single AUs, BETWEEN 4000 AND 5000 AU COMBINATIONS were performed and examined. This total includes all the possible combinations of AUs in the upper regions of the face, all two-AU and three-AU combinations in the lower face, plus some of the four-, five-, six-, seven-, and eight-AU combinations in the lower face.