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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Machine Learning Summit: From Photo to Expression: Generating Photorealistic Facial Rigs

Hau Nghiep Phan  (Technical Art Director, Electronic Arts)

Location: Room 2010, West Hall

Date: Monday, March 18

Time: 4:40 pm - 5:10 pm

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: Video

Audience Level: All

In the presentation the speaker discusses how machine learning can improve facial animation in the gaming industry. A showcase on their solution using in-house facial rig, FaceRig, and will demonstrate how blendshapes can be automatically created to suit various character identities. The presentation covers: FaceMixer, which can generate blendshapes from a neutral input, and FaceOptim, which automates the creation of blendshapes and animations from scanned expressions or 4D animation. The presenter also introduces FaceBot, a solution that generates photorealistic face textures and meshes with expressions that can then be fed back into the previous system. By combining FaceBot with FaceOptim or FaceMixer, users can generate high-quality rigged faces for game characters with minimal effort. Future developments include incorporating FaceAnim animation, allowing for more organic and realistic facial animation.

Takeaway

Attendees will gain insights into optimizing facial art using machine learning techniques, through different production input and expected deliveries. They will learn how the tools are used to generate blendshapes, automate creation of facial animations from scanned expressions, and utilize ML for photorealistic textures and meshes, enhancing their game character development process.

Intended Audience

The intended audience are animator and character team; artists and technical people alike who have worked on creating realistic faces for games or movies. Anyone who has been involved with scanning, modelling or rigging faces.



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