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Facial Animation at Scale: Producing facial animation for 24 hours of narrative content in “Horizon: Forbidden West”

Published:07 August 2023Publication History

ABSTRACT

This talk covers the complete pipeline and process used to generate facial animation data for all the narrative content in the latest installment of the Horizon game series, created by Guerrilla. We developed a proprietary technique for embedding per-frame timecode and source take information into all our narrative animation data as the basis of this pipeline. Then we added a fully automated facial animation solving pipeline where animators could push animation quality by improving generic FaceWare models. Any update to these models would automatically cause the re-processing of all dependent facial animation data. To manage all this data a review pipeline was set up in Atlassian Jira that provided both a high-level overview as well as granular control over the more than 15.000 narrative facial animations in the game.

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          • Published in

            cover image ACM Conferences
            SIGGRAPH '23: ACM SIGGRAPH 2023 Talks
            August 2023
            147 pages
            ISBN:9798400701436
            DOI:10.1145/3587421

            Copyright © 2023 Owner/Author

            Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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            Association for Computing Machinery

            New York, NY, United States

            Publication History

            • Published: 7 August 2023

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            • invited-talk
            • Research
            • Refereed limited

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            Overall Acceptance Rate1,822of8,601submissions,21%

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