Faceware Interactive

Computer Graphics World Selects Faceware to SIGGRAPH “Best of Show” List

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Computer Graphics World Selects Faceware to SIGGRAPH “Best of Show” List

The excitement and hustle and bustle of SIGGRAPH 2016 is now behind us. After taking a bit of time to review all the information collected from the show, the staff is ready to name the winners of the  CGW  Silver Edge Awards, given to companies whose products and vision have the potential to greatly impact the industry.

This year, after much consideration, the following companies and their respective technologies have earned the designation of best of show at the 43rd annual SIGGRAPH conference and exhibition:

AMD’s Radeon Pro WX Series: Professional graphics cards that are optimized for open-source software and tuned for the demands of modern content creation. Also, AMD’s Radeon Pro SSG: A transformative solution that will offer greater memory capacity for real-time postproduction.

Autodesk’s Maya 2017: Packed with many new features, including the Arnold renderer which was recently acquired by Autodesk, as well as new tools for animators, updates to the motion graphics toolset, and more.

Faceware’s Faceware Interactive technology: This new interactive division is focusing on hardware and software that will enable characters to interact with people in real time (ideal for controlling characters in VR).

Maxon’s Cinema 4D R18: A big new release featuring enhancements to the MoGraph toolset, including the new Voronoi fracture system, object tracking within the motion tracker, and more.

Meta Company’s Meta 2: Augmented-reality headset that may give Microsoft’s HoloLens a run for its money.

Nvidia’s Quadro P6000: A VR graphics card said to be the fastest pro card available, harnessing 3,840 Cuda cores. Kudos also for making Mental Ray available directly from Nvidia, running on the GPU. And, for its SDK updates, particularly VRWorks 360 SDK.

Pixar’s RenderMan 21: Touted as the biggest RenderMan release in years, V21 gives users access to some of the same technology used on the studio’s latest feature film, including access to shaders and light types. Also, Pixar announced the open-source release of Universal Scene Description (USD), technology used for the interchange of complex 3D graphics data through various DCC tools.

The Foundry’s Cara VR: A VR plug-in toolset for Nuke. Also, the company should be applauded for shipping Katana to Windows as well as Linux.

WorldViz’s VizConnect: For enabling multi-platform use of VR across multiple systems , including the Oculus Rift and HTC Vive.

Special recognition: While not all of the game engine companies had a presence on the show floor, three in particular deserve special recognition for the work to their engines in advancing real-time graphics and interactivity: Epic Games, Unity Technologies, and Crytek. 


Faceware Technologies Launches Faceware Interactive Division

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New division, Faceware Interactive, creates facial mocap technologies that enable virtual humans and characters to interact with people in real time.

Faceware InteractiveLos Angeles, CA – July 20, 2016 – Faceware Technologies, the leading innovator and most experienced provider of markerless 3D facial motion capture solutions, today announced FACEWARE INTERACTIVE. The new division is focused on the development of software and hardware that can be used in the creation of digital characters with whom real people can interact. Faceware will be showcasing some of its early work in this area at SIGGRAPH 2016, Booth 322.

Faceware’s software technology identifies the movement of an actor’s face from video and applies that movement to a computer-generated character. Together with its head-mounted and stationary cameras, Faceware’s technology is used successfully in award-winning movies like The Curious Case of Benjamin Button and The Walk, and top-grossing games like Grand Theft Auto III-V, NBA 2K10-2K16, Destiny, Batman: Arkham Knight, Call of Duty: Advanced Warfare and DOOM.

Now imagine those characters interacting with people in real time, or someone acting “through” virtual humans or avatars in real time, like virtual puppeteers. The use cases for this are numerous, and include:

  • Live performances that incorporate digital characters. Digital characters can be “puppeted” in real time, allowing interaction with live audiences and people.
  • Person-driven avatars in VR and AR. Users can stream their own personas into digital and virtual worlds—perfect for training applications as well as interactive chat functionality.
  • Digital characters interacting in real-time on kiosk screens in theme parks and shopping malls.  
  • Animated content that can be created instantly anywhere. Believability of the characters will be driven by the live and interactive nature of the performances, e.g. kids can meet and talk to Elsa from Frozen or have a conversation with Bart Simpson.
Faceware technology is enabling Grace VR

Faceware technology is enabling Grace, a CG virtual reality music experience that combines bleeding edge rendering in Unreal, with full performance capture and mind-blowing 3D spatial audio.

Faceware, and its sister company Image Metrics, have been developing technologies that enable just those types of experiences. The first of these efforts can be seen in Image Metrics’ L’Oreal’s MakeUp Genius app and Nissan’s DieHardFan app, the panel at RTX Australia (which let fans interact with characters Yang and Ruby from the animated web series RWBY in real time), and in the VR games Paranormal Activity from VRWerx, Grace from MacInnes Scott and Here They Lie VR from Sony.

In order to focus more effort in this growing area, Faceware formed this new division in the company and is investing in research and development of both software and hardware to further enable interactive experiences in the public and professional space.

“By now, we’re all familiar with watching digital characters in movies and games. To us, interacting with and through those characters so people can connect on a deeper level is the logical next step,” said Peter Busch, vice president of business development at Faceware Technologies. “We have much of the underlying technology in place and early efforts point to a promising future full of growth. While we can’t share product information yet, we’ll have some exciting news to share in the near future.”

See Faceware Interactive at SIGGRAPH 2016To find out more about Faceware’s technology and how it can be used to create live, interactive content, visit Faceware at SIGGRAPH 2016 (Booth 322), go to www.facewaretech.com or contact sales@facewaretech.com.


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About Faceware Technologies

Faceware Technologies Inc. (FTI), established in 2012 after years as part of leading facial tracking and augmented reality company Image Metrics, is dedicated to meeting the needs of professional animators in the video game, film, television, and commercial industries. The company’s Faceware Facial Motion Capture product line has been utilized in the production of hundreds of video game titles, feature films, music videos, commercials, television shows, and stage plays, and is the leading facial animation solution provider for clients such as Double Negative, Digital Domain, Blur Studios, Activision-Blizzard, Rockstar Games, Microsoft, 2K Sports, Electronic Arts, Ubisoft, Sega, Sony, Bethesda, Motion Theory and Moving Picture Company. Faceware’s product consists of the Faceware GoPro and Pro HD Headcam and Tripod Capture Systems; Faceware Analyzer, which allows clients to analyze and process their own performance videos; Faceware Retargeter, an Autodesk plugin which allows users to create facial motion capture data at a much faster rate than traditional methods; and Faceware Live, the real-time facial capture and animation solution.


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