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Peter Busch

Faceware’s Peter Busch To Key Note Largest VR & AR Conference in Australia and New Zealand

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Faceware VP of Business Development, Peter Busch will be delivering a key note address for the Magnify Virtual Reality and Augmented Reality Business Summit to be held on May 8, 2017.

Over 30 recognized VR and AR experts from around the world will discuss cutting-edge research and best practices for VR and AR. The event will bring together top industry professionals through panels, round table discussions, interactive workshops, and demonstrations. Held annually, the summit will discuss a variety of topics in finance, film, television, tourism, gaming, investment, and China.

For more information about the summit, please visit: http://magnifyworld.com/

Faceware Technology Used in ABC’s New Sitcom Imaginary Mary

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Faceware’s Creation Suite Pro Complete System Provides Realism for Mary’s Spunk!

ABC’s live action/CGI hybrid stars Jenna Elfman as Alice, a fiercely independent career woman whose life is turned upside-down when she meets the love of her life–Ben, a divorced father with three kids, played by Stephen Schneider.

The real fun begins when Alice’s imaginary friend from her childhood returns as sassy and sharp-tongued Mary. Zoic Studios created the animated character voiced by Saturday Night Live alum’s Rachel Dratch, using Faceware’s Creation Suite Pro Complete System which includes the Faceware ProHD Headcam, Analyzer 3.0 Studio Plus, and Retargeter 5.0 Studio Plus software.

Using this complete System, Zoic was able to quickly shoot the facial motion capture completely marker-less and create the quality facial animation used for the live action ABC network show.

VP of Business Development at Faceware, Peter Busch, notes that unlike other motion capture solutions, “rather than limiting the quality of the data by tracking points on the face, our technology tracks textures and features to create highly detailed output. This enables our software to handle anything from stylized to photo-real characters.   Markers inherently can also cause many technical issues during performance capture—plus, if you think what it takes to create convincing CG animation for the face—two key elements are the eyes and it’s the quality of lip sync—you can’t put markers on the eyes or on the inner lips. It’s great to be part of an ambitious project that harnesses these unique capabilities to create an interactive CG character for Prime Time TV.”

For more information about the development of Mary, visit: http://abc.go.com/shows/imaginary-mary/cast/mary

To watch the Pilot or catch up on Season 1 episodes, visit:
http://abc.go.com/shows/imaginary-mary/episode-guide

Faceware Presenting at External Development Summit (XDS) 2016

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XDS 2016 – Vancouver, Canada

xds_logoFaceware is honored to be presenting with Electronic Arts and Animation Vertigo at XDS 2016. The joint presentation will discuss their facial animation pipeline. This session covers their evaluation and migration of their performance capture, animation, and outsource workflows related to their face pipeline.

Agenda Excerpt

11:30am-12:00pm | Tech Innovation Rapid Fire: EA & Faceware – Automating Facial Animation | Main Stage

Peter Busch (Faceware), Greg Wellwood (The Capture Lab), Marla Rausch (Animation Vertigo) & Sam Mynott (The Capture Lab): Tech Innovation Rapid Fire: EA & Faceware – Automating Facial AnimationThe talk will serve to celebrate and examine the collaboration between EA and Faceware Technologies in establishing a high-end facial animation pipeline through demonstrations of real-world examples.  Discussion points will be on the identification of the pipeline and known production challenges, and the eventual migration of every facet involved in the pipeline including motion capture, performance capture, rigging, batch-automation, and the inclusion of one of their key third-party outsource studios, Animation Vertigo. The talk will illustrate how EA’s automation-wrapper increases throughput dramatically to meet the demands of their many ongoing productions.

For more information check out the complete agenda for XDS 2016

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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