ABOUT THE SPEAKER
Paul Debevec - Computer graphics pioneer
Paul Debevec's digital inventions have powered the breathtaking visual effects in films like The Matrix, Superman Returns, King Kong and The Curious Case of Benjamin Button.

Why you should listen

Called "Hollywood's Master of Light" by MIT's Technology Review, Paul Debevec leads the Graphics Laboratory at USC's Institute for Creative Technologies, where he directs the development of the Light Stage systems, which capture and simulate how people and objects appear in real-world illumination.

His work on lighting digital objects has been used in films like X-Men, The Golden Compass and Terminator: Salvation. He leads the design of HDR Shop, the first high-dynamic-range image editing program. He has collaborated with TEDster Golan Levin on an interactive art installation called Rouen Revisited.

More profile about the speaker
Paul Debevec | Speaker | TED.com
TEDxUSC

Paul Debevec: Animating a photo-real digital face

Paul Debevec 使相片般真實的數位臉孔活了起來

Filmed:
881,584 views

在 TEDxUSC ,電腦繪圖先驅 Paul Debevec 解釋數位 Emily 背後搶眼的科技,一種數位化構建的人物面孔,真實得可以應付多種需要。
- Computer graphics pioneer
Paul Debevec's digital inventions have powered the breathtaking visual effects in films like The Matrix, Superman Returns, King Kong and The Curious Case of Benjamin Button. Full bio

Double-click the English transcript below to play the video.

00:18
One of the biggest最大 challenges挑戰 in computer電腦 graphics圖像
0
0
3000
電腦繪圖的巨大挑戰之一,
00:21
has been being存在 able能夠 to create創建 a photo-real照片真實,
1
3000
2000
是如何製作一個如相片般真實的
00:23
digital數字 human人的 face面對.
2
5000
2000
數位人物面孔。
00:25
And one of the reasons原因 it is so difficult is that, unlike不像 aliens外星人 and dinosaurs恐龍,
3
7000
3000
不像外星人和恐龍,它之所以如此困難的原因是,
00:28
we look at human人的 faces面孔 every一切 day.
4
10000
3000
我們每天都會看到人的面孔,
00:31
They are very important重要 to how we communicate通信 with each other.
5
13000
2000
它們對我們非常重要,因為我們藉此來彼此溝通,
00:33
As a result結果, we're tuned調整 in to the subtlest微妙 things
6
15000
3000
因此,我們會注意到那些通過電腦渲染出來,
00:36
that could possibly或者 be wrong錯誤 with a computer電腦 rendering翻譯,
7
18000
2000
不正確的、非常細微的東西,
00:38
in order訂購 to believe whether是否 these things are realistic實際.
8
20000
3000
並用它們來分辨這些事物是否真實的。
00:41
And what I'm going to do in the next下一個 five minutes分鐘
9
23000
2000
在接下來的五分鐘裡面,
00:43
is take you through通過 a process處理
10
25000
2000
我將帶領大家一起看一個過程,
00:45
where we tried試著 to create創建 a reasonably合理 photo-realistic照片般逼真的 computer-generated計算機生成的 face面對,
11
27000
3000
從我們嘗試去創造一個以電腦制作的幾近相片般真實的面孔,
00:48
using運用 some computer電腦 graphics圖像 technology技術 we've我們已經 developed發達,
12
30000
3000
通過我們
00:51
and also some collaborators合作者 at a company公司 called Image圖片 Metrics度量.
13
33000
2000
和一些來自 Image Metrics 的伙伴開發的一系列電腦繪圖技術。
00:53
And we're going to try to do a photo-real照片真實 face面對
14
35000
2000
我們將嘗試製作
00:55
of an actress演員 named命名 Emily艾米莉 O'Brien奧布萊恩, who is right there.
15
37000
3000
一位名叫 Emily O'Brien 的女演員的面孔,她就在那兒。
00:58
And that's actually其實 a completely全然 computer-generated計算機生成的 rendering翻譯 of her face面對.
16
40000
3000
那實際上是一個完全依據她的面孔,由電腦渲染產生的結果。
01:01
By the end結束 of the talk, we're going to see it move移動.
17
43000
2000
在演講的最後,我們將會看到她動起來。
01:03
The way that we did this is we tried試著 to start開始 with Emily艾米莉 herself她自己,
18
45000
3000
我們嘗試的方式是由 Emily 她本身開始,
01:06
who was gracious親切 enough足夠 to come to our laboratory實驗室
19
48000
3000
她非常親切地來到我們的實驗室。
01:09
in Marina碼頭 Del德爾 Rey雷伊, and sit for a session會議 in Light Stage階段 5.
20
51000
3000
在瑪麗安德爾灣,並坐到了我們的設備「光台五號」(Light Stage 5) 當中。
01:12
This is a face-scanning面掃描 sphere領域, with 156 white白色 LEDs發光二極管 all around
21
54000
4000
這是一個臉部掃描球體,有 156 個白色的發光二極管,
01:16
that allow允許 us to photograph照片 her
22
58000
2000
能讓我們在一系列嚴格控制的照明條件下,
01:18
in a series系列 of very controlled受控 illumination照明 conditions條件.
23
60000
3000
對她進行拍照。
01:21
And the lighting燈光 that we use these days looks容貌 something like this.
24
63000
3000
我們當時使用的照明方式看起來是這樣的。
01:24
We shoot射擊 all of these photographs照片 in about three seconds.
25
66000
2000
我們在三秒鐘之內拍攝出這裡全部的照片。
01:26
And we basically基本上 capture捕獲 enough足夠 information信息
26
68000
3000
我們基本上採集到了足夠的資訊,
01:29
with video視頻 projector放映機 patterns模式 that drape懸垂 over the contours輪廓 of her face面對,
27
71000
4000
能夠通過圖像投影模擬出她的面部輪廓,
01:33
and different不同 principle原理 directions方向 of light from the light stage階段,
28
75000
2000
以及在燈光舞台不同角度的照明條件下,
01:35
to figure數字 out both the coarse-scale粗尺度
29
77000
2000
來計算出她面孔粗略的
01:37
and the fine-scale精細尺度 detail詳情 of her face面對.
30
79000
2000
以及精細的面部細節模型。
01:39
If we zoom放大 in on this photograph照片 right here,
31
81000
2000
如果我們放大這張照片的這個地方,
01:41
we can see it's a really nice不錯 photograph照片 to have of her,
32
83000
2000
我們可以很清晰地看到她臉部的細節,
01:43
because she is lit發光的 from absolutely絕對 everywhere到處 at the same相同 time
33
85000
4000
因為她的臉部同時從各個角度被完全地照亮了,
01:47
to get a nice不錯 image圖片 of her facial面部 texture質地.
34
89000
2000
因此得到一份非常優質的她的臉部紋理的相片。
01:49
And in addition加成, we've我們已經 actually其實 used polarizers偏光片 on all the lights燈火 --
35
91000
3000
再加上,我們實際上在所有燈光上應用了偏光鏡
01:52
just like polarized偏振 sunglasses墨鏡 can block
36
94000
2000
就如同偏光的太陽眼鏡可以阻擋
01:54
the glare強光 off of the road,
37
96000
2000
馬路上的強烈反強光,
01:56
polarizers偏光片 can block the shine閃耀 off of the skin皮膚,
38
98000
2000
偏光鏡可以阻擋皮膚上出現的光澤,
01:58
so we don't get all those specular鏡面 reflections思考 to take this map地圖.
39
100000
3000
所以在這張圖中,我們沒有採集到那些球面反射。
02:01
Now, if we turn the polarizers偏光片 around just a little bit,
40
103000
2000
現在,如果我們稍微調整一下偏光鏡,
02:03
we can actually其實 bring帶來 that specular鏡面 reflection反射
41
105000
2000
我們就可以將球面反射
02:05
of the skin皮膚 back in,
42
107000
2000
帶回到皮膚上面,
02:07
and you can see she looks容貌 kind of shiny閃亮 and oily油膩 at this point.
43
109000
3000
並且,你會看到她的面部看起來有些閃耀和油光。
02:10
If you take the difference區別 between之間 these two images圖片 here,
44
112000
3000
如果你取得這兩張圖像的差別,
02:13
you can get an image圖片 lit發光的 from the entire整個 sphere領域 of light
45
115000
2000
你可以得到的一個被球形光線照亮的
02:15
of just the shine閃耀 off of Emily's艾米莉的 skin皮膚.
46
117000
3000
Emily 的皮膚的相片。光照效果
02:18
I don't think any photograph照片 like this had ever been taken採取
47
120000
2000
我認為沒有任何人拍過像這樣的照片,
02:20
before we had doneDONE this.
48
122000
2000
我們是第一個這麼做的。
02:22
And this is very important重要 light to capture捕獲,
49
124000
3000
採集這種光線是非常重要的,
02:25
because this is the light that reflects反映 off the first surface表面 of the skin皮膚.
50
127000
2000
因為這是皮膚最表層所反射出來的光線,
02:27
It doesn't get underneath the translucent半透明
51
129000
2000
它不會跑到皮膚的透明層下面去,
02:29
layers of the skin皮膚 and blur模糊 out.
52
131000
2000
然後造成模糊不清。
02:31
And, as a result結果, it's a very good cue球桿
53
133000
2000
因此,它是一個
02:33
to the detailed詳細 shape形狀 of the skin-pore皮膚毛孔 structure結構體
54
135000
3000
用來獲得皮膚細緻毛孔結構
02:36
and all of the fine wrinkles皺紋 that all of us have,
55
138000
2000
以及我們都有的皮膚全部的褶皺細節的很好線索,
02:38
the things that actually其實 make us look like real真實 humans人類.
56
140000
2000
實際上,是這些東西讓我們看起來像真實人類。
02:40
So, if we use information信息 that comes off of this specular鏡面 reflection反射,
57
142000
4000
如果,我們使用來自高光反射的資訊,
02:44
we can go from a traditional傳統 face面對 scan掃描
58
146000
2000
我們可以從傳統的臉部掃描開始,
02:46
that might威力 have the gross contours輪廓 of the face面對 and the basic基本 shape形狀,
59
148000
4000
來得到臉部的粗略輪廓和基本形狀,
02:50
and augment增加 it with information信息
60
152000
2000
再加上大量
02:52
that puts看跌期權 in all of that skin皮膚 pore structure結構體 and fine wrinkles皺紋.
61
154000
3000
皮膚的毛孔結構和紋理特徵的資訊。
02:55
And, even more importantly重要的,
62
157000
2000
更重要的是,
02:57
since以來 this is a photometric光度 process處理 that only takes three seconds to capture捕獲,
63
159000
3000
因為這是基於照片建模的流程而我們只採集了三秒鐘的照片資料,
03:00
we can shoot射擊 Emily艾米莉
64
162000
2000
我們可以用一下午的時間
03:02
in just part部分 of an afternoon下午,
65
164000
2000
來拍愛蜜麗 (Emily),
03:04
in many許多 different不同 facial面部 poses姿勢 and facial面部 expressions表達式.
66
166000
3000
拍攝不同的面部姿態和表情變化。
03:07
So, here you can see her moving移動 her eyes眼睛 around, moving移動 her mouth around.
67
169000
3000
這裡,你可以看到她轉動眼睛,嘴巴的開合。
03:10
And these we're actually其實 going to use to create創建 a photo-real照片真實 digital數字 character字符.
68
172000
3000
這些,實際上都會被我們用來創造數位虛擬的寫實人物。
03:13
If you take a look at these scans掃描 that we have of Emily艾米莉,
69
175000
4000
來看一下這些我們對愛蜜麗 (Emily) 進行的掃描,
03:17
you can see that the human人的 face面對 does an enormous巨大 amount of amazing驚人 things
70
179000
3000
你會看到我們人類臉部表情是千變萬化的,
03:20
as it goes into different不同 facial面部 expressions表達式.
71
182000
3000
在不同的臉部表情變換之中,
03:23
You can see things. Not only the face面對 shape形狀 changes變化,
72
185000
3000
你會看到,不僅僅是臉部形態發生變化,
03:26
but all sorts排序 of different不同 skin皮膚 buckling屈曲 and skin皮膚 wrinkling起皺 occurs發生.
73
188000
4000
各種各樣的皮膚的弧線和皮膚上的褶皺也會出現。
03:30
You can see that the skin皮膚 pore structure結構體 changes變化 enormously巨大
74
192000
4000
你可以看到皮膚毛孔結構也有著巨大的變化,
03:34
from stretched拉伸 skin皮膚 pores毛孔
75
196000
2000
從被拉伸的皮膚毛孔,
03:36
to the regular定期 skin皮膚 texture質地.
76
198000
2000
到普通的皮膚質地。
03:38
You can see the furrows in the brow眉頭 and how the microstructure微觀結構 changes變化 there.
77
200000
3000
你可以看到前額眉骨那裡細微的變化,
03:41
You can see muscles肌肉 pulling down at flesh to bring帶來 her eyebrows眉毛 down.
78
203000
4000
你可以看到在她皺眉時候肌肉的收縮。
03:45
Her muscles肌肉 bulging挺著 in her forehead前額 when she winces畏縮 like that.
79
207000
3000
在她畏懼的時候,她前額的肌肉會這樣地膨脹。
03:48
In addition加成 to this kind of high-resolution高分辨率 geometry幾何,
80
210000
3000
對於這樣高分辨率的幾何體,
03:51
since以來 it's all captured捕獲 with cameras相機, we've我們已經 got a great texture質地 map地圖 to use for the face面對.
81
213000
4000
因為這些都通過照相機採集,我們有她面部表情足夠的貼圖。
03:55
And by looking at how the different不同 color顏色 channels渠道 of the illumination照明,
82
217000
2000
通過顏色和亮度不同的頻道,
03:57
the red and the green綠色 and the blue藍色,
83
219000
2000
紅綠藍色彩頻道,
03:59
diffuse擴散 the light differently不同,
84
221000
2000
受光照不同的散射,
04:01
we can come up with a way of shading陰影 the skin皮膚 on the computer電腦.
85
223000
3000
我們可以通過電腦總結出為皮膚添加陰影的方式。
04:04
Then, instead代替 of looking like a plaster石膏 mannequin模特,
86
226000
3000
然後,不同於看起來如同石膏像的假人,
04:07
it actually其實 looks容貌 like it's made製作 out of living活的 human人的 flesh.
87
229000
3000
她看起來如同人類一樣鮮活。
04:10
And this is what we used
88
232000
2000
這就是我們
04:12
to give to the company公司 Image圖片 Metrics度量
89
234000
2000
為 Image Metrics 公司
04:14
to create創建 a rigged非法操縱的, digital數字 version of Emily艾米莉.
90
236000
3000
所製作的寫實的數位虛擬人物 Emily。
04:17
We're just seeing眼看 the coarse-scale粗尺度 geometry幾何 here.
91
239000
2000
這裡,我們看一下粗糙的幾何模型,
04:19
But they basically基本上 created創建 a digital數字 puppet木偶 of her,
92
241000
3000
但他們已經對她創建了一些基本的數據程式,
04:22
where you can pull on these various各個 strings字符串,
93
244000
2000
你可以拖曳這些不同的座標繩,
04:24
and it actually其實 moves移動 her face面對 in ways方法 that are
94
246000
2000
它實際上運動的方式就會依照
04:26
completely全然 consistent一貫 with the scans掃描 that we took.
95
248000
2000
我們掃描出的數據那樣。
04:28
And, in addition加成 to the coarse-scale粗尺度 geometry幾何,
96
250000
2000
並且,對於這個基本模型,
04:30
they also used all of that detail詳情
97
252000
2000
他們也使用了全部的細節
04:32
to create創建 a set of what are called "displacement移位 maps地圖"
98
254000
3000
來創建一系列的「置換貼圖」,
04:35
that animate活躍 as well.
99
257000
3000
同樣可以對其進行動畫設置。
04:38
These are the displacement移位 maps地圖 here.
100
260000
2000
這裡是一些置換貼圖,
04:40
And you can see those different不同 wrinkles皺紋 actually其實 show顯示 up as she animates動畫.
101
262000
3000
你可以看到不同的褶皺出現在她的動畫之中。
04:43
So the next下一個 process處理 was then to animate活躍 her.
102
265000
2000
所以,接下來的步驟是對她進行動畫設置,
04:45
We actually其實 used one of her own擁有 performances演出 to provide提供 the source資源 data數據.
103
267000
4000
我們實際上應用她自身的表演作為源數據。
04:49
So, by analyzing分析 this video視頻 with computer電腦 vision視力 techniques技術,
104
271000
3000
通過計算機視覺技術來分析這些影片,
04:52
they were able能夠 to drive駕駛 the facial面部 rig操縱
105
274000
2000
他們可以使用電腦合成的表演,
04:54
with the computer-generated計算機生成的 performance性能.
106
276000
2000
來驅動表情的變化。
04:56
So what you're going to see now, after this,
107
278000
2000
所以,我們將看到,通過這一切處理,
04:58
is a completely全然 photo-real照片真實 digital數字 face面對.
108
280000
2000
是一個完全寫實的數位化臉部。
05:00
We can turn the volume up a little bit if that's available可得到.
109
282000
2000
我們可以把聲音開大一點,如果可以的話。
05:02
Emily艾米莉: Image圖片 Metrics度量 is a markerless無標記, performance-driven業績驅動 animation動畫 company公司.
110
284000
4000
Emily: Image Metrics 是一家追求高品質的動畫公司。
05:06
We specialize專攻 in high-quality高質量 facial面部 animation動畫
111
288000
3000
我們致力於為電動和電影
05:09
for video視頻 games遊戲 and films影片.
112
291000
2000
製作高品質的臉部表情動畫。
05:11
Image圖片 Metrics度量 is a markerless無標記, performance-driven業績驅動 animation動畫 company公司.
113
293000
4000
Image Metrics 是一家追求高品質動畫的公司。
05:15
We specialize專攻 in high quality質量 facial面部 animation動畫
114
297000
3000
我們致力於為電動和電影
05:18
for video視頻 games遊戲 and films影片.
115
300000
3000
製作高品質的臉部表情動畫。
05:21
Paul保羅 Debevec中找到適合: So, if we break打破 that down into layers, here's這裡的 that diffuse擴散 component零件
116
303000
2000
保羅•德貝維奇:因此,如果我們把它分解到各個層,這是散射部分,
05:23
we saw in the first slide滑動.
117
305000
2000
我們在第一張投影片裡面看到的。
05:25
Here is the specular鏡面 component零件 animating動畫.
118
307000
2000
這是高光部分的動畫。
05:27
You can see all the wrinkles皺紋 happening事件 there.
119
309000
2000
你們可以看到各處皮膚褶皺的出現。
05:29
And there is the underlying底層 wireframe線框 mesh網孔.
120
311000
5000
這是原始的線框結構層。
05:34
And that is Emily艾米莉 herself她自己.
121
316000
2000
那是 Emily 她自己。
05:36
Now, where are we going with this here?
122
318000
2000
現在,我們接下來會做些什麼?
05:38
We've我們已經 gone走了 a little bit beyond Light Stage階段 5. This is Light Stage階段 6,
123
320000
4000
我們已經有了高於「光台五」的裝置設備。這是「光台六」。
05:42
and we're looking at taking服用 this technology技術
124
324000
2000
我們期望將這一技術
05:44
and applying應用 it to whole整個 human人的 bodies身體.
125
326000
2000
應用到人的全身。
05:46
This is Bruce布魯斯 Lawmen執法官, one of our researchers研究人員 in the group,
126
328000
2000
這是布魯斯•勞曼,我們研發團隊中的一位,
05:48
who graciously和藹地 agreed約定 to get captured捕獲 running賽跑 in the Light Stage階段.
127
330000
3000
非常樂意配合我們,採集他在「光台」中跑步的數據。
05:51
And let's take a look at a computer-generated計算機生成的 version
128
333000
2000
接著讓我們看一下電腦合成的,
05:53
of Bruce布魯斯, running賽跑 in a new environment環境.
129
335000
2000
在一個全新的環境中跑步的,布魯斯的影像。
06:01
And thank you very much.
130
343000
2000
感謝大家。
06:03
(Applause掌聲)
131
345000
1000
(掌聲)
Translated by Bill Hsiung
Reviewed by Jing Yao

▲Back to top

ABOUT THE SPEAKER
Paul Debevec - Computer graphics pioneer
Paul Debevec's digital inventions have powered the breathtaking visual effects in films like The Matrix, Superman Returns, King Kong and The Curious Case of Benjamin Button.

Why you should listen

Called "Hollywood's Master of Light" by MIT's Technology Review, Paul Debevec leads the Graphics Laboratory at USC's Institute for Creative Technologies, where he directs the development of the Light Stage systems, which capture and simulate how people and objects appear in real-world illumination.

His work on lighting digital objects has been used in films like X-Men, The Golden Compass and Terminator: Salvation. He leads the design of HDR Shop, the first high-dynamic-range image editing program. He has collaborated with TEDster Golan Levin on an interactive art installation called Rouen Revisited.

More profile about the speaker
Paul Debevec | Speaker | TED.com

Data provided by TED.

This site was created in May 2015 and the last update was on January 12, 2020. It will no longer be updated.

We are currently creating a new site called "eng.lish.video" and would be grateful if you could access it.

If you have any questions or suggestions, please feel free to write comments in your language on the contact form.

Privacy Policy

Developer's Blog

Buy Me A Coffee