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Advances for Digital Humans in VFX Production at Goodbye Kansas Studios
Production pipeline covering offline blendshape generation from facial scans, sticky-lips correction, and real-time dynamic skin microstructure for digital humans.
Abstract
Digital humans and digital doubles are core products at Goodbye Kansas Studios and in order to further improve their quality and related workflows, a number of new tools have been developed and integrated into our existing pipeline. This talk will cover some of these implementations, such as an offline generation of blendshapes based on facial scans, our take on the sticky lips problem and an efficient implementation of render time dynamic skin microstructure. Furthermore, we look into future usages and how Universal Scene Description (USD) [Pixar Animation Studios 2021] can serve as a helpful tool for facial rigs.
How to read this
- Category
- Production talk / digital-human pipeline breakdown
- Contributions
- Offline blendshape generation derived from facial scans
- A studio take on the sticky-lips problem and render-time dynamic skin microstructure
- Exploration of USD as a carrier for facial rigs
- Context
- A practical digital-double pipeline talk in the lineage of photoreal-actor work such as The Digital Emily Project (Alexander et al. 2010), tying scan-based shapes into an existing production workflow.Builds on: The Digital Emily Project: Achieving a Photorealistic Digital Actor
- Correctness
- Studio practice rather than peer-reviewed research; the tools are production-proven inside Goodbye Kansas's pipeline, so treat specifics as integration choices for their stack rather than generally validated methods.
- Clarity
- Accessible overview; a single first pass conveys what was built and why, with little formalism to revisit.
- How to read it
- Read once for the workflow shape (scan-to-blendshape, sticky lips, microstructure, USD); skim for ideas to port, and consult the Digital Emily reference if you want the photoreal-skin grounding.
Built upon by
Nothing yet.
Related work
- Smooth Contact-Aware Facial Blendshapes Transfer 2013 / DigiPro
- Direct Manipulation Blendshapes 2010 / TOG
- Animating Facial Expressions 1981 / SIGGRAPH
- Transferring the Rig and Animations from a Character to Different Face Models 2008 / CGF
Keywords
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