Image: Image Metrics
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Now Playing: 'Ilana' is a computer-generated character
designed by IMage Metrics using standard
modeling tools. To animate the character, Image
Metrics of Santa Monica, Calif., used
proprietary software to analyze videos of
actress Ilana Rogul [inset] and create
descriptions of their movements; it then
attached these descriptions to the computer
model in order to make the character move realistically.
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Imagine Marlon Brando in
Godfather IV, Sylvester Stallone boxing
with a younger version of himself in Rocky VIII, or
Marilyn Monroe playing opposite Johnny Depp. Such scenes
may hit the big screen a lot sooner than you think.
Realistic human bodies created by computers already
travel naturally across movie and game screens.
Portraits rendered by computers are equally believable.
To date, however, when animators have tried to make
those portraits move, the illusion breaks down. Computer
graphics have not been able to conquer the human
countenance. Synthetic faces on the big screen have been
more odd than realistic. Crossing that frontier will
take not only advances by technologists but also the
brilliance of artists and perhaps a lawyer or two.
On the technical front, developers have, during the
past year or so, focused on motion-capture
technology-that is, methods for converting the
performance of a live actor into the framework for a
computer-generated being-as the final step that will
make a digitally rendered human believable. Two recent
advances have filmmakers excited. But to understand the
possibilities of the techniques, we first have to
consider how one builds a computer version of an actor
and why the results so far have fallen short of
directors' visions.
A science-fiction dream for many years, Hollywood's
quest to generate a realistic image of a human on screen
began in the early 1990s, with the 1991 release of
Terminator 2 and the 1993 release of Jurassic Park.
These movies-and the money they made-excited the film
industry's interest in the possibilities of computer
graphics.
Previously, computer graphics had played only
supporting roles, generating scenery or special-effects
sequences. After Terminator 2 and Jurassic Park,
computer graphics moved to the forefront of mainstream
cinema. In The Mask (1994), the director put a digitized
version of Jim Carrey's head at the center of the
screen, doing impossible things in great green detail.
In 2001, Gollum's computer-generated face started waxing
lyrical in The Lord of the Rings trilogy.
And last year, few moviegoers who saw Pirates of the
Caribbean: Dead Man's Chest noticed that the head of
Davy Jones, a strange, part-human, part-cephalopod
being, was a digital creation.
But the digital creatures in The Mask, The Lord of the
Rings, and the second Pirates of the Caribbean movie had
no counterparts in reality. We know that magical masks,
creepy Gollums, and humanoid octopuses aren't real, so
we don't overanalyze them; we don't compare what we see
with our expectations. We just focus on the
entertainment. The same principle makes Saturday morning
cartoons entertaining: in a stylized medium, we ignore
the faults and just have fun.
But the industry couldn't stop there. People thought
that if something simple worked so well, something
incredibly realistic had to be better. Ironically,
however, the more realistic the computer-generated
human, the more difficult it has been for an audience to
accept it.