![]() ![]() Q:There's been a lot of discussion about the "uncanny valley". Having the extra samples also allow us to reconstruct a better 3D surface in general and allow us remove reconstruction noise a little more easily. Oliver Bao:I would say redundancy mainly should four cameras not capture properly during the shoot we are still able to use the take. What were the technological demands that prompted this increase in raw data? What do 32 cameras give you that 26 don't? Q:Across the development of MotionScan, you've moved from six to 26 to 32 cameras. ![]() In addition to capturing his performance, the Depth Analysis tech also tracks the location of three spheres attached to his clothing - these allow the developers to more easily place the head on the game's body model. Noire lead actor Aaron Staton takes his place in the MotionScan hotseat. A couple of examples include: idle loops (animation loops of a character in some emotional state), blending between animations, skinning to allow head movements, texture transfer between frames, etc. Jennie Kong:There were a few minor things that we worked on. Noire help to define and improve the feature-set of MotionScan? Q:To what extent did the development work for L.A. It was always our intent to create MotionScan from the beginning, though the shape and scope of it evolved with the game. Noire influenced the technology, and MotionScan influenced some of the game too. So yes, it was always our intent to create MotionScan from the beginning, though the shape and scope of it evolved with the game. We needed a technology to reproduce performance as realistically as possible. Team Bondi had worked with existing mocap systems back in 2004 and in understanding the limitations of each, we knew that it would have been a stretch to achieve the high degree of subtlety needed for the type of game we envisioned to make. It was apparent from the very beginning to the team that if the game was to potently hold its own as a true detective game, where interrogation of the game's suspects was key, then a new capture technology would be instrumental. Jennie Kong:Depth Analysis was born alongside Team Bondi studio when L.A. Noire right from the earliest beginnings of the game's production? I'm envisaging a set-up similar to Peter Jackson developing WETA alongside his film production company. Was it always your intent to incorporate MotionScan into L.A. ![]() Q:Depth Analysis seems to have evolved in concert with Team Bondi and the production of L.A. ![]() In this interview, Digital Foundry discusses MotionScan with Head of Depth Analysis R&D, Oliver Bao and head of communications, Jennie Kong. Noire motion capture tech is down to the creation of a sister studio, Depth Analysis, who are continually improving and refining MotionScan, while offering the technology to partners throughout the gaming and motion picture businesses - and beyond. MotionScan is another great example of how innovative developers are taking their tech to the next level without the need for a new generation of gaming hardware. Noire are so realistically rendered that facial recognition tools from the likes of Picasa can be used to identify the performer from screenshots alone, while the animation is so authentic that lip-readers have been able to easily follow the dialogue without subtitles. The developers took over 400 actors into its Los Angeles studio, digitising every aspect of their performance via a ring of 32 cameras, turning that data into beautifully animated 3D models which are then integrated into the game. Noire has garnered plaudits for its innovative new motion capture techniques, which represents a colossal leap forward in the fidelity of in-game acting. A monster hit worldwide, Team Bondi's L.A. ![]()
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