Skip to main content

Tech Focus: L.A. Noire's MotionScan Animation

Depth Analysis discuss L.A. Noire's astonishing facial animation tech

Digital FoundryOnce the image is acquired, your servers piece together a 3D map of the performance assimilated from the 32 cameras. Can you give us some idea of how this is achieved and what your software does to overcome potential errors? How important are elements like the ambient lighting in ensuring accuracy?
Oliver Bao

We look to stereo reconstruction to generate a 3D patch per camera pair. These 16 patches are then aligned to form a single point cloud, and a mesh is generated with noise filtered out as much as we could. We would then fit a regular mesh on top in conjunction of temporal filtering to ensure smooth rendering.

The mesh sequence is textured, compressed and packaged for client to use at their chosen settings. The capture system assumes Lambertian surface such that it's viewed independent. We lit the capture volume as flat as possible to allow re-lighting in-game later in real time.

The larger consideration of any studio wanting to maximise MotionScan from the ground up is to consider how they may want to tell the story through the tech and the performance of the characters.

Digital FoundryYour cameras acquire data at 30 frames per second - very much a video games standard. Movies operate at 24fps, while film-makers like James Cameron and Peter Jackson are keen to move to 48fps or even 60fps. To what extent is Depth Analysis compatible with cutting edge movie requirements?
Oliver Bao

The main reasons not to operate above 30fps before were mainly down to cost and storage-based (capacity and write speed) requirements needed immediately for our video games projects. For the next rig, we are planning to move to higher frame rates.

Digital FoundryCan you foresee applications for MotionScan outside of the movie and games industries?
Jennie Kong

Indeed, any industry where training and roleplay (with talking heads) may be needed, would benefit from MotionScan technologies.

Digital FoundryCan you talk a little about the integration process of the MotionScan data into L.A. Noire? Were you using the Rockstar RAGE engine? How easy was it to incorporate the new tech?
Jennie Kong

Neither Team Bondi or Depth Analysis have used Rockstar's RAGE engine in L.A. Noire. Team Bondi developed their own engine in 2004 and Depth Analysis' depression code was provided to them for it to fit within their engine. This approach is how we've been leveraging MotionScan with other new clients.

A couple of Rockstar screenshots showcasing the remarkable results of the Depth Analysis technology in L.A. Noire. MotionScan streaming animation data accounts for around 30K/s to 100K/s with three heads occupying up to 30MB of RAM.
Digital FoundryWhat are the major considerations game developers should factor into their existing tech in order to accommodate MotionScan? Would we be right in assuming that higher poly models for the character faces are essential in making the most of the system?
Oliver Bao

Depth Analysis works closely with developers to discuss the goals of their game and how MotionScan can be used to support their project. We would ensure necessary steps are taken to be compatible with their existing technology and vice versa - if they want to use a lot of close-ups of their characters, then yes, higher poly counts would be essential and MotionScan supports that level of detail.

Jennie Kong

I think the larger consideration of any studio wanting to maximise MotionScan from the ground up is to consider how they may want to tell the story through the tech and the performance of the characters. For this approach, they would need to integrate in shooting it more like a film, which involves a new set of considerations that other facial rigs do not pick up on. Because with MotionScan, what you shoot and see is what you get in the game - the game producer and director will need to think about things such as continuity with their actors (losing/gaining weight, getting tanned, etc), hiring great actors for the best performance, etc.

Digital FoundryWith L.A. Noire you are using direct likenesses of the actors involved. To what extent is the MotionScan data flexible? Can you remap the animation onto, say, an alien face? Or would the best approach be to put the original actor through make-up to achieve a similar effect?
Oliver Bao

Working with L.A. Noire was a straight-forward process as we wanted everyone to look like themselves. The system is like filming in 3D; what you see is what you get. It was faster in our experience to shoot more variations than it is to touch up in post-production animation later.

Many customers keen to use MotionScan have already asked for retargeting and we're currently looking into it. As MotionScan strives to capture and present the most authentic capture, it would be tough for something like an alien face, because who can definitively say how an alien face is supposed to behave? But yes, we are looking at non-human capture and the challenges around presenting that.

Digital FoundryPretty much the only real criticism of L.A. Noire's animation concerns the disconnect between body movement and the MotionScan facial data. MotionScan focuses firmly on the face - going forward, how can this situation be improved?
Jennie Kong

We would have loved to have spent more time on fine-tuning that for L.A. Noire but it wasn't feasible due to the scope of the scripting and talent involved. Moving forward, we will be developing full body capture and so anticipate that this will no longer be an issue once that technology is ready for commercial use.

Read this next

Richard Leadbetter avatar
Richard Leadbetter: Rich has been a games journalist since the days of 16-bit and specialises in technical analysis. He's commonly known around Eurogamer as the Blacksmith of the Future.