Ed Ulbrich: How Benjamin Button got his face

170,602 views ・ 2009-02-23

TED


Please double-click on the English subtitles below to play the video.

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I'm here today representing a team of artists and technologists and filmmakers
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that worked together on a remarkable film project for the last four years.
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And along the way they created a breakthrough in computer visualization.
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So I want to show you a clip of the film now.
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Hopefully it won't stutter.
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And if we did our jobs well, you won't know that we were even involved.
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Voice (Video): I don't know how it's possible ...
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but you seem to have more hair.
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Brad Pitt: What if I told you that I wasn't getting older ...
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but I was getting younger than everybody else?
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I was born with some form of disease.
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Voice: What kind of disease?
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BP: I was born old.
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Man: I'm sorry.
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BP: No need to be. There's nothing wrong with old age.
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Girl: Are you sick?
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BP: I heard momma and Tizzy whisper,
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and they said I was gonna die soon.
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But ... maybe not.
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Girl: You're different than anybody I've ever met.
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BB: There were many changes ...
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some you could see, some you couldn't.
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Hair started growing in all sorts of places,
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along with other things.
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I felt pretty good, considering.
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Ed Ulbrich: That was a clip from "The Curious Case of Benjamin Button."
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Many of you, maybe you've seen it or you've heard of the story,
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but what you might not know
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is that for nearly the first hour of the film,
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the main character, Benjamin Button, who's played by Brad Pitt,
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is completely computer-generated from the neck up.
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Now, there's no use of prosthetic makeup
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or photography of Brad superimposed over another actor's body.
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We've created a completely digital human head.
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So I'd like to start with a little bit of history on the project.
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This is based on an F. Scott Fitzgerald short story.
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It's about a man who's born old and lives his life in reverse.
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Now, this movie has floated around Hollywood
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for well over half a century,
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and we first got involved with the project in the early '90s,
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with Ron Howard as the director.
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We took a lot of meetings and we seriously considered it.
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But at the time we had to throw in the towel.
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It was deemed impossible.
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It was beyond the technology of the day to depict a man aging backwards.
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The human form, in particular the human head,
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has been considered the Holy Grail of our industry.
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The project came back to us about a decade later,
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and this time with a director named David Fincher.
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Now, Fincher is an interesting guy.
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David is fearless of technology,
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and he is absolutely tenacious.
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And David won't take "no."
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And David believed, like we do in the visual effects industry,
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that anything is possible
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as long as you have enough time, resources and, of course, money.
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And so David had an interesting take on the film,
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and he threw a challenge at us.
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He wanted the main character of the film to be played
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from the cradle to the grave by one actor.
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It happened to be this guy.
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We went through a process of elimination and a process of discovery
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with David, and we ruled out, of course, swapping actors.
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That was one idea: that we would have different actors,
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and we would hand off from actor to actor.
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We even ruled out the idea of using makeup.
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We realized that prosthetic makeup just wouldn't hold up,
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particularly in close-up.
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And makeup is an additive process. You have to build the face up.
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And David wanted to carve deeply into Brad's face
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to bring the aging to this character.
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He needed to be a very sympathetic character.
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So we decided to cast a series of little people
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that would play the different bodies of Benjamin
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at the different increments of his life
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and that we would in fact create a computer-generated version of Brad's head,
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aged to appear as Benjamin,
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and attach that to the body of the real actor.
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Sounded great.
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Of course, this was the Holy Grail of our industry,
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and the fact that this guy is a global icon didn't help either,
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because I'm sure if any of you ever stand in line at the grocery store,
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you know -- we see his face constantly.
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So there really was no tolerable margin of error.
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There were two studios involved: Warner Brothers and Paramount.
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And they both believed this would make an amazing film, of course,
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but it was a very high-risk proposition.
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There was lots of money and reputations at stake.
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But we believed that we had a very solid methodology
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that might work ...
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But despite our verbal assurances,
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they wanted some proof.
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And so, in 2004, they commissioned us to do a screen test of Benjamin.
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And we did it in about five weeks.
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But we used lots of cheats and shortcuts.
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We basically put something together to get through the meeting.
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I'll roll that for you now. This was the first test for Benjamin Button.
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And in here, you can see, that's a computer-generated head --
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pretty good -- attached to the body of an actor.
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And it worked. And it gave the studio great relief.
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After many years of starts and stops on this project,
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and making that tough decision,
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they finally decided to greenlight the movie.
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And I can remember, actually, when I got the phone call to congratulate us,
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to say the movie was a go,
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I actually threw up.
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(Laughter)
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You know, this is some tough stuff.
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So we started to have early team meetings,
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and we got everybody together,
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and it was really more like therapy in the beginning,
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convincing each other and reassuring each other that we could actually undertake this.
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We had to hold up an hour of a movie with a character.
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And it's not a special effects film; it has to be a man.
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We really felt like we were in a -- kind of a 12-step program.
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And of course, the first step is: admit you've got a problem. (Laughter)
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So we had a big problem:
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we didn't know how we were going to do this.
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But we did know one thing.
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Being from the visual effects industry,
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we, with David, believed that we now had enough time,
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enough resources, and, God, we hoped we had enough money.
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And we had enough passion to will the processes and technology into existence.
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So, when you're faced with something like that,
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of course you've got to break it down.
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You take the big problem and you break it down into smaller pieces
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and you start to attack that.
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So we had three main areas that we had to focus on.
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We needed to make Brad look a lot older --
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needed to age him 45 years or so.
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And we also needed to make sure that we could take Brad's idiosyncrasies,
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his little tics, the little subtleties that make him who he is
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and have that translate through our process
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so that it appears in Benjamin on the screen.
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And we also needed to create a character
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that could hold up under, really, all conditions.
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He needed to be able to walk in broad daylight,
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at nighttime, under candlelight,
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he had to hold an extreme close-up,
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he had to deliver dialogue,
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he had to be able to run, he had to be able to sweat,
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he had to be able to take a bath, to cry,
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he even had to throw up.
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Not all at the same time --
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but he had to, you know, do all of those things.
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And the work had to hold up for almost the first hour of the movie.
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We did about 325 shots.
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So we needed a system that would allow Benjamin
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to do everything a human being can do.
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And we realized that there was a giant chasm
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between the state of the art of technology in 2004
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and where we needed it to be.
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So we focused on motion capture.
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I'm sure many of you have seen motion capture.
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The state of the art at the time
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was something called marker-based motion capture.
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I'll give you an example here.
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It's basically the idea of, you wear a leotard,
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and they put some reflective markers on your body,
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and instead of using cameras,
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there're infrared sensors around a volume,
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and those infrared sensors track the three-dimensional position
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of those markers in real time.
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And then animators can take the data of the motion of those markers
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and apply them to a computer-generated character.
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You can see the computer characters on the right
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are having the same complex motion as the dancers.
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But we also looked at numbers of other films at the time
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that were using facial marker tracking,
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and that's the idea of putting markers on the human face
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and doing the same process.
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And as you can see, it gives you a pretty crappy performance.
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That's not terribly compelling.
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And what we realized
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was that what we needed
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was the information that was going on between the markers.
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We needed the subtleties of the skin.
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We needed to see skin moving over muscle moving over bone.
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We needed creases and dimples and wrinkles and all of those things.
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Our first revelation was to completely abort and walk away from
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the technology of the day, the status quo, the state of the art.
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So we aborted using motion capture.
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And we were now well out of our comfort zone,
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and in uncharted territory.
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So we were left with this idea
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that we ended up calling "technology stew."
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We started to look out in other fields.
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The idea was that we were going to find
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nuggets or gems of technology
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that come from other industries like medical imaging,
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the video game space,
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and re-appropriate them.
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And we had to create kind of a sauce.
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And the sauce was code in software
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that we'd written to allow these disparate pieces of technology
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to come together and work as one.
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Initially, we came across some remarkable research
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done by a gentleman named Dr. Paul Ekman in the early '70s.
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He believed that he could, in fact,
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catalog the human face.
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And he came up with this idea of Facial Action Coding System, or FACS.
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He believed that there were 70 basic poses
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or shapes of the human face,
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and that those basic poses or shapes of the face
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can be combined to create infinite possibilities
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of everything the human face is capable of doing.
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And of course, these transcend age, race, culture, gender.
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So this became the foundation of our research as we went forward.
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And then we came across some remarkable technology
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called Contour.
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And here you can see a subject having phosphorus makeup
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stippled on her face.
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And now what we're looking at is really creating a surface capture
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as opposed to a marker capture.
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The subject stands in front of a computer array of cameras,
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and those cameras can, frame-by-frame,
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reconstruct the geometry of exactly what the subject's doing at the moment.
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So, effectively, you get 3D data in real time of the subject.
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And if you look in a comparison,
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on the left, we see what volumetric data gives us
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and on the right you see what markers give us.
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So, clearly, we were in a substantially better place for this.
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But these were the early days of this technology,
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and it wasn't really proven yet.
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We measure complexity and fidelity of data
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in terms of polygonal count.
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And so, on the left, we were seeing 100,000 polygons.
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We could go up into the millions of polygons.
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It seemed to be infinite.
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This was when we had our "Aha!"
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This was the breakthrough.
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This is when we're like, "OK, we're going to be OK,
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This is actually going to work."
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And the "Aha!" was, what if we could take Brad Pitt,
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and we could put Brad in this device,
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and use this Contour process,
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and we could stipple on this phosphorescent makeup
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and put him under the black lights,
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and we could, in fact, scan him in real time
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performing Ekman's FACS poses.
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Right? So, effectively,
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we ended up with a 3D database
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of everything Brad Pitt's face is capable of doing.
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(Laughter)
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From there, we actually carved up those faces
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into smaller pieces and components of his face.
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So we ended up with literally thousands and thousands and thousands of shapes,
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a complete database of all possibilities
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that his face is capable of doing.
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Now, that's great, except we had him at age 44.
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We need to put another 40 years on him at this point.
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We brought in Rick Baker,
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and Rick is one of the great makeup and special effects gurus
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of our industry.
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And we also brought in a gentleman named Kazu Tsuji,
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and Kazu Tsuji is one of the great photorealist sculptors of our time.
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And we commissioned them to make a maquette,
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or a bust, of Benjamin.
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So, in the spirit of "The Great Unveiling" -- I had to do this --
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I had to unveil something.
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So this is Ben 80.
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We created three of these:
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there's Ben 80, there's Ben 70, there's Ben 60.
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And this really became the template for moving forward.
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Now, this was made from a life cast of Brad.
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So, in fact, anatomically, it is correct.
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The eyes, the jaw, the teeth:
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everything is in perfect alignment with what the real guy has.
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We have these maquettes scanned into the computer
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at very high resolution --
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enormous polygonal count.
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And so now we had three age increments of Benjamin
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in the computer.
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But we needed to get a database of him doing more than that.
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We went through this process, then, called retargeting.
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This is Brad doing one of the Ekman FACS poses.
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And here's the resulting data that comes from that,
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the model that comes from that.
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Retargeting is the process of transposing that data
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onto another model.
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And because the life cast, or the bust -- the maquette -- of Benjamin
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was made from Brad,
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we could transpose the data of Brad at 44
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onto Brad at 87.
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So now, we had a 3D database of everything Brad Pitt's face can do
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at age 87, in his 70s and in his 60s.
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Next we had to go into the shooting process.
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So while all that's going on,
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we're down in New Orleans and locations around the world.
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And we shot our body actors,
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and we shot them wearing blue hoods.
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So these are the gentleman who played Benjamin.
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And the blue hoods helped us with two things:
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one, we could easily erase their heads;
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and we also put tracking markers on their heads
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so we could recreate the camera motion
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and the lens optics from the set.
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But now we needed to get Brad's performance to drive our virtual Benjamin.
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And so we edited the footage that was shot on location
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with the rest of the cast and the body actors
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and about six months later
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we brought Brad onto a sound stage in Los Angeles
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and he watched on the screen.
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His job, then, was to become Benjamin.
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And so we looped the scenes.
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He watched again and again.
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We encouraged him to improvise.
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And he took Benjamin into interesting and unusual places
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that we didn't think he was going to go.
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We shot him with four HD cameras
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so we'd get multiple views of him
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and then David would choose the take of Brad being Benjamin
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that he thought best matched the footage
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with the rest of the cast.
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From there we went into a process called image analysis.
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And so here, you can see again, the chosen take.
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And you are seeing, now, that data being transposed on to Ben 87.
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And so, what's interesting about this is
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we used something called image analysis,
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which is taking timings from different components of Benjamin's face.
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And so we could choose, say, his left eyebrow.
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And the software would tell us that, well,
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in frame 14 the left eyebrow begins to move from here to here,
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and it concludes moving in frame 32.
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And so we could choose numbers of positions on the face
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to pull that data from.
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And then, the sauce I talked about with our technology stew --
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that secret sauce was, effectively, software that allowed us to
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match the performance footage of Brad
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in live action with our database of aged Benjamin,
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the FACS shapes that we had.
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On a frame-by-frame basis,
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we could actually reconstruct a 3D head
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that exactly matched the performance of Brad.
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So this was how the finished shot appeared in the film.
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And here you can see the body actor.
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And then this is what we called the "dead head," no reference to Jerry Garcia.
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And then here's the reconstructed performance
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now with the timings of the performance.
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And then, again, the final shot.
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It was a long process.
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(Applause)
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The next section here, I'm going to just blast through this,
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because we could do a whole TEDTalk on the next several slides.
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We had to create a lighting system.
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So really, a big part of our processes was creating a lighting environment
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for every single location that Benjamin had to appear
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so that we could put Ben's head into any scene
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and it would exactly match the lighting that's on the other actors
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in the real world.
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We also had to create an eye system.
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We found the old adage, you know,
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"The eyes are the window to the soul,"
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absolutely true.
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So the key here was to keep everybody looking in Ben's eyes.
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And if you could feel the warmth, and feel the humanity,
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and feel his intent coming through the eyes,
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then we would succeed.
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So we had one person focused on the eye system
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for almost two full years.
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We also had to create a mouth system.
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We worked from dental molds of Brad.
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We had to age the teeth over time.
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We also had to create an articulating tongue that allowed him to enunciate his words.
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There was a whole system written in software to articulate the tongue.
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We had one person devoted to the tongue for about nine months.
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He was very popular.
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Skin displacement: another big deal.
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The skin had to be absolutely accurate.
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He's also in an old age home, he's in a nursing home
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around other old people,
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so he had to look exactly the same as the others.
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So, lots of work on skin deformation,
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you can see in some of these cases it works,
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in some cases it looks bad.
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This is a very, very, very early test in our process.
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So, effectively we created a digital puppet
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that Brad Pitt could operate with his own face.
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There were no animators necessary to come in and interpret behavior
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or enhance his performance.
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There was something that we encountered, though,
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that we ended up calling "the digital Botox effect."
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So, as things went through this process,
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Fincher would always say, "It sandblasts the edges off of the performance."
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And thing our process and the technology couldn't do,
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is they couldn't understand intent,
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the intent of the actor.
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So it sees a smile as a smile.
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It doesn't recognize an ironic smile, or a happy smile,
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or a frustrated smile.
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So it did take humans to kind of push it one way or another.
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But we ended up calling the entire process
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and all the technology "emotion capture,"
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as opposed to just motion capture.
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Take another look.
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Brad Pitt: Well, I heard momma and Tizzy whisper,
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and they said I was gonna die soon,
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but ... maybe not.
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EU: That's how to create a digital human in 18 minutes.
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(Applause)
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A couple of quick factoids;
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it really took 155 people over two years,
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and we didn't even talk about 60 hairstyles and an all-digital haircut.
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But, that is Benjamin. Thank you.
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