Animated Digital Doubles in Unity
summary
Pipeline delivers Unity5-ready digital doubles by combining a proprietary capture system that records high‑detail geometry and physically based material with an analysis/reconstruction pipeline that builds expression spaces and retargetable rigs. Deliverables include up to 96 captured expressions, an 84‑dimensional expression space (selectable down to 30 with ~86% fidelity), a head at ~5,300 vertices with five 4K textures, blendshape + vertex‑color stress encoding, PBR shader integration, and realtime playback measured at ~30 Hz (non‑optimized) or 60 Hz on a standard desktop.
AI-written summary · about
chapters (15)
- 0:00Introduction to Isco
- 1:04Defining digital doubles
- 3:19Industry challenges
- 4:43Proprietary capture system
- 6:37Appearance acquisition
- 9:46Material reconstruction
- 14:15Real-time demonstration
- 17:01Animatable digital doubles
- 20:27Memory optimization
- 22:19Performance retargeting
- 25:26Fidelity vs performance
- 27:54Unity 5 integration
- 30:33Service overview
- 31:58Future directions
- 33:26Q&A session
related talks
13mBuilding a Real-Time Digital Human Framework for Live Events
01h 00mInside Unity’s new flagship demo, Enemies
01h 02mart tools: A new era of creativity
51mExploring the Technology that Drives "The Human Race"
47mA Thousand Cuts Down to 5
18mDesign Visualization Using UE 4.23
28mUnity + Octane: The Path to Holographic Cinematic Rendering
27mHigh definition render pipeline, shader graph, GPU-based progressive lightmapper
