Despite the difficulty, digital doubles are common. The final animated character thus manifested both the actor’s work and the video game character’s traits.įilm and television productions have used this process for decades, although it has historically been both labor intensive and expensive. Instead his digital double was modified to look like a villain with a specific appearance. When players engage with the final product, however, they won’t see this actor on-screen. He also physically acted out many scenes in a separate studio with his fellow performers for motion capture, a process similar to photogrammetry but designed to record the body’s movements. For instance, the aforementioned video game actor says he made faces in the orb and recorded his lines in a recording booth. Special effects artists can also apply an actor’s digital performance to a virtual avatar that looks completely different from the human person. The animated figure can then be placed in a digital landscape and given dialogue-technically, it’s possible to use a person’s scans to create photorealistic video footage of them doing and saying things that actor never did or said. Artists can then rig the resulting 3-D digital double to a virtual “skeleton” and animate it-either by directly following an actor’s real-world, motion-captured performance or by combining that performance with a computer-generated series of movements. Based on camera coordinates-and those redundant overlapping sections-the images are mapped and folded in relation to one another in a process akin to digital origami. With those data, visual effects (VFX) artists take the model from two-dimensional to three-dimensional. Similarly, larger setups are used to scan bodies. For that reason, starring performers require more extensive scans than secondary or background cast members. If an actor’s role involves speaking or showing emotion, pictures of many different facial movements are needed. The cameras capture thousands of intentionally overlapping two-dimensional images of a person’s face at a high resolution. The photogrammetry booth is an area surrounded by hundreds of cameras, sometimes arranged in an orb shape and sometimes around a square room. “It’s become kind of industry standard,” says Chris MacLean, visual effects supervisor for the Apple TV show Foundation.* This technology almost certainly plays a role in any movie, TV show or video game that involves extensive digital effects, elaborate action scenes or an actor’s portrayal of a character at multiple ages. Over the past 25 years or so, it has become increasingly common for big-budget media productions to create digital doubles of at least some performers’ face and body. Here’s how the technology works-and how AI is shaking up the established process. “Performers need the protection of our images and performances to prevent replacement of human performances by artificial intelligence technology,” the union said in a statement released a few days after the strike was announced in mid-July.Īlthough AI replacement is an unsettling possibility, the digital doubles seen in today’s media productions still rely on human performers and special effects artists. This is one of the factors motivating members of the union SAG-AFTRA (the Screen Actors Guild–American Federation of Television and Radio Artists) to go on strike. Some actors fear a possible future in which studios will pressure them to sign away their likeness and their digital double will take work away from them. “It was really very sci-fi.” This actor’s experience was part of the scanning process that allows media production studios to take photographs of cast members in various positions and create movable, malleable digital avatars that can subsequently be animated to perform virtually any action or motion in a realistic video sequence.Īdvances in artificial intelligence are now making it steadily easier to produce digital doubles like this-even without an intense session in the orb. He’s describing his experience with “the orb,” his term for the photogrammetry booth used to capture his likeness during the production of a major video game in 2022. “I don’t think I was freaked out, but it was a very overwhelming space,” says an actor who asked Scientific American to withhold his name for privacy reasons. At irregular intervals, the voice also tells you not to worry and warns that more flashes are coming soon. A voice from the darkness suggests expressions: ways to pose your mouth and eyebrows, scenarios to react to, phrases to say and emotions to embody. Imagine you are strapped into a chair inside this contraption. Outside the orb’s metallic, skeletal frame is darkness. Inside the orb, the world is reduced to a sphere of white light and flashes.
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