The Profitable Collision of Real and Virtual Worlds · The Profitable Collision of Real and Virtual...
Transcript of The Profitable Collision of Real and Virtual Worlds · The Profitable Collision of Real and Virtual...
The Profitable Collision of Real and Virtual Worlds
Steve EglashExecutive Director, Strategic Research Initiatives,
Computer Science, Stanford University
T H E A I S U M M I TS A N F R A N C I S C O, 2 7 S E P TE M B E R 2 0 1 7
The AI and data science revolution
Some trends in AI and data science
• Data mining and machine learning• Algorithms that learn from data• Clustering• Unstructured and dark data• Anomaly detection in real-time streams• Probabilistic approaches• Computer vision• Natural language processing• Decision making in complex environments• Merging of real and virtual worlds
The merging of real and virtual worldsPreviously, artistic animation primarily for
entertainment and gamingNow, physics-based animation allows
predictive modeling and creation of realistic virtual objects
Artistic animation versus physics-based animation
Doug James
Physics-based animation, simulation, and predictive modeling• Based on physical principles of materials and forces• If the models are correct, then provides accurate images, dynamics, and
interactions• Allows creation of images of things that no one has ever seen• Enables investigation of events in a simulated environment• How?
– Create virtual objects that accurately reflect properties of real physical objects
• Why?– Useful for entertainment, e-commerce, education, experimentation,
and much more– Can generate data– Can narrow range of likely solutions
Component parts• Rendering: light transport, 3D scene → 2D image• Geometry: creating 3D geometry for a scene• Animation: moving 3D geometry around• Simulation: automated animation
ApplicationsEntertainment and gaming, obviouslyVirtual reality and augmented realityTextiles, garments, and fashionRetailing and e-commerceEducation and trainingRoboticsHealthcare and medicineInsurance and automotive collision repairDisaster scenario responseManufacturingand much more
Visual cloth details
Virtual cloth for e-commerce• Apparel is an important category for
e-commerce• However, it is hard to decide the fit or imagine
the look without actually trying on the clothing• Returns due to the mismatch between
expectation and reality can incur logistical loss and hurt customer satisfaction
• Virtual try-on can make online clothes shopping a smoother process for both vendors and shoppers
Ron Fedkiw, Jenny Jin, Stanford University
Cloth simulation is hard• The goal is to simulate high quality and visually
interesting virtual cloth with realistic folds and wrinkle patterns under dynamic motion
• It is very difficult to simulate real world cloth faithfully—even the best CG cloth for movies isn’t good enough compared to real cloth
Improved cloth simulationThe inequality cloth simulation model on the right produces better visual results and improved data augmentation
Ron Fedkiw, Jenny Jin, Stanford University
Ultra-realistic cloth for moviesThese techniques can be used to make ultra-realistic virtual cloth for movies, similar to what Fedkiw et al. did with CG water for Pirates of the Caribbean
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Faces and the uncanny valley
We, as humans, subconsciously detect something wrong with near human-like characters, particularly in their face
Characters that are obviously fake and non-human provoke a negative response
This effect occurs when one pushes the boundaries of realism, which is where the visual effects industry is at right now
Very talented artists spend lots of time tweaking results for each shot by hand
Extremely hard to fix, because we often don’t know what’s wrong
Ron Fedkiw, Michael Bao, Stanford University
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Building a realistic anatomical model
Create a highly accurate model of the face and simulate it using volumetric muscles
Compute muscle activations from motion capture data by solving an inverse problem
Preserves physical properties: Volume Preservation Contact and CollisionProblems: Lacks the expressiveness of traditional
facial blendshape animations Hard for artists to control Still uncanny; not good enough!
circa 2005
Hybridizing data and simulation
Yarn-level cloth simulation
Doug James (Stanford), Steve Marschner (Cornell)
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Scarf at 1/6th speedJonathan Kaldor, Steve Marschner, Doug James, Cornell University
Implications for businessIndustry Some potential applicationsEntertainment and gaming Obviously
Virtual reality and augmented reality Additional sources of data for immersive experiences
Textiles, garments, and fashion Digital prototyping and virtual dressing rooms
Retailing and e-commerce Samples, online interactivity
Education and training Convenient and safe experiential training
Robotics Simulation, planning, tele-operation
Healthcare and medicine Training, telemedicine, research
Insurance Automotive collision repair, for example
Disaster scenario response Prediction and next best action
Manufacturing Integrate design, manufacture, and end user
And much much more!
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