NEON - Artificial Humans

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LOCKSUIT

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Re: NEON - Artificial Humans
« Reply #15 on: January 15, 2020, 05:42:57 am »
Yottamarkers got it good bro. Keep that way.
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squarebear

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Re: NEON - Artificial Humans
« Reply #16 on: January 15, 2020, 12:03:43 pm »
Unfortunately, the NEON avatars were real people rather than CGI. Nothing to see here. Move along please.
https://venturebeat.com/2020/01/14/ai-or-bs-distinguishing-artificial-intelligence-from-trade-show-hype/

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Don Patrick

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Re: NEON - Artificial Humans
« Reply #17 on: January 16, 2020, 10:19:44 am »
One of the videos does show however a very poor quality lip sync demo, so as far as I can tell this is the same thing as last year's digital Chinese anchorman: Real life footage with only a generated mouth transposed. That is, I know this is possible, but I can't tell from the surface whether the mouth was generated with AI (which usually has a more blurry effect) or just photos manually mapped to vowels. Any more confirmation on this?
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Re: NEON - Artificial Humans
« Reply #18 on: January 16, 2020, 02:15:39 pm »
omg, i believed it, now i don't, thanks
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Freddy

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Re: NEON - Artificial Humans
« Reply #19 on: January 29, 2020, 01:11:12 pm »
Came across this today: https://www.cnet.com/how-to/samsung-neon-artificial-humans-are-confusing-everyone-we-set-record-straight/

Entitled "Samsung's Neon 'artificial humans' are confusing everyone. We set the record straight".

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These next-gen AI chatbots promise to keep your secrets, teach you yoga and help you find a great restaurant. Just don't ask about the weather.

A robot that brings you more toilet paper when you run out. Samsung's softball-shaped robot named Ballie. Of all the digital pals shown off at CES last week, none were quite as uncanny as Neon, the humanlike "life form" funded by a Samsung lab (but don't confuse it with a Samsung product). In a practical sense, consider it a chatbot with a human face and personality.

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frankinstien

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Re: NEON - Artificial Humans
« Reply #20 on: May 16, 2020, 06:52:29 pm »
What seems to be missing, and I haven't found any solution for, is a framework that builds the concept of a virtual head with muscles. All of the anthropomorphic face animations are based on memorized facial expressions that have to be captured from a human being. What would be better is a rig that uses a concept of muscles to pull and stretch polygons. Where virtual skin has algorithmic kinematic principles so it reacts to muscles pulling, tugging, and stretching the way living skin would. This way you can regulate and fine-tune facial expressions programmatically no need for capturing the expression from an actual person, which is time-consuming and expensive...

 


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