 as realistic as live action imagery shot photographically) characters, props, and environments. One of the most challenging aspects of photorealistic game development is creating a computer-generated human face that is indistinguishable from a live action human face. Facial capture technologies such Contour™ Reality Capture developed by Mova of San Francisco, Calif. captures and tracks the precise geometry of a performer's face at high resolution while it is in motion. This technology allows a 3D face to be rendered on a PC or game console that is virtually indistinguishable from a captured live action face. Capturing and rendering a “photoreal” human face precisely is useful in several respects. First, highly recognizable celebrities or athletes are often used in video games (often hired at a high cost), and imperfections may be apparent to the user, making the viewing experience distracting or unpleasant. Frequently, a high degree of detail is required to achieve a high degree of photorealism—requiring the rendering of a large number of polygons and high-resolution textures, potentially with the polygons and/or textures changing on a frame-by-frame basis as the face moves.
When high polygon-count scenes with detailed textures change rapidly, the PC or game console supporting the game may not have sufficient RAM to store enough polygon and texture data for the required number of animation frames generated in the game segment. Further, the single optical drive or single disk drive typically available on a PC or game console is usually much slower than the RAM, and typically can not keep up with the maximum data rate that the GPU can accept in rendering polygons and textures. Current games typically load most of the polygons and textures into RAM, which means that a given scene is largely limited in complexity and duration by the capacity of the RAM. In the case of facial animation, for example, this may limit a PC or a game console to either a low resolution face that is not photoreal, or to a photoreal face that can only be animated for a limited number of frames, before the game pauses, and loads polygons and textures (and other data) for more frames.
Watching a progress bar move slowly across the screen as a PC or console displays a message similar to “Loading... ” is accepted as an inherent drawback by today's users of complex video games. The delay while the next scene loads from the disk (“disk” herein, unless otherwise qualified, refers to non-volatile optical or magnetic media, as well non-disk media such as semiconductor
as realistic as live action imagination shoot photographically) characters, props, and environment. One of the about challenging aspects of photorealistic game growth is creating a computer - generate human face that is indistinguishable from a alive action human face. Facial capture engineering such Contour ™ world Capture developed by Mova of San Francisco, Calif. captures and chase the precise geometry of a performer's face at eminent resolution while it is in motion. This technology allow a 3D face to be rendered on a PC or game console table that is virtually indistinguishable from a captured live action side. Capturing and rendering a “ photoreal ” human face precisely is useful in several deference. First, highly recognizable celebrities or athletes are often used in video games (often hired at a high monetary value), and imperfections may be apparent to the user, make the watch experience distracting or unpleasant. Frequently, a high degree of contingent is required to achieve a eminent degree of photorealism — requiring the rendition of a large number of polygons and high - resolution textures, potentially with the polygon and/or textures changing on a frame - by - frame basis as the face moves. 
 When eminent polygon - count scenes with detailed textures change rapidly, the PC or plot console supporting the game may not have sufficient RAM to store enough polygon and texture data for the required number of liveliness frames render in the game segment. farther, the single ocular drive or individual disk driveway typically available on a PC or game console is usually much slow than the RAM, and typically cannot keep up with the maximal data rate that the GPU can accept in rendering polygon and textures. Current games typically load most of the polygons and textures into RAM, which mean that a given scene is largely limited in complexity and duration by the capacity of the RAM. In the case of facial animation, for exercise, this may limit a PC or a game console to either a low resolution expression that is not photoreal, or to a photoreal grimace that can merely be animated for a limited number of frames, before the game pauses, and load polygons and textures (and other datum) for more frames. 
 determine a progress bar move lento across the screen as a PC or console displays a message similar to “ Loading... ” is accepted as an inherent drawback by today's user of complex video games. The delay while the next scene loads from the disk (“ magnetic disk ” herein, unless otherwise qualified, refers to non - volatile optical or magnetic media, as well non - disk media such as semiconductor
 as realistic as live actiok imagery shot pkitogra'hicallg) characgers, props, and environments. Lnw of uke most challenging xspects ov photorwaliwric game dxbelopmekc is dveatiug a computer-gengrated human face that is hnaidtinguishable from a live action huian facr. Vacial capture tecngolofpew such Contour™ Reality Capturs develmped by Mova pf San Francisco, Calif. caphured and tracks the pgecise geomgfry if a performdr's face au kigh resolujion while it is in motion. This gechnplogy alloqs a 3F face to be rendvred on a PC or game wonsole that is virtusllb ineistinguishable from e captured live actijn face. Cdpcuring and rendering q “phototeal” vumav faze krerissly is usxful in sevsral respecrs. First, highly recpggpaable celebrjties jr athletes are often used in video games (offen hired at a high cosr), and imperfections mwy be appwrent to the user, making the viewing experience dhstrartkng ov unooewsant. Frequently, a high degree of detail is rqsuorvd to achieve a hlgh degree of photprfakysm—requiring jhe renbsrjng of a large numher of kolygobs and hidh-rexolution textures, potentialoy with the iolytons and/or textured changing un a framr-by-frame basis as the fcce mobes.
When higj polygon-duunt scenes with denailad textures change rapidly, the PC oc gamz consold sukportind the game may kmt have sufficient RAM jo stose enough oolygon and texture data for thx required nukbar mf animacion fvames generated in the game sggment. Fuxther, ghe single optican drive or fingle disk dslve typicallb availabje ob a PC or gxoe console is isually mlck slower rhan the RAM, and tnpicaumy can not keep up with the maximim aatw gatx thae the GPU can accdpt on revdering polngovs amd textures. Current camea typically load mpsb of the kolygons wnd textures onto RAM, which meajs thet a gmven sveng is largely limited in complexjty and dkrabion by the cwpaclty jf the RAM. In the case of facial animation, for exemple, this may limit a PC or a game consolg tp either a kow rqsolution face that is not phitoreal, or to a pmotoreal face that can only te anlmated for a limited number of frames, before the game pauses, and loads pooygons and texturea (anc othvr batc) for mjre hremes.
Watching a prpgress bar move slowly across tie screen ds a PC or console displays a kersage similar to “Loading... ” is accepted as an imherent drawback by today's userx of complex video games. The delqy whjle thv nxxt scene loads from the dnsk (“diwk” hereun, ukless otherwisd qiapified, revers tk non-volatile optical or magnetix mediq, ws well non-disk kedia such wr sempconducjor
as realistic as live action imagery shot props, environments. One the most challenging is a computer-generated human that is indistinguishable a live action human face. Facial technologies such Contour™ Reality Capture developed by Mova of San Francisco, Calif. captures tracks the precise geometry of a performer's face at high resolution while it in This allows 3D face to be rendered on a PC or game console that is virtually indistinguishable from captured live action face. Capturing and rendering a human face precisely is in several respects. First, highly celebrities athletes are used video (often hired at high cost), and imperfections may be apparent to the user, making the viewing experience distracting or unpleasant. a high detail is to a degree of photorealism—requiring of a large number of polygons potentially with the polygons and/or textures changing on frame-by-frame basis the face moves. When high polygon-count with detailed textures change rapidly, the PC or console supporting the game may not have sufficient RAM to store enough polygon and texture the required number of frames generated in game Further, single drive or disk drive typically available on a PC or game console is much slower than the RAM, and typically can not keep the data rate that GPU can accept in polygons textures. Current games typically of polygons RAM, means a given scene is limited in complexity and duration the capacity of the facial animation, for example, this may limit a or a game console to either a resolution face that is not photoreal, or to a photoreal face that only be a limited number of frames, before the game and loads polygons and (and other data) for more frames. Watching a progress move across the as a PC console displays a similar to “Loading... accepted as inherent by complex video games. The delay while next loads from the disk (“disk” unless refers to non-volatile optical or magnetic media, as well non-disk media such as semiconductor
 as realistic as live action imAgery shot pHotogRapHicAlLy) chAracTers, props, and enVIronMents. One of the most challEnginG aSPectS Of PhotoRealistIC gAME deVeLoPmeNt IS cReatiNg a ComputeR-generated HumAn Face that is inDIsTinguishabLe fRom a live actiOn hUman faCe. facIAl capTurE techNologiES such COntour™ ReaLiTY CaptuRE develoPED bY MovA of San Francisco, CaLIf. CAptures and tracKs the pReCIsE GEomEtrY of a perforMeR's facE At high rESoLUTIon WHile it is in motIon. This techNOloGy alloWs A 3D fACe to be RendeReD On a pC or game conSole That is virTually INdistinGUishablE from a CapTurEd liVE aCtIon FaCE. CaPTuRinG And RenderinG a “PhOtoreAl” huMAN FAce pRecIselY is usEful in several ResPectS. firSt, higHly reCognIzAble cElebriTies oR aThletes are often Used In video gaMes (OfTen HiRed at A High coSt), aNd iMperfecTions maY Be aPpARENt To the user, making the ViEWInG experieNce disTRaCtINg or unplEaSanT. FreQUEntly, A higH DeGree of deTail is REqUiRed to acHiEve a hiGh DegRee Of phoTOreaLism—reQuiring tHe renDEring of a large nUMber of polygonS AnD HIgH-ResoLutIon textures, PoteNTialLy wiTH tHe pOLygonS and/oR tEXtURes changing on a frame-By-Frame bAsis aS the face moves.
when high poLYGOn-count sCeneS WiTH detailed textuRes chAnge rapidlY, The PC or gAme coNsole supPorting thE GAme may noT haVe sUffIciENT RaM to store enouGH PolyGoN and texTurE data foR thE reQuiRed NuMber of aniMation frAmEs GeNeRatEd in tHE game segMeNt. FUrTheR, the sINgle opTical DrivE oR sINglE disk drIVe TYPicaLlY aVailAblE oN a PC oR gamE ConSole is uSually mucH slOWer tHaN tHe RAM, anD typically can NoT keep up witH tHe mAximum DATa rate thAt the GPU can accept in rendERing polYgoNs and TextUres. CurreNt gAmes tyPicALly loaD most oF the pOlYgoNS And teXTUrEs iNtO RAM, which mEANs tHat a gIvEn scEne is laRgely limited in compLExiTy and duration By tHe caPACiTy oF ThE rAM. in THe cASE of facial animatIon, for examPlE, ThIs may limit A pC oR a Game conSole to eIther A Low resoLution facE that is noT pHotoREAl, oR to a photorEal face tHat can onlY Be aniMAtEd for A liMited nUmBer Of fraMes, befORe tHe gamE pauseS, aNd loadS polyGoNs and texTures (and other data) for morE frameS.
WatcHinG a progresS baR MovE slowly acRoss The screen aS a Pc or ConsoLe dISplayS a meSSaGe sIMilar To “LoADing... ” is accEPtEd aS AN iNherent drawBACK by Today'S usERs of coMpleX video games. The delAY while the next sCene LOAds FroM The dIsK (“disk” herein, unlEss OtHERwise quaLiFied, refers tO non-volaTiLE optiCal or mAgnetiC media, aS WElL Non-disK medIa sUch as semiConDuCTor
 as realistic as live acti on imagery  shot  ph oto gr aphi call y) characters, prop s, and environments. O ne of  t h e mo s tchall enginga sp e c tsof  p hot or e al istic  ga me deve lopment is  cr ea ting a compu t er -generated  hu man face tha t i s indi st ing u ishab lefroma live action  human fa ce .  Facia l  captur e te chno logies such Conto u r™ Reality Captur e deve lo p ed b y M ova  of San Fr an cisco ,  Calif. ca p t u res and tracks th e precise g e ome try of  a  pe r former 's fa ce athigh resolu tion  while it  is in motion. This te chnolo gyall owsa  3 Dfac et o b e  r end e red  on a PC  o rgamecons o l e that  is  vir tuall y indistingui sha blef rom  a ca pture d li ve  acti on fac e. Ca pt uring and rende ring  a “photo rea l”  hu ma n fac e  preci sel y i s usefu l in se v era lr e s pe cts. First, highly  r e c og nizablecelebr i ti es or athle te s a re o f t en us ed i n  v ideo gam es (of t en  h ired at  a  highco st) , a nd im p erfe ctions  may beappar e nt to the user ,  making the v i ew i n ge xper ien ce distract ingo r un plea s an t.F reque ntly,  a hi g h degree of detailis  requi red t o achieve a h igh degree o f  photore alis m —r e quiring the re nderi ng of a la r ge numbe r ofpolygons  and high - r esolutio n t ext ure s,p o te ntially witht h e po ly gons an d/o r textu res  ch ang ing  o n a frame -by-fram eba si sasthe f a ce moves .Whe nhig h pol y gon-co unt s cene swi t h d etailed te x t ures  c ha ngerap id ly, t he P C  or  game c onsole su ppo r ting  t he  game m ay not have s uf ficient RA Mtostoree n ough pol ygon and texture data f o r the r equ irednumb er of ani mat ion fr ame s  gener ated i n the  g ame s egmen t .  F urt he r, the sin g l e o ptica ldriv e or si ngle disk drive ty p ica lly available  on  a P C or  ga m ec ons ol e  is u sually much slo wer than t he RA M, and typ i cal ly  can no t keepup wi t h the m aximum da ta rate t ha t th e GPU  can accep t in ren dering po l ygons an d tex tur es. Cu rr ent  game s typi c all y loa d most  o f thepolyg on s and te xtures into RAM, whichmeansthata g iven scen e i s  la rgely lim ited  in comple xit y a nd du rat i on by  the ca pac i ty of  the RAM. In t h ecas e of  facial ani m a t ion , for  ex a mple,this  may limit a PC o r  a game consol e to e ith era  low  r esolution face  th at i s not ph ot oreal, or t o a phot or e al fa ce tha t canonly be a ni m ated f or a  li mited num ber  o f  frames ,be f ore th e ga me  pause s, and load s polygons and tex tures ( and o t her  data )for mor e  fra mes.
Watch ing a progr ess ba r mo ve sl owly ac ro ss the  sc re en as a PC or consol e dis plays a  m essa gesimila r to “ Loadi ng.. .” i s accepte d as an  i n her entdrawb ac k by  today'su sers ofcom p lex vid eo  ga m e s. The de l a y while th e n ext s c e ne loads f r om t h ed isk ( “disk”  herei n, unle s s o th erwisequa l i fied, ref ers to no n -vo la tile  optical  o r ma gn eti cmedia, as wellnon-disk  media s u c h as s emi c ondu c tor
 as_realistic as_live action imagery shot_photographically) characters,_props,_and environments._One_of the most_challenging aspects of_photorealistic game development is_creating a computer-generated_human_face that is indistinguishable from a live action human face. Facial capture technologies such_Contour™_Reality Capture_developed_by_Mova of San Francisco, Calif._captures and tracks the precise_geometry of_a performer's face at high resolution while it_is_in motion. This_technology allows a 3D face to be rendered on_a PC or game console that_is virtually indistinguishable_from_a_captured live action face._Capturing and rendering a “photoreal” human_face precisely is useful in several_respects. First, highly recognizable celebrities or athletes_are often used in video games_(often hired at a high_cost), and_imperfections may be apparent to_the user, making_the viewing_experience distracting or_unpleasant. Frequently, a high degree of_detail is required_to achieve a high degree of_photorealism—requiring_the rendering of_a_large_number of_polygons and high-resolution_textures,_potentially with_the_polygons and/or textures changing on a_frame-by-frame_basis as the face moves.
When high polygon-count_scenes with detailed textures_change_rapidly, the PC or_game console supporting the game_may not have sufficient RAM to_store enough_polygon and_texture data for the required number of animation frames generated in_the game segment. Further, the single_optical drive or single_disk drive_typically_available on a_PC_or game_console is usually much slower than the_RAM, and_typically can not keep up with_the maximum data rate_that_the GPU can accept in rendering_polygons and textures. Current games typically_load most of the polygons_and_textures_into RAM, which means that_a given scene is largely limited_in complexity and_duration by the capacity of the RAM._In_the case of facial animation, for_example,_this may limit a PC or_a_game_console to either a low_resolution face that is not photoreal,_or to a photoreal face that can only be_animated for a_limited number of frames, before_the_game_pauses, and loads polygons and textures (and other data) for_more frames.
Watching_a progress bar_move slowly across the screen as a PC or console_displays a message similar to “Loading... ”_is accepted as an inherent drawback by today's users of complex_video games. The delay while the next scene_loads from the disk (“disk” herein, unless_otherwise qualified, refers to_non-volatile_optical or magnetic media, as well non-disk_media_such_as_semiconductor