DI4D captured the cinematic and in-game facial performances of the main cast members in the Call of Duty sequel using our proprietary PURE4D pipeline. Working closely with Infinity Ward and Activision, 4 hours of high-fidelity facial animation data has been delivered for the game.
DI4D delivered high-fidelity 4D facial data for all 15 protagonists in Supermassive’s teen horror game ‘The Quarry’ using our DI4D PRO system. Over the course of the project, high fidelity 4D facial capture data was acquired for all of the games’ characters, including David Arquette as Chris, Siobhan Williams as Laura, and Ted Raimi as Travis.
F1 2021 ‘Braking Point’ becomes the first project to use the new PURE4D pipeline, utilising the DI4D HMC, DI4D PRO systems and DI4D’s proprietary Machine Learning to produce over 60 minutes of highly realistic facial animation for 6 digital doubles.
The DI4D HMC (head mounted camera) v1.0 becomes the only commercially available HMC. It is optimised for 4D facial performance capture, uses DI4D’s post-processing service and is also compatible with third party facial animation solutions.
Breathing life into believable digital doubles for the next generation of video games and visual effects, we launch PURE4D, the world’s most precise pipeline for facial performance capture. PURE4D truly delivers highly lifelike facial performance data that is ready to be used for in-game animation.
Providing facial performance to derive point-cache animation for the in-game cinematics on ‘Call of Duty: Modern Warfare’, the highest earning game in the world, is one of our greatest accolades. An amazing project to work on alongside Blur Studio and Infinity Ward. The game was published by Activision.
Pushing the boundaries of animation, we worked on 4 episodes of Netflix series, ‘Love, Death and Robots’. The ‘Helping Hand’ episode went on to win a Scottish BAFTA award for best animated short.
We open our Los Angeles base in Playa Vista, in the centre of MoCap Gulch, offering the highest resolution DI4D PRO system to date.
A true game changer for us, working on VFX for Warner Bros Academy Award Winner, ‘Blade Runner 2049’. DI4D PRO was used for the facial performance capture of Sean Young and Loren Peta as ‘Rachael’.
Ground breaking animation for ‘Quantum Break’ on Xbox One, developed by Remedy Entertainment. Remedy used DI4D PRO to combine action and narrative components in a unique way that truly brought the characters to life.
DI4D Pro captured the facial performance of Oscar nominated Angela Bassett in Ubisoft’s Rainbow Six Siege ‘White Masks’ trailer, produced by Blur Studios.
DI4D HMC prototype launched at Siggraph 2014. This was the world’s first commercial head mounted camera system designed for use with passive stereo photogrammetry. The DI4D HMC was designed specifically to facilitate high definition facial performance capture simultaneously with traditional body motion capture.
DI4D PRO system used in a feature film for the first time, capturing Vincent Cassel’s performance as the Beast in ‘La Belle et la Bête’ (‘Beauty and the Beast’).
EA Games uses DI4D PRO system to create all their in-game cut scenes for Battlefield 3. This was the first time in-game cut scenes had ever been created using 4D.
Our 4D PRO system is used for the first time on a commercial project, the now iconic, Dead Island trailer. Produced by Axis Animation, the trailer went on to be a viral success and won several awards.
Siggraph 2007, San Diego. First public demonstration of a single pod, 4D PRO system.
Our prototype 4D system is used for Charlie and the Chocolate Factory and Oompa Loompa VFX shots. We captured and cloned Oompa Loompa, played by ‘Deep Roy’. This was the first time anyone had ever experienced 4D capture.
Originally established as ‘Virtual Clones’ by Colin Urquhart and Douglas Green, we get to work on our founding objective; ‘bringing life to animation’, revolutionising the interactive entertainment industry through ground-breaking character creation software.
We are the world’s leading 4D facial performance capture service that specializes in animation for digital doubles. Our proprietary technology is derived from over thirty years of cutting edge research and development dating back to our own PhD research. Since then, we’ve consistently innovated at the cutting edge of what is technically possible in our field. With bases in the UK and US, we work globally with partners across the entertainment and research sectors to develop and deliver high resolution 3D facial image capture, 4D facial performance capture systems, ground-breaking digital double creation software and services.