The character you are about to see was rendered in real-time on current video card hardware, using standard bone animation. These rendering techniques, as well as the animation pipeline, were presented at GDC (Game Developer Conference) 2013 yesterday. Continue reading for more.

The original high resolution data was acquired from Light Stage Facial Scanning and Performance Capture by USC Institute for Creative Technologies, then converted to a 70 bones rig, while preserving the high frequency detail in diffuse, normal and displacement composite maps.