Can the iPhone X become a fast, cheap and simple facial capture system? About a month ago Cory Strassburger at Kite & Lightning received an iPhone X from Apple. Within a day, he was testing out software working with its TrueDepth camera and ARKit. He wanted to see if it could be used for their game and for cinematic content.
Kite & Lightning was an early innovator with Oculus VR developer kits and built ground-breaking experiences like Senza Peso that used some eye-catching human captures. Now, they are building Bebylon Battle Royale. The game revolves around these “beby” characters who have humongous attitudes. He wanted to see if giving these characters a big personality could be done more quickly and cheaply using iPhone X facial capture and he’s been spending some of his time on the weekends on it.
“I think my big conclusion at the moment is the capture data coming from the iPhone X is shockingly subtle, stable and not overly smoothed,” Strassburger wrote in an email. “It is actually picking up very subtle movements, even small twitches and is clean enough (noise free) to use right out of the phone, depending on your standards of course.”
He thinks it represents a viable method for relatively inexpensive facial capture. The system is also mobile, would could make it easier to set up and deploy. Apple acquired a company called Faceshift that seems to power much of this functionality. Though Strassburger notes Faceshift’s solution had other cool features, he’s been able to extract enough expressiveness using what Apple released with iPhone X that it still might prove useful for VR production.
“The real beauty to this system is it is incredibly fast and easy to capture (right on your phone) and then import it into Maya or right into the game engine,” Strassburger wrote. “There is no real processing involved at any point and the data seems clean enough right out of the phone to use unaltered.”

Next steps
Strassburger hopes to attach the iPhone X to a helmet and then use an Xsens suit to do full-body motion and face capture at the same time.
“I feel pretty confident that this beby character could be improved dramatically by dialing in the blendshape sculpts and also adding proper wrinkle maps that deform the skin as the face animates,” Strassburger wrote. “As well, using the captured data to drive secondary blendshapes will help the expressions feel more dynamic and alive.”
