This frame is from the widescreen version of ?Final Flight of the Osiris?, one of the Animatrix animated shorts. It has been considerably scaled back from the original material. Still, it exists to showcase the state of CG faces back in 2003. At least the CG possible when interactive VR techniques are applied to a passive VR production. In the years since this animation short came out, normal passive CG specialists have caught up.
The 2007 CG Beowulf was the first to achieve comparable facial animation techniques, from a purely passive film specialist point of view. This point of not keeping the disciplines separate, not sneering at videogames from a filmmaking perspective, or washing your hands of passive CG from an interactive VR perspective hamstrings us.
Final Flight of the Osiris was created by Square, the company responsible for the ?Final Fantasy? games, as opposed to the normal companies involved with passive CG, such as Disney or Pixar, who don?t really have the expertise with real-time CG and interaction to be able to translate discoveries made in one area to abilities made in the other. Yes, they achieve the same effects, but it takes longer to get there, if you ignore the progress others have made, simply because its not in the same field.
There is a four year gap between Osiris and Beowulf, yet it did not take four years to render the latter film. It took 18 months.
There is something wrong there.
Flight of the Osiris