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──── BLOG |

Digital human and avatar technology: how one is actually built

Behind a convincing digital human there is no single technology. There is a chain: a likeness, a rig, a face that can speak, a brain of some kind, and an engine that runs it wherever it has to run.

This guide walks that chain in plain language, so you can tell which part a quote is actually covering, and which part is where projects overrun.

1. The likeness: where the face comes from

Three routes. Built from scratch by a modeller, which gives total control and no rights issues. Built from a scan of a real person, which is faster to a likeness and needs that person’s written consent. Or assembled from a library, which is cheapest and looks it if nobody customises.

We already model equipment from photographs and photogrammetry data; applied to a person, that same principle is what 3D body and face scanning does.

Abbott Nutrition Glucerna virtual reality serious game at the SEMDOR 2023 congress
Evidenze and BioCryst hereditary angioedema 3D interactive experience

2. The rig: what makes it move at all

The rig is the skeleton and the controls underneath the model. It is invisible, unglamorous and the single most common place a digital human project goes wrong, because a bad rig cannot be fixed by animating harder.

For the face it is a separate problem: expressions are built as blend shapes — a library of poses the face can move between. How many you build sets the ceiling on what the character can express, and that decision is made at the start, not later.

3. The voice and the lip sync

A recorded voice gives the best result and fixes the script. Synthesised speech lets the content change without a studio, at the cost of some warmth.

Either way the mouth has to match, and audiences forgive a stylised face far more readily than a mouth that lags. If the piece will exist in several languages, that is a lip sync per language, which belongs in the budget from day one.

Boehringer Ingelheim interactive 3D canine anatomy application
Germaine de Capuccini Tecxosome Expert Lab interactive educational hologram

4. The behaviour: from a script to a conversation

At the simplest level the figure plays a sequence. One step up, it follows a decision tree: the user chooses, the character responds, and every branch was written and approved beforehand.

At the top, it answers freely. That is where our conversational assistants sit — answering in real time, collecting data from each interaction and guiding the user through scientific or commercial information. In health that freedom is the expensive part, because every possible answer is a claim somebody has to stand behind.

5. The engine and the channel

Real-time rendering is what separates a digital human from an animated video: the figure is computed as it is watched, which is why it can react.

That same build can then be delivered on the web, in a VR headset, through augmented reality on a phone or AR glasses, or on a large screen at a stand — but each channel is its own optimisation and its own round of testing, not a free export.

Pfizer virtual fair built for the SORCOM congress
3D visualization presented at The Aesthetic Meet congress

Where the money actually goes

Rarely on the model. It goes on the face rig, on validation of what the character is allowed to say, on lip sync per language, and on the number of channels. A project that decides those four things in the brief costs a fraction of one that discovers them halfway through.

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