yoshi-mocap opened this issue on Jun 03, 2006 · 89 posts
fuaho posted Thu, 04 January 2007 at 11:38 PM
I just perused their site again and see that the earlier version of the camera, the one that was just mounted on a circuit board, is no longer available. Instead they have a boxed version at $350.00 that includes a Sync Splitter box. The timing issue is probably raising it's ugly little head here.
They are touting greyscale sensitivity as well now whereas the earlier camera was 1-pixel threshold only. I'm guessing that this would help eliminate data loss from poor reflectance angles. Since they are calculating the Z-vector algorithmically from a known three-point cluster, not directly, they could ill afford to drop samples.
I'd personally like to know more about the ILM iMoCap system used in "Dead Man's Chest." They are apparently pulling all the data from just two visual streams, checkered bands and a minimal number of marker balls. I saw some of the original ILM setup & footage at a conference in Montreal in September and they are seriously on to something. (Having a 5000 processor render farm does come in handy.) This must be based upon the system that was used to recreate Parisian architecture from a hot air balloon.
Monster House on the other hand used 200 cameras, 80 markers on the body, another 72 on the face and no real environments at all. Wireframe props galore so markers were not occluded. But then they took it to a whole other level by creating the ability to move the camera around the MoCap-driven action in real time using the equivalent of a Worral head. Just like flying around in a VR environment or first-person shooter. Still had to render everything from there, but they had a database of character MoCap with integrated camera motion control for the render. Everything had originated from a real-time, multistream analog input! No freakin' mousing around one axis at a time for those guys.
Anybody ready to hack Poser to give 6-DOF joystick control of the Dolly Camera?
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