


Trying out some things after getting disappointing results in the motion capture studio. The problem is likely to be that the space is so small that the cameras are really close together and have very little overlapping view. Today was spent fitting a wider angle lens to our 12 IR cameras and getting them in focus.
Posted: December 17th, 2014
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Until now, we rendered the camera image on top of the Unity camera view, where the Previzion Lightcraft software has this neat feature where you can change the subject depth (distance to the camera). This allows you to put virtual objects in front of the subject, or put the subject inside a virtual car (image courtesy of Lightcraft)

The same functionality is now implemented in our Unity project by writing a script that changes the scale of a textured quad so that it always fits the screen, at any depth.
Posted: December 15th, 2014
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Animated Digital Doubles in Unity
Posted: December 1st, 2014
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DreamWorks Reveals Glimpse of 360 Degree ‘Super Cinema’ Rendering for VR Films (video)
On stage at Samsung’s 2014 developer conference last week, Warren Mayoss, Head of Technology Product Development at DreamWorks Animation, spoke about the company’s initial work with virtual reality on the Oculus Rift and Gear VR. Though they’ve produced several real-time VR experiences, the studio’s bread and butter is high-fidelity pre-rendered CGI. But how to bring that… Read the full article …
Posted: November 23rd, 2014
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New motion capture studio finally ready.
This week the new space for our motion capture studio finally is delivered. This semi-permanent setup allows for great flexibility, with chroma key green backdrop + flooring on demand, and space for Previzion fiducial markers in the ceiling. I spent all day yesterday setting up the OptiTrack motion capture camera systems, calibrating with ‘exceptional’ results.
Today I can finally continue researching the motion capture <> Unity integration. Lacking a 24/7 assistant, I decided to create a ‘stickman’ out of scaffolding. This assistant shouldn’t get tired of the t-pose too soon…
Posted: November 13th, 2014
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Finally managed to stream realtime motion capture data from our OptiTrack system in to Unity.
first prototype of a tool that could be used on a set to manipulate props in the virtual environment as well as the sky. Props can be translated, rotated and scaled in 3 dimensions. Sky is manipulated by time of day and weather controls.
Controller runs on any iOS/Android device.
Posted: June 24th, 2014
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What It’s Like To Shoot A Feature Film For Oculus Rift
Like the bastard progeny of experimental theater and video game production, this horror film required a new, complex form of cinematography.
Posted: June 16th, 2014
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Posted: June 16th, 2014
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First test of real-time facial capture streaming from Faceshift into Unity3D
Posted: June 11th, 2014
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