search results matching tag: motion tracking

» channel: nordic

go advanced with your query
Search took 0.000 seconds

    Videos (12)     Sift Talk (0)     Blogs (0)     Comments (23)   

The difference between water and beer

Drachen_Jager says...

What's with the weird compositing on the beer label? Looks like the name was comped on after and they didn't manage a good job on the motion tracking.

Actually on second viewing it doesn't match the grain or colour mix of the original and it looks like the motion tracking was done manually by a ninth-grader who took a HS course on Adobe Aftereffects.

Theme Park, The Void, Blends Virtual and Physical Worlds

RFlagg says...

No roller rinks? There are a good 2 if no 3 or so within a 30 minute drive, and I live far out in the country where I can't even get pizza delivery because we're too far from anything. This is basically Laser Tag with VR goggles and was bound to happen sooner or later given how well Oculus and other VR outfits are working, or at least appear to be working. I'd guess the props are all lightweight foam to prevent injury. The motion tracking is the question, and I got to doubt it works as well as shown. We are still far from say the VR of Ready Player One or more advanced stuff yet though...

Pixel

newtboy says...

No sir.
It is pre-rendered video (or really series of pre-rendered videos) some of them slightly 'tweaked' in semi-real time, most of them not, but not ever by tracking the dancers in real time, which was the whole point of my original post and the follow ups.
Synching the pre-rendered videos with the pre-recorded music is not 'real time rendering' any effects.
An image you 'tweak' on an ipad with your finger(s) to (poorly) SIMULATE real time effects BASED ON MOTION TRACKING is not at all the same thing as real time rendered projections ON DANCERS BASED ON MOTION TRACKING THE DANCERS AND MORPHING THE IMAGE TO THEIR POSITIONS. (apologies for the 'shouting', but you keep missing the point) I'm sorry that's hard for you to understand or admit.

EDIT: For it to be "real time renderings" it would HAVE to track the dancers...which you admit it does not....so I don't get how/why you want to argue a point you already conceded.

billpayer said:

@ChaosEngine the realitime comment was for @newtboy

@newtboy I never said they were tracking dancers. Only that it is a r-e-a-l-t-i-m-e animation not a pre-rendered video, which is 100% confirmed by the f-a-c-t that they are tweaking cameras, friction, gravity and viscosity in r-e-a-l-t-i-m-e

Pixel

newtboy says...

Then why is it SO far off in time and space? if they tracked the dancers, it would effect the projection, but it obviously does not. Maybe they are triggered by sound, as in by the music...sound is not the dancer.

EDIT: OK, I read the link, and it's not rendered in real time at all. It's pre-rendered effects/movies triggered by sound (cued by music) or by "eMotion" which is NOT motion tracking, but is apparently only motion SENSING (it only notices there IS motion, not what and where that motion is) and more often by people using Ipads to 'draw' in 'real time'. That is NOT at all what I was talking about, which is tracking the dancers and rendering based on that tracking, in real time and in 3D. That did not happen here.

billpayer said:

they are triggering events live and altering camera angles, frictions, gravity, viscosity. that is r e a l t i m e

Pixel

newtboy says...

When will this tech progress enough that they can render the effects in real time, using something like Xbox motion tracking to keep track of the dancers/props and have them actually effect the projections in real time, rather than projecting a pre-rendered 'movie' that they try to keep pace with and their place in? It would erase all the lag created when the dancers are 1/4 second off, or 3 inches out of place. That would go a long way towards creating suspension of disbelief for many, and sharpen up the performance immensely. Then we can have things like the bioluminescent forest done on stage with moving objects...like Avatar in theater form.
I love what they do with it, I just want to see it progress...and fast!

Wind Turbines in Shenandoah, PA

Oculus Rift: The first truly immersive VR headset for games

shuac says...

Oh shit, I forgot about the cyberpuck, which sounds like a robotic Shakespeare character. <- boom goes the dynamite.
And the whole 1280 x 800 smacks of bs to me in the same way Forte's claims of 512x460 did: adding together the per-eye resolution. Granted, they seem to be upfront about the vertical resolution of 800 (which isn't great for 2012 either) but that horizontal res? Boolshit! It might be 1280 for an iguana with eyes on either side of it's head, looking at different shit per eyeball all its life. But for we humans, each eyeball pretty much looks at the same thing, not accounting for parallax of course. So I'd say the actual horizontal resolution might approach 800, depending on how much they want each eye to "share" as it were. So it's essentially a giant square.

Naysaying/partypooping aside, it still looks promising. There's nothing quite like moving your head around to observe a virtual world: it affords the kind of immersion you can't touch with a standard monitor setup, I don't care how big it is. <- that's what she never says. Boom again!

>> ^probie:

>> ^shuac:
Back in '96, I bought a Forte VFX-1 which was a VR headset with stereoscopic vision, very comfy over-the-ear headphones, and motion tracking. All for about $1000.
Each eyeball had it's own little LCD screen (263x230) and I can tell you that it looked like pure ass. Despite it's shortcomings, I played the original System Shock with it and I still have very fond memories of skulking through Citadel station with that thing strapped to my melon.
While I'm not interested in contributing to a kickstarter campaign (after all, that's why we have venture capitalists), I may be interested in a finished retail product.

Ha! I, too, bought a VFX-1 headset. (Had to buy a separate Number Nine S3 Virge card as well so the interface cable would work). I never did play SS1 on it, but I did roll through Quake 1 and all of it's mission packs, as well as used it for Looking Glass' Flight Unlimited. I never used the Cyberpuck controller, as it wasn't very intuitive to me. Once GLQuake came out (which had to run at nothing less than 512x384) that was the final nail in the coffin. But fun times while it lasted.

Oculus Rift: The first truly immersive VR headset for games

probie says...

>> ^shuac:

Back in '96, I bought a Forte VFX-1 which was a VR headset with stereoscopic vision, very comfy over-the-ear headphones, and motion tracking. All for about $1000.
Each eyeball had it's own little LCD screen (263x230) and I can tell you that it looked like pure ass. Despite it's shortcomings, I played the original System Shock with it and I still have very fond memories of skulking through Citadel station with that thing strapped to my melon.
While I'm not interested in contributing to a kickstarter campaign (after all, that's why we have venture capitalists), I may be interested in a finished retail product.


Ha! I, too, bought a VFX-1 headset. (Had to buy a separate Number Nine S3 Virge card as well so the interface cable would work). I never did play SS1 on it, but I did roll through Quake 1 and all of it's mission packs, as well as used it for Looking Glass' Flight Unlimited. I never used the Cyberpuck controller, as it wasn't very intuitive to me. Once GLQuake came out (which had to run at nothing less than 512x384) that was the final nail in the coffin. But fun times while it lasted.

Oculus Rift: The first truly immersive VR headset for games

shuac says...

Back in '96, I bought a Forte VFX-1 which was a VR headset with stereoscopic vision, very comfy over-the-ear headphones, and motion tracking. All for about $1000.

Each eyeball had it's own little LCD screen (263x230) and I can tell you that it looked like pure ass. Despite it's shortcomings, I played the original System Shock with it and I still have very fond memories of skulking through Citadel station with that thing strapped to my melon.

While I'm not interested in contributing to a kickstarter campaign (after all, that's why we have venture capitalists), I may be interested in a finished retail product.

Sift member lavoll's newest creation!

In china you wait.. before jumping the 10m platform

South Korean Robot Sentry

MaxWilder says...

I don't speak Korean, so I can't tell if it is really autonomous or if there is a human controlling it remotely. It would be smart to have a few of these things around the perimeter of a secure area and one person monitoring them to make the important decisions. The motion tracking, night vision, and precision shooting would be a huge improvement over a typical human guard.

Aggressive Maneuvers for Autonomous Quadrotor Flight

mxxcon says...

it looks like it's not fully autonomous. it looks like it has a reflector on top and motion tracking cameras all around. i don't see how such setup would work in the real world.

Automated Minigun Paintball Turret + Portal Voice = Win

siftbot says...

Tags for this video have been changed from 'the sentry project, paintball, automated turret, motion tracking' to 'the sentry project, paintball, automated turret, motion tracking, i dont hate you' - edited by calvados

2 UFO's fly under the Space Shuttle

westy says...

not a bad job , but the camera shake is a give away , its not that hard to motion track real camera shake onto a virtual camera , also if people payed attention to how long auto focus takes on camera and how that operated then aplied that to cgi it would look more real .



Send this Article to a Friend



Separate multiple emails with a comma (,); limit 5 recipients






Your email has been sent successfully!

Manage this Video in Your Playlists

Beggar's Canyon