For the studio we use our inhouse software and tools.
For example, processing of points cloud.
One of the most important algorithms, which connects the entire processing of the skeleton – the tracking of rigid bodies. I have attached the recording video demonstrating the work of tracking a set of points.
Tracking of rigid bodies on the one hand, and not very complex algorithm. It’s essentially a kind of implementation of the ICP (iterative closest point). The complexity of the solution depends on the density of the points cloud and the logical subsidiary rules, such as binding to the current state of the body, dynamic limiting the change of transformation for the frame, etc.
Rigid bodies algorithm is suspended in the center of skeleton tracking process. Processing of points -> Processing Rigid bodies -> Processing skeleton.
Except for the character, this type of tracking is used to determine the transformation of auxiliary facilities, such as, for example, a weapon in the hands of the actor. Moreover, if we do not take into account the connectedness of rigidbodies, then for a more successful tracking is desirable that the points of the body were located as close as possible asymmetrical and unique.
Incidentally, the very notion of the hardness of the body is very conditional. After markers are placed at the actor’s clothes and in motion a set of markers may be compressed or decompress. It is also necessary to consider such a specific coefficient of elasticity.
I hope soon to share some more interesting information about the studio’s inhouse software.