Volumetric Capture


This process is interesting, but WAAAAAY too intrusive to capture a session or performance without drastically altering it in the process.

A startup imaging company called 8i has been publicly crowing about its volumetric capture system for over a year, and it has used festivals like Sundance, film properties like Mad Max, and stars like Jon Hamm to excite VR newbies. Put this headset on and look-ee-here, you’re really next to other people! Neat.

As they’ve said during other public demos, company representatives clarified to Ars that its human VR subjects are captured by a multi-camera array in a green-screen room. Lenses are arranged above, below, and all around the subject in question, and their motion is limited; you won’t get the walk-and-dance results of, say, a flatter hologram projection like Tupac or Hatsune Miku. Instead, you get a convincing render of a person (with some compression-related splotching) that works no matter what angle you see them at. Sadly, all of my prying technical questions—are you using voxels, how do you make the image refresh efficiently in a VR display, do the cameras employ infrared capture, what GPU attributes are best for this kind of rendering—were waved aside.


Ideas 
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