SERVICES
We've been doing this a long time. We know the latest tools and technology, and we know production. We are seasoned professionals, and we enjoy a good challenge. We can provide services and setup tooling.
How can we help you?
FACIAL
TRACKING
Markerless. Camera Agnostic. Single Camera or Clip. 3D Track. And Of Course, Real-Time. Stand-Alone & Custom Integrations Available.
HIGH SPEED
OBJECT TRACKING
Current tracking techniques sample rates allow for tracking within 2 meters of accuracy for high speed objects (200+mph). We can do 3cm.
PLUGIN
DEVELOPMENT
We have written plugins for many of the usual DCC (Digital Content Creation) packages including Maya, Nuke, Houdini, Unreal, MotionBuilder, and more. We have TouchDesigner and the Adobe Creative Cloud suite covered too.
UNREAL
DEVELOPMENT
We've been using Unreal to render linear content since before it was a thing with Unreal 3.0. We know our way around and can get Unreal to do things you didn't think you could.
ANIMATION
TOOLS
We’ve been working in 3D animation since (almost) the beginning at some of the biggest studios, on some of the biggest features. We’ve developed foundational techniques that have set industry standards. From concept through comp, we can help.
MARKERLESS
MOTION CAPTURE
We wrote the book on Motion Capture. Literally (Understanding Motion Capture). VisionData engineers wrote the very first motion capture solver, created an early gait analysis lab used to create the first smart prosthetics. Integrated the first motion capture use for video games and have written custom finger tracking software for triple A games. We’ve created the first production workflow for Performance Capture on the unexpectedly beloved THE POLAR EXPRESS, have developed some novel modern tracking methods, and integrated AI into the overall mocap process.
PIPELINE & WORFLOW
CONSULTING & IMPLEMENTATION
Our crew has designed entire animation and visual effects pipelines, on-set visualization workflows, ux for social media platforms, groundbreaking performance capture, and emerging virtual production. We provide elegant, intuitive, and efficient workflows that include software, hardware, and practical integration.
CHARACTER
RIGGING
We know Character Rigging. We’ve worked on some of the first iconic character rigs (Babe, Shrek, Spider-Man, Superman…) and developed foundational techniques that are used across industries. We've developed deformers, facial rigging solutions, animation UI/UX, and a lot more.
FACE
REPLACEMENT
Live to Tape, Live Stream/Broadcast, On-Set Visualization… We replace faces in real-time. With a single source photo, and any video source, including webcam, our tools can put Nick Cage on John Travolta in real-time. We get even better results when we train our AI model with a performer-specific range of motion.
IN CAMERA
VISUAL EFFECTS
We have developed node-based real-time visual effects software (Called Moment). By linking effects and utilities nodes, Filmakers can create any number of custom effects. We provide nodes for markerless body/face mocap, mocap retargeting real-time (Unreal) render, face replacement, actor removal, bg replacement, deep comp, and more. We are developing an API to allow custom node development.
OMNIVERSE
TOOLS
We are big believers in nVidia’s Omniverse. Using the Omniverse platform, we take advantage of the great foundation already laid out. Our development times are faster and integrate well across pipelines.
SOFTWARE
DEVELOPMENT
We are always up for something new. If you have general software development needs, we have expertise in python, c, c++, c#, cuda, javascript, php, wpf, qt, imgui, and some other very esoteric languages. We handle many platforms as well, including Windows, Linux, and IOT devices, such as Jetson
DEAGING
There is no question that Jodie Foster has a timeless beauty. This video shows real-time de-aging to give a more youthful look. Our real-time tools can efficiently adjust age help you do the same... We can process existing video or set you up to go live-to-tape.
ASSET
CONVERSIONS
Getting assets into game engines can be difficult and tedious work. We can drastically reduce the time that this can take. Our tools validate that assets are game-engine compatible and then convert them ready for game engine use. We even take care of the PBR shaders and materials.
SMART
STAGE
Mandalorian made LED Panel Smart Stages famous. We keep them running. Down time for any shoot is frustrating and expensive. Even more so when you shoot on smart stages. Need to revise a background? That’s downtime. Expensive real-time artists need to update the projects and rebake. We set you up so Maya artists can update scenes while you shoot. Yep.
EXPERT
WITNESS
There can be a lot of technology overlap and “unintentional collaboration” in the animation/vfx/gaming space. We helped sort out what came from where to accurately resolve intellectual property disputes.