Monday, 4 April 2011

Can't get with that track

Recently I have been having extremely difficult problems with the tracking shots. Firstly the object tracking shot went haywire and produced an inverted rotation solve to the object.













Above is the original shot I was trying to track. Syntheyes confused the markers placed on my hand. It thought the points closest to the camera on the z axis were the furthest from the camera and vise versa. This in turn made the object rotate the opposite way to the rotation of the hand. After hours of trying to correct and resolve the track using the inverse settings, zero weighted and constraints it still wasn't budging. I then decided to re film.
Here on the left is a cardboard 'mitten' to be worn on the next shoot. My idea behind it is to give a larger and flatter surface area than just a hand. This should give more parallax in the scene and thus provide an easier solve.

 











Here is a still from the shoot. The track had a lot more success this time. The increased surface area made syntheyes solve the track with no problems and got to a 0.23 Hpix error in the first solve.

The mitten worked better also as the tracking points where recognized by syntheyes better (being as there is a more prominent black on white texture). This made the manual tracking aspect much much easier and quiker.




The second problem I have been having is pulling a track from footage shot with a fisheye lense. Due to the distortion around the edges of the frame I makes refference points look as if they are moving within the scene (however the movement only comes from the distortion). This in turn produces extremely wild camera solves.

 












I tried to un distort the image and then make a re track. This again didn't work and I haven't found and supporting articles on the internet to help with this problem and it appears that pulling a track from footage shot with fisheyes is an extremely hard thing to do. The footage is to be shot on a standard lens which isnt ideal as I wanted a wider depth of vision for the animated hand shots.
   

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