The unique blend of efficiency and uncompromising accuracy of 3D-Equalizer V3 relieves the CGI artist of odious tracking burdens and speeds you straight through to the creative zone of perfecting the aesthetic parameters of your project, while others are still stalled and grid-locked with mind-numbing geometrical problems from the dark ages...


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3D-Equalizer V3 now allows you to associate multiple sequences to each other that have been shot simultaneously at the same moment in time. These time-synchronous sequences can be recorded using regular camera equipment, even if running at different speeds (frames per second). The timeshift of each sequence can be manually or automatically compensated on a sub-frame basis.

  MPEG-movie of a motion capturing project using 3 static cameras (850kb)

By the use of this feature, 3D-Equalizer V3 is able to acquire high- precision motion capture data. Multiple cameras record a moving object simultaneously from different angles. These cameras can be either static or moving ones. In some situations a camera can be replaced by a simple mirror, so that motion capturing with even only a single camera is possible!

  MPEG-movie of a motion capturing project using a static camera and a mirror (903kb)

Applications range from tracking an actor's face, to transfering his emotions to a computer generated character, up to classic full-body motion capture. Since 3D-Equalizer V3 is a non-realtime post production system, projects can also be fine-tuned on a 2D tracking basis. This guarantees the best possible aggregate motion capture results.
3D-Equalizer's reconstruction quality on synchronized sequences is so excellent that it can be applied to matchmoving without any problems. This results in a completely new technique which enables matchmoving of non-rigid objects, e.g. a moving actor's body or curtain fabric being moved by the wind.
 

3D-Equalizer's matchmoving algorithms are based on 2D motiontracking. To obtain best-quality 3D matchmoves, very precise 2D motion tracks are needed. The better the quality of your project's 2D tracking, the better your final 3D reconstruction quality will be.
In its 5th year, we've revamped 3D-Equalizer's original functions with completely newly-developed 2D tracking routines. Our marker tracker and regular pattern tracker have been entirely rewritten. Their precision, speed and color handling have been significantly improved. Furthermore, our new edge tracker can be activated in situations where 2 or more straight lines come together and build an edge. By design, 3D-Equalizer's new marker tracker and edge tracker are both immune to error accumulation.

Project of 2700 automatically tracked points

Now, in addition to 3D-Equalizer's manual motion tracking features, a completely new autotracking system has been integrated. Once activated, it searches for hundreds or even thousands of good potential patterns and automatically tracks them throughout their usefulness in each shot. Lost patterns are being auto-replaced by new ones. Several parameters can be adjusted to control the behaviour, quality and speed of 3D-Equalizer's new autotracking system, saving much time - especially on complicated shots!
For your convenience, the new autotracking system is fully integrated within 3D-Equalizer's system operations. This means you can switch back and forth between manual and automatic tracking as often as you like.
Tracks that have been created during the autotracking procedure can be edited, merged with other tracks, retracked manually or simply deleted. Tracks that have been created with 3D-Equalizer's manual trackers are properly acknowledged by its autotracking system.
 

The new camera constraints allow you to give 3D-Equalizer's calculation core necessary additional information about your camera motion path and the camera's rotation. By using 3D-Equalizer's new positional camera constraints you can force the camera motion path to lie on a plane, on a straight line, on the surface of a sphere or on a circle path.
Furthermore, 3D-Equalizer V3 now has three rotational camera constraints. Each can be activated separately to force the X-, Y- and/or Z-rotation channels to become zero, in order to eliminate any tilt, pan and/or roll movement.