How it works · Path C
Splats can only be as good as the pictures they learn from. Capturing a performer in motion takes many angles, precise timing, and sharp frames.
To figure out where something is in 3D, the computer needs to see it from several directions. One camera can tell you a hand is somewhere along a line of sight. A second camera at a different angle tells you where on that line it actually is.
That’s why every Mirage performance is filmed by a ring of 19 synchronized 4K cameras, all aimed at the performer and recording at 60 frames per second. Together they see the front, back, and sides at every moment.
Each camera you add removes blind spots. Anything that stays hidden, like a hand behind a prop or tucked behind the body, is something the computer has to guess at. Try lowering the number of cameras in the demo and watch the gaps open up.
Nineteen cameras means nineteen separate machines, each with its own clock. If one camera takes its picture even a few thousandths of a second after another, a fast-moving hand is in a different spot in each image, and the computer places it somewhere it never actually was.
So the cameras’ timing has to match to within a fraction of a single video frame. We also need to know exactly where every camera is and how its lens bends the picture. Our software works all of that out from the footage itself.
Regular video is shot with a fairly slow shutter. That makes motion look smooth on a flat screen, but it also blurs anything that moves fast. A blurry photo teaches the computer a blurry splat.
We film with a very fast shutter, so every frame is sharp, even in the middle of a spin. Move the shutter slider to see how much of a difference it makes to a single frame of a fast-moving hand.