AutelicaGlossary

Glossary of motion capture and 3D capture terms.

Short definitions of the terms used across this site and in the industry, each with its own link.

By Rohan RaoUpdated 4 min read

The short answer

Markerless multi-view motion capture measures a person’s 3D motion by triangulating keypoints seen by two or more ordinary cameras, with nothing worn on the body. Motion retargeting maps that motion onto a robot’s joints. Held-out camera error checks the result against a camera left out of the solve. Egocentric video is filmed from a camera the person wears.

Markerless multi-view motion capture
Measuring a person’s 3D motion by triangulating body and hand keypoints seen by two or more ordinary cameras at once, with no markers, suits or sensors on the body; synchronisation and camera positions can be recovered from the footage itself.
Motion retargeting
Mapping a person’s captured motion onto a robot with different proportions and joints, usually by inverse kinematics on matched body points, so a robot policy can learn to reproduce it.
Held-out camera error
An accuracy check for multi-camera capture: one camera is left out of the solve and the reconstruction is compared with what that camera saw, in pixels and in millimetres.
Egocentric (first-person) video
Video from a camera worn by the person, usually on the head; it sees the hands well and the wearer’s own body poorly. Exocentric video is filmed from outside the person.
Bullet time
A shot in which time slows or stops while the camera moves round the subject. Made with a camera array or by rebuilding the moment in 3D.
Time-slice
Bullet time made by firing an arc of cameras at the same instant and playing their frames in order.
Free-viewpoint video (FVV)
Video of a real scene that can be watched from camera positions that did not film it.
Volumetric video
A recording of a person or scene in 3D over time, usually from a stage of dozens to hundreds of cameras, playable from any angle.
Volumetric capture stage
An indoor studio ringed with synced cameras, often around 100, built for volumetric video.
4D replay
A replay of a moment rebuilt in 3D over time, so the viewer can move the camera and scrub through it.
3D Gaussian splatting (3DGS)
A way to represent a scene as millions of small coloured blobs that can be rendered from any view in real time.
4D Gaussian splatting (4DGS)
Gaussian splatting extended over time, so the blobs move and change to represent a dynamic scene.
Neural radiance field (NeRF)
A neural network that maps a 3D position and view direction to colour and density, rendered by ray marching.
Novel view synthesis
Rendering an image of a scene from a viewpoint no camera occupied.
Multi-view reconstruction
Recovering 3D shape and motion from several cameras that saw the same thing.
Markerless motion capture
Measuring how a body moves from ordinary video, without suits, markers or sensors.
Parametric body model
A 3D human body controlled by a few shape and pose numbers, fitted to images to recover a person’s body and pose.
2D keypoints
Joint positions (shoulders, knees, ankles) detected in each image by a pose model.
Triangulation
Finding a point’s 3D position from where it appears in two or more calibrated cameras.
Camera calibration
Working out each camera’s lens (intrinsics) and position and direction (extrinsics).
Intrinsics
A camera’s internal parameters: focal length, image centre and lens distortion.
Extrinsics
A camera’s position and orientation in the scene.
Structure from motion (SfM)
Solving camera positions and a sparse 3D point cloud from overlapping images.
Bundle adjustment
Refining cameras and 3D points together so that every point lands where it was seen in every image.
Reprojection error
The distance in pixels between where a 3D point projects into an image and where it was actually seen.
Held-out view
A camera left out of a reconstruction and used to test it: rebuild its view from the others and compare.
PSNR
Peak signal-to-noise ratio, in decibels: how close a rendered image is to the real one. Higher is closer.
Genlock
A shared signal that makes cameras capture frames at exactly the same moment.
Timecode
A clock stamp written into each frame so footage from several cameras can be lined up.
Motion sync
Lining up cameras with no shared clock by matching the subject’s movement as each camera saw it.
Rolling shutter
A sensor that reads the image line by line, so fast motion is skewed within one frame.
Electronic image stabilisation (EIS)
Software that crops and warps each frame to remove shake, which changes the camera’s geometry from frame to frame.
Occlusion
When something blocks a camera’s view of part of the subject.
Virtual camera
A camera path defined after the shoot and rendered from the reconstruction.
Frozen orbit
Bullet time in which time stops completely and the camera circles the subject.
Multi-angle replay
The same moment shown from several real cameras, synced to one timeline.
FAA Part 107
The US rules for commercial small-drone flight. Flying several drones at once needs a waiver, so each drone usually has its own pilot.
Skeletal tracking
Tracking each player’s joints over time from fixed venue cameras, as Hawk-Eye SkeleTRACK does with 29 points.