Tracking Systems are the software and hardware that are used to provide your computer with information about where physical objects are in your space. MixCast then uses that information as part of the process of creating immersive video, such as to place the user between virtual objects and to allow you to move your camera around.
MixCast supports reading tracking information from both SteamVR and Oculus to apply to cameras during the capture process, and will automatically communicate with each platform to acquire information about available tracked objects such as the Headset, Controllers, and Trackers. Unlike Oculus support, which can only track the HMD and the Left and Right Controllers, SteamVR support handles any number of SteamVR trackers including Vive Trackers, Tundra Trackers, etc. Regardless of whether your camera is stationary or tracked, to determine its physical location you’ll still need to perform Controller Calibration on it.
Note: For even more precise and robust tracking, contact us about MixCast’s VIP offering which includes OptiTrack support!
Note: If you’re a developer and want even more freedom in specifying tracking data, you might be interested in using the Custom Tracked Object API in the MixCast SDKs for Unity and Unreal which lets you supply additional transforms to MixCast. This is mainly useful to drive the motion of virtual cameras, though it also has applicability to networked applications.
Tilt Five Tracking
MixCast only supports compositing stationary cameras with Tilt Five projects at the moment. Camera positions are driven solely by the Tilt Five Calibration process, and the layering of virtual and physical content has a set order instead of depending on the depth of a tracked object.