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Refractiv
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People tracking and computer vision

People tracking and computer vision for interactive installations. Detection, filtering, calibration, and response logic tuned for real site conditions.

People tracking and computer vision for interactive installations with spatial zones and stable behavioural output

The hard part of people tracking is not detecting that someone is there. It's deciding what the system should trust, when it should react, and how that signal turns into something the room can use. A public space throws reflections, partial occlusion, changing light, crowd density, and unpredictable movement at the pipeline all day. A generic demo setup is usually not enough. The system has to be selected and tuned for the actual scene.

That means the work is less about choosing a sensor and more about building a reliable chain from raw input to clean behavioural output, the kind of signal a media layer, lighting system, or spatial event can act on without hesitation.

Detection, tracking, and event logic

Most real systems combine detection with tracking. The detector proposes where people are in the frame. The tracker holds continuity over time, rejects noise, and lets the installation work with dwell, direction, entry, exit, occupancy, grouping, or zone crossing instead of raw frame-by-frame data.

The distinction matters because the media layer rarely needs pixels or bounding boxes. It needs a clean signal: someone entered zone B, two bodies merged into a group, dwell exceeded three seconds. Depending on the brief, the pipeline may also include segmentation, background modelling, world-coordinate mapping, and event aggregation. But the output is always behaviour, not imagery.

Sensor and algorithm selection for the site

Cameras are not always the right first choice. Some briefs benefit from depth sensing or LiDAR when contrast is poor, silhouettes are unreliable, or geometry matters more than appearance. Others need a hybrid stack, for example camera-based detection with depth-assisted zoning, or overhead tracking combined with side-view confirmation.

Algorithm choice is equally scene-dependent. The wrong detector, lens, mounting height, or threshold will create false triggers and unstable tracks. In harder environments, models may need fine-tuning, zone masks, exposure control, or explicit filtering rules to handle glare, mannequins, shadows, mirrored surfaces, or high-density traffic. What performs well in a controlled test rarely survives the real ceiling without adjustment.

Calibration, testing, and site tuning

Tracking systems should be tested twice: in the studio with site conditions emulated as closely as practical, and again on site under the real camera geometry, lighting, and circulation pattern. That's where coordinate transforms, zone boundaries, latency, dwell thresholds, and event timing get refined. Small calibration errors produce very visible behavioural mistakes.

Teams often underestimate how much tuning sits between a working prototype and a dependable public installation. The service covers that gap, from detection logic and signal filtering to behavioural mapping for the output layer.

Privacy architecture and scope

Where privacy requirements are strict, the system can be designed without biometric identification or image storage, using transient track IDs, volatile memory, and event-level outputs rather than persistent personal data. The useful output is anonymous behaviour, not identity.

The output covers sensor strategy for the actual space and mounting constraints, detection and filtering logic mapped to the intended use case, prototype design and site calibration planning, zone logic and event outputs for media or lighting systems, and technical guidance on privacy-sensitive implementations.

Related services: interactive video walls, TouchDesigner system integration, and real-time generative visuals.

Useful inputs for scoping: ceiling height, camera positions, expected traffic density, target behaviours, and whether the output needs zones, counting, dwell, direction, or object-level events. Share those through the contact page.