Our approachMake an ideawork in the world. Parametric is a software studio. We work with machine learning, computer vision, animation, and game systems to build applications that people can interact with. 01Start with an interactionWhat should a person be able to do? How should the software respond? A working prototype lets us explore those questions before the experience grows into a larger product.02Connect the partsIn Syntofit, an animated character demonstrates movement, camera-based pose recognition helps interpret it, and augmented reality brings digital objects into the camera view. Each part has its own constraints; making them work together is the engineering challenge.03Keep exploringOur direction includes useful applications, games, and services. This site focuses on a few interactions you can try for yourself, with more of our work to follow. Talk to us ↗
Computer vision + animationFrom a camerato a character. A camera records an image. Pose recognition estimates where the body’s joints are. The directions between those points can then drive a digital skeleton. 01What you can try hereWith your camera on, visible arm, leg, and torso movements guide the character. The small rig preview shows the skeleton. Without a camera, you can watch an animated exercise example.02Why it mattersThese signals can describe joint angles, bends, and changes in posture. In Syntofit, we explore how movement recognition and exercise demonstrations can work together. This website demonstrates pose transfer; it does not score exercise quality.03Your camera, your deviceRecognition runs locally in your browser. This demo does not upload or record your video. Lighting and how much of your body is visible affect the result; fingers are not tracked individually.
Augmented realityGive a digitalobject a place. An object becomes more convincing when it responds to the person wearing or holding it. That means keeping its position, scale, and orientation connected to movement. 01Two views of one ideaOn the character, objects follow its animated skeleton. In the camera view, estimated head and hand positions guide the objects. The room around you stays visible.02A starting point for try-onWe’re exploring this approach for digital equipment in Syntofit. Here you can try simple attachments and see how they respond as you move.03What this demo can seeKeep your head and hands in view. Alignment is approximate, and the demo does not yet understand individual fingers or hide objects correctly behind your hands and body.
Animation + game systemsA small action.A visible response. Point to a place, and the character turns towards it, walks, and returns to an idle pose when it arrives. A simple interaction connects input, movement, and animation. 01Movement with a purposeThe walk animation gives the body its rhythm. Movement through the scene gives it a destination. Smooth transitions help those two parts feel like one action.02Rules give a character behaviourThe same building blocks can support reactions to a visitor, changes in activity, or different states in a game. Our interest is in making those responses understandable through movement.03Try a different responseChoose a destination, then switch between the available moves. This scene is a small playground for exploring how a character can respond.