CDRIN

Center for development and research in digital intelligence

Cégep de Matane

The CDRIN’s mission is to offer research and development services, technical assistance and training in order to make digital intelligence available in the creative and cultural industries and in the education and health sectors. With SMEs and its partners in the fields of science, arts and culture, the CDRIN seeks to promote technologies and knowledge in sectors that are key to Québec’s economic development.

CDRIN specializes in 3D reconstruction programming, the study of movement, rendering and the AI associated with these three specific areas of expertise. The CDRIN offers its services to companies that innovative (e.g. video games, animation, VFX, immersive experiences) with the use of rendering engines (video games) for the design of immersive, interactive, photorealistic and adaptive (intelligent) experiences. The CDRIN team and its vast network of external collaborators (e.g. SMEs, CCTT, and universities) are able to exploit advanced technologies in the acquisition and processing of massive multimedia data to create rich environments with the aim of entertaining, learning or rehabilitating.

CDRIN

608, avenue Saint-Rédempteur Matane G4W 0E1 418 562-1240

General Expertises

  • 2D and 3D animation
  • 3D scanning
  • Artificial intelligence
  • Artificial vision
  • Arts and culture
  • Design
  • Digital imaging
  • Digital technologies
  • Graphic design
  • Imaging and illumination
  • Industry 4.0
  • Interactive media
  • Software and development
  • Software development
  • Video games

Specific expertises

  • 2D and 3D animation
  • 3D scanning
  • Digital technologies for tourism
  • Digital technologies in physical and mental rehabilitation
  • Document imaging and metadata
  • Game engine programming
  • Immersive technology projection
  • Mobile applications
  • Movement capture
  • Special effects (VFX)
  • Video games
  • Virtual and augmented reality

Areas of intervention

  • 2D and 3D animation
  • Arts and culture
  • Education
  • Environment
  • Health
  • Interactive media
  • Tourism and digital tourism
  • Video games

Examples of applications

  • Animation of a virtual character in real time through the internet
  • Automated calibration of projectors
  • Capture of circus acrobats’ movements
  • Capturing real-time movements in a game engine
  • Color detection module for a video game.
  • Development assistance of a crowd simulator
  • Development of a wireless virtual camera
  • Facial capture
  • Implementation of the first attestation of collegial studies in motion capture with Groupe Collegia
  • Motion capture for video game production
  • Motion capture from a mobile studio
  • Programming of physical laws module in a video game
  • Real-time tracking and projection on moving objects during shows
  • Special motion capture protocols

Equipments

  • 2 Microsoft Kinect One sensors
  • 2 Microsoft Kinect sensors
  • 2 wireless virtual cameras for cinematography of motion capture scenes
  • 3D scanner
  • Active marker motion capture system
  • Animazoo IGS 190 inertial gyro system using 19 IMU control units
  • Asus Xtion Pro Live sensor
  • BlackTrax development package with 4 OptiTrack Flex 3 USB cameras
  • Canon and Raspberry Pi DSLR camera photogrammetry system
  • Creaform VIUscan 3D laser scanner
  • Depth map cameras
  • Gypsy 7 Exoskeleton by Animazoo
  • HTC Vive
  • Leap Motion
    ThalmicLabs Myo
  • Motion capture system without markers
  • Motion capture systems with reflective markers
  • Oculus Rift
  • Organic Motion system with 18 video cameras
  • Other motion capture systems
  • Perception Neuron
  • Quattrium SPS1000 radio frequency positioning system
  • Samsung Gear VR
  • Vicon Bonita 10 system with on 8 1-megapixel cameras
  • Vicon Bonita 3 system with 8 0.3-megapixel cameras
  • Vicon T160 system with 72 16-megapixel cameras