Dobry Todorov

Dobry Todorov

Principal Graphics & AI Engineer | Co-founder (CTO)

I design low-latency real-time systems that translate human motion into digital experiences - spanning AI, computer vision, and distributed systems.

Featured Work at Red Pill Lab

NeoCore

Multi-Actor Markerless Motion Capture

2025-Present

Overview

Featured at the NVIDIA GTC Taipei 2025 keynote and showcased at GTC 2026.

Multi-actor markerless motion capture system using synchronized RGB cameras, delivering full-body and finger tracking at 60 FPS with <200 ms end-to-end latency on a single workstation (RTX 3090 Ti class GPU).

Key Features:

  • Multi-actor tracking (1-6 actors) with dynamic capture volumes (3x3 m to 10x10 m)
  • Up to 10 synchronized RGB cameras (1080p @ 60 FPS)
  • Real-time full-body + finger reconstruction
  • <200 ms end-to-end latency on a single PC (RTX 3090 Ti class GPU)
  • Real-time streaming to Unreal Engine, Unity, and MotionBuilder

My Role

  • Led end-to-end system architecture across capture, inference, IK reconstruction, and streaming
  • Designed a multi-camera pipeline handling up to 10x1080p@60FPS streams on a single CPU/GPU system
  • Resolved bandwidth and synchronization bottlenecks for multi-camera real-time processing
  • Developed a hybrid IK solver reconstructing a 67-joint skeleton from sparse COCO-style keypoints
  • Achieved sub-centimeter end-effector accuracy with stable spine and clavicle reconstruction despite missing keypoints
  • Optimized GPU inference and skeletal compression to maintain 60 FPS tracking
  • Built real-time streaming integrations for Unreal Engine, Unity, and MotionBuilder
  • Implemented AWS-based licensing, activation, and feature control backend

Tech Stack

C++, C#, JavaScript, CUDA, TensorRT, OpenCV, Unreal Engine, Unity, WebRTC, AWS

DigiME

AI Avatar Platform

2024-Present

Overview

Co-developed by MSI and Red Pill Lab, DigiME is a real-time avatar system for video calls and streaming, enabling users to animate 3D avatars using a webcam or interact with an AI assistant.

Product Page

Key Features:

  • Webcam-based avatar animation
  • Virtual camera integration (Zoom, OBS, Teams)
  • AI assistant with 3D interface

My Role

  • Led development of a real-time avatar desktop application used in production
  • Designed animation and rendering pipeline for webcam-based avatar control
  • Implemented virtual camera integration compatible with Zoom, OBS, and Teams
  • Integrated LLM, speech-to-text, and text-to-speech APIs for AI-driven interaction
  • Scaled product to ~18,000 users with ~1,000+ new users/month
  • Optimized pipeline performance to operate within webcam frame rate constraints

Tech Stack

C++, C#, JavaScript, ONNX Runtime, Windows APIs

Red Pill Studio

HTC Vive based performance capture system

2018-2022

Overview

A real-time 3D animation software powered by a patented IKNet AI algorithm. It enables users to easily create professional looking animations for film, games, previz, virtual production or live streaming driven by six sensors and a microphone.

View Full System Breakdown

Key Features:

  • Real-time motion capture driven by 4 Vive trackers and 2 Vive controllers
  • Import and retarget FBX characters
  • Import and edit 3D environments
  • Layer-based compositing
  • Export motion to FBX
  • 4K video recording

My Role

  • Led the team for training and optimizing AI inverse kinematics model (IKNet) that takes 6 3D transforms and outputs a full 21 joint humanoid skeleton
  • Designed the full system architecture
  • Lead developer of the desktop application
  • Handled 3D rendering, Asset importing, Scene editing, Motion exporting
  • Designed a pipeline for instant motion capture without the need for VR room calibration

Tech Stack

C++, C#, Unity, PyTorch

Red Pill Go

End-to-End Motion Capture Ecosystem

A multi-platform system enabling real-time motion capture and avatar animation across desktop, mobile, embedded devices, and web.

2020-2024

View Full System Breakdown

Red Pill Hub (Windows)

Overview

Windows app combining all Red Pill Lab's AI models related to human motion tracking from a single RGB camera.

Key Features:

  • Full-body and Upper-body tracking
  • Finger tracking
  • Facial expressions tracking
  • Lipsync from microphone
  • Low-latency streaming of 3D motion

My Role

  • Lead application developer
  • Integrated AI models for human motion tracking
  • Implemented network streaming to Unity, Unreal Engine, and go.rplab.online website
  • Developed the matching Unreal Engine and Unity plugins

Red Pill Go (Android)

Overview

Android app for 3D motion capture using the on-device camera and microphone.

Key Features:

  • Full-body tracking
  • Finger tracking
  • Lipsync from microphone
  • Low-latency streaming of 3D motion

My Role

  • Led the team for porting and optimizing the AI models for mobile GPU and NPU
  • Designed and implemented the Android App
  • Integrated with Play Store and the Play Billing Library for subscription management

Red Pill Box (Jetson TX2)

Overview

A standalone motion capture device powered by Jetson TX2, designed for real-time avatar animation in games and virtual production.

Key Features:

  • Full-body tracking
  • Finger tracking
  • Lipsync from microphone
  • Low-latency streaming of 3D motion

My Role

  • Led the development team
  • Designed the full system architecture including hardware integration and manufacturing
  • Designed the device setup workflow and motion data streaming (WebRTC)
  • Supported the sales and manufacturing team in shipping over 200 units
  • Achieved ~40 FPS real-time tracking on NVIDIA Jetson TX2 (12V/2A power budget)

Web Platform - go.rplab.online

Overview

Web platform for real-time avatar animation, accessible through any modern browser.

Key Features:

  • Selection of avatars
  • Upload or create custom avatars
  • 360 backgrounds
  • Stream, record and export motion data

My Role

  • Designed and implemented the website full-stack including front-end, 3D rendering, user authentication and asset management, backend (AWS Amplify) and payment system integration

Strategic Partnerships & Industry Collaborations

Delivered production systems in collaboration with global hardware and software companies.

Epic Games — MegaGrants (Voice Engine)

  • Built real-time voice-to-facial animation system in Unreal Engine
  • Awarded Epic MegaGrants for innovation in digital humans
View Demo

Language independent voice-to-facial animation system

  • Model complexity: ~2 MFLOPs/sec (CPU)
  • Inference: 100 Hz real-time processing
  • Lightweight CNN architecture for low-latency deployment

MSI — DigiME avatar platform

  • Developed real-time avatar animation and AI assistant system
  • Commercial product launched and distributed globally

NVIDIA — Inception program member

  • Featured in GTC Taipei 2025 keynote with NeoCore
  • Featured in GTC Taipei 2024 keynote with DigiME
  • Actively supporting the robotics initiatives
View Demo

Markerless robot teleoperation system

  • Integrated with NVIDIA Isaac Lab for real-time control
  • Achieved sub-500ms latency for responsive teleoperation

Lenovo — Edge AI motion capture device

  • Architected real-time mocap pipeline on Rockchip-based hardware with Unreal integration
  • Delivered production-ready OEM solution (CES showcase)
View Details

Architecture

RedPill Lenovo Data Flow

Benchmark

Red Pill Go @38fps

Google Media Pipe @29fps

RedPill Lenovo Data Flow

Acer — OpenXR hand tracking

  • Implemented OpenXR application layer exposing full hand + gesture tracking
  • Enabled interaction model for stereoscopic display platform in Unreal Engine
View Demo

MediaTek — Mobile → VR full-body motion streaming

  • Designed ultra-efficient motion compression and streaming pipeline (phone → HMD)
  • Achieved low-latency full-body VR experience over wireless
View Demo

Previous Work (Next Animation Studio)

TomoLive

2015 - 2017

Overview

A portable hardware system that gives life to 3D animated characters, allowing real-time interactions with a live audience. Facial expressions, body motion, and even finger movements can all be easily captured through a sensor suit, allowing the actor to effortlessly control the animated avatar.

Technical Details
  • Microsoft Kinect based motion tracking of multiple actors
  • Camera-based markerless facial motion capture
  • Live connection to Autodesk Maya

My Role

  • Implemented an enhanced skeleton detection layer on top of Kinect SDK to allow for wrist rotation, forearms roll rotation and fill 360 degree root rotation.
  • Lead application developer and Maya plugin developer
  • Led the hardware design and manufacturing of the portable Motion Capture Cart that holds all the equipment

Tech Stack

C++, Qt, Python, Microsoft Kinect, Windows APIs

FaceLive

2016 - 2017

Overview

Real-time markerless camera-based facial motion capture.

Technical Details
  • 32 blendshape outputs at 60 FPS
  • Custom facial landmark detection model
  • Live streaming to Maya

My Role

  • Trained ML model for landmark detection
  • Built full desktop application
  • Developed Maya integration plugin

Tech Stack

C++, Python, Qt, dlib

ezCam

2016

A portable virtual camera tracking system designed for film previsualization.

Used in the previsualization of Shin Godzilla 2016

Technical Details
  • Real-time 6 DoF camera tracking
  • On device Camera FOV controls, Camera cuts and recording shortcuts
  • Live Streaming to Autodesk Maya

My Role

  • Implemented the camera tracking algorithm based on ArUco markers
  • Built the desktop and Maya plugin
  • Designed the modular tracking box for easy assembly and disassembly

Tech Stack

C++, Python, OpenCV, Windows APIs

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