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

NeoCoreRT

Markerless Humanoid Teleoperation

2026

Overview

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

Built on NeoCore's markerless motion capture technology, NeoCoreRT enables real-time teleoperation of humanoid robots with sub-500 ms end-to-end latency. The system captures full-body and finger motion, retargets it to a remote humanoid robot, and supports sim-to-real deployment through physics simulation for responsive and natural robot control.

The system combines markerless motion capture, real-time retargeting, physics simulation, and networked robot control into a unified low-latency teleoperation pipeline.

Key Features:

  • Markerless tracking across configurable capture volumes (3x3 m to 10x10 m)
  • Up to 10 synchronized RGB cameras (1080p @ 60 FPS)
  • Real-time full-body + finger reconstruction
  • <500 ms end-to-end latency on a single PC (RTX 3090 Ti class GPU)
  • RReal-time motion retargeting with sim-to-real deployment to humanoid robots

My Role

  • Ported NeoCore from Windows to Linux
  • Designed the multi-stage GPU pipeline for capture, inference, retargeting, and rendering
  • Designed a modular runtime plugin architecture supporting multiple robotics platforms

Tech Stack

C++, Python, CUDA, TensorRT, OpenCV, Mujoco, Isaac Sim

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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