Tumbling object · 3D reference
Version 3, built from frames 48–191 of the clip, after the hit, while the main piece tumbles on its own. Left: the real footage, zoomed 3×. Red follows the inside edge of the dark rim, traced in every frame. Green is the model's outline in the same pose. Turn on "v2" to see last round's model (amber) against the same trace. Right: the model, carved from all 144 outlines. Press "Play along" to make it turn the way the real object turned, or drag it to look around.
Shape
A flattened, lumpy pebble: about 1.6 times as long as it is thick and 1.3 times as wide. That's less long and flatter than v2 thought (1.9 : 1 : 1). The dip that makes the outline look heart-shaped (frames 110–150) now partly carves into the model as a shallow groove, clearest around frame 140.
The dark rim
The rim is the same width everywhere, about 2.8 video pixels, in every frame and at every angle. A real band on the object would change width as it turns, so this is the thermal camera's edge glow. The object's true edge is the inside of the rim. v2 used the outside, so its outlines were one rim width too big all round and lost the dents.
How it was made
Each frame's rim is followed all the way round (180 directions), keeping dents and bridging gaps. Where the black bar or the "Pause" box touches the object, that stretch counts as unknown. The model was carved from all 144 outlines, then each frame's turn was fine-tuned against the full outline and the model re-carved, 8 rounds. Against the same rim traces, v3 matches 92% on average (79% at worst) and v2 matches 88% (73% at worst).
Limits
The object is only 20–30 pixels across in a phone video of a screen. Outlines can only show a hollow when it shows up at the edge in some frame. The triangle-shaped view (frames 73–77) fits worst at about 80%, so one corner of the model may be a little too round. Frames after 191 are left out: the object drops behind the black bar.