HI Ben,
The effect in the video clip is based on projection. I assume that the floor is just a neutral canvas, and as they use eight projectors, the players shadow will not take away the projection—as it is filled by the remaining projections. How they overcome the different audience perspective vs the projected perspective is maybe their secret sauce… tehehe.
I guess you do not ask about the real tech behind that, or do you? It is similar to camera projection, where we use a simplified geometry to create the illusion of details that are not in the geometry. In case of the floor, as it has to be 100% flat, any added detail must be virtual.
As CINEMA 4D is often used to create these kind of practical effects, I’m not certain in which direction you question goes.
Let’s presume for a moment it is all a question how to recreate this based on footage that you got or have. Tracking the camera position for a moving camera, or just “calibrating” the camera for a still is possible in r16.
As I guess, no green/blue screen was used, two standards are given to get the people separated, with a clean plate (no people) and the difference map with people. Works, works not—works kind of. It highly depends on the camera and set conditions. Works only for a lock off camera anyway. The second main technique is Rotoscoping. Perhaps Mocha Ae or Pro can do wonders heres, If not Silhouette is the tool for this.
From there you can composite the stuff in.
Perhaps you like to just have it as complete 3D/virtual set up, just anything that C4D can natively render? The ideas can be manifold, starting from the Shader Effector, or MoGraph Selections, over simply Falloff effects with the Effectors.
Is that the question from 2011?
http://old.cineversity.com/forum/forum_posts.asp?TID=3640&KW=floor
Let me know what direction you are after, as I see a lot of possible ways to answer this question ;o)
All the best