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Creative studio and inventors of in-camera filmmaking technology.
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DEATHBYROMY XR. 

This isn’t photography, and it isn’t AI. Single take, captured on a 75-camera 8K RED V-Raptor [X] volumetric rig, then rebuilt in 3D delivered in 6DOF XR. 

These are clips from the 2D render pipeline, bespoke Unity / Deckard Render, built and run by Oliver Pavicevic — volumetric light, real-lens character, bokeh and shallow depth of field, all put back into a virtual camera. From the same capture we also went the other way: past photo-real into something surreal, blending 4DGS with 2D FX through the @gsops.project (David Rhodes @CG Nomads Ltd) Gaussian splat pipeline in Houdini, beautifully crafted by 3D artist and Creative Director @davewebsteryeah 

Web data sample — a few raw frames delivered in the browser, plus our new realtime point-cloud control of the splats to play with: … https://prism-ai.io/dbr-xr powered by playcanvas.

None of this exists without @AinaTech, Inc. , our partners in the US and the technical brains behind the whole thing — the prowess and the sheer nerve to pull a capture like this off.

Credits where they’re due:

@deathbyromy — for a performance worth every bit of this effort. @ainatech.ai — our partners stateside. @reddigitalcinema — Jeff Goodman and the team, for the technical backing that made it work. @creamsource — for a lighting package that dealt with a frankly ridiculous amount of light and technical challenges we threw at them. @satellite_lab — for providing some unbelievably nerdy tech that’s already got us plotting what’s next. 

And the crew (full credits list with the XR release). The people who actually made this happen — Thank you.
#VolumetricCapture #GaussianSplatting #XR #VirtualProduction  #4DGS
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