Camera Tracking
Camera and lens data streamed to the render engine so perspective belongs to the lens.
Camera Tracking
Tracking is what turns a bright wall into a window. The system measures where the camera is and what the lens is doing, and the render engine redraws the world from exactly that point of view, every frame.
©Position and lens together
Position alone is not enough. Zoom, focus and distortion have to travel with it, otherwise the virtual perspective and the real optics disagree at the edges of frame.
Latency is a design value
The delay between physical motion and the updated image is budgeted across tracking, render, processing and panel. We measure it during commissioning and document it.
Multi-camera behaviour
Each tracked camera needs its own correctly rendered region. Frustum strategy, cut handling and render capacity are planned before camera count is promised.
- Methods
- Optical reference · encoded head · hybrid
- Data
- Position, rotation, zoom, focus, distortion
- Calibration
- Lens profiling and stage alignment on site
- Validation
- Documented end-to-end latency measurement
Move the camera. Move the world.
Drag the camera and watch the LED volume. With tracking off the background stays where it is and the illusion collapses. With tracking on, the world is redrawn from the camera's exact point of view.
Position, rotation and lens data are streamed to the render engine every frame, so perspective, parallax and scale stay correct as the camera moves.
From empty studio to final frame.
We engineer the complete production environment — not only the wall inside it.
Production brief, content ambition and operating model.
Room, structure, power, cooling, access and acoustics.
Volume geometry, sightlines and working area modelled in 3D.
Pitch, structure, load, processing and colour pipeline.
Camera positions, tracking method and reference placement.
Node count, frustum strategy and content pipeline.
Reference distribution and end-to-end timing budget.
Fixtures, control and acoustic treatment around the volume.
Operator positions, monitoring and switching workflow.
Installation, cabling, structure and system build-up.
Colour, geometry, tracking and camera matching.
Shoot-day rehearsal against real cameras and real content.
Operators, engineers and creative team handover.
Service agreement, spares and content evolution.
Engineer this into your stage.
Every XR design starts with a survey of the real room and the real production brief.
Continue exploring xr stage systems.
XR Studio
The complete studio envelope — structure, power, cooling, acoustics, workflow and training.
Virtual Production
Shooting decisions made in the room, with the environment lighting the subject as it is captured.
LED Volumes
Wall, curved volume, ceiling and floor surfaces specified from the camera outwards.
