ICVFX
In-camera VFX where the finished composite is captured optically in a single pass.
ICVFX
In-camera VFX means the finished frame leaves the stage already composited. What the sensor records is what the audience sees — background, foreground, lighting and reflections captured in one pass.
©One pass, one look
Removing the composite step removes the mismatch between plate and subject. Edges, motion blur and grain agree because they were created by the same optics at the same moment.
Inner and outer frustum
The region the camera sees is rendered at full fidelity from the tracked viewpoint; the surrounding surface continues to light the scene. Managing that boundary is the core craft of ICVFX.
Where it should not be used
Some shots are still better on location or with a key. We say so during design — the value of a volume is in the shots it genuinely improves.
- Principle
- Final composite captured optically in camera
- Key mechanism
- Tracked inner frustum with surrounding light contribution
- Benefits
- Correct reflections, correct spill, immediate review
- Support
- Clean plates and elements when post work is still required
Studio view | camera view.
On the left, the physical stage as a visitor sees it. On the right, the frame the camera actually records. Change position, lens, environment, lighting and foreground dressing to see how the room becomes a location.
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 real-time pipeline.
Real-Time Rendering
Clustered render nodes sized to surface area, frustum count and production frame rate.
Virtual Sets & Set Extension
Small physical builds joined to large virtual worlds with a matched, invisible seam.
XR Processing & Synchronization
Camera-referenced colour management with one house reference across the whole stage.
