XR Studios & Virtual Production · Real-Time Pipeline

ICVFX

In-camera VFX where the finished composite is captured optically in a single pass.

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XR Studios & Virtual Production

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.

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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.

Engineering summary
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
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What the camera sees

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.

Studio view
Camera view
34° FOV
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Foreground set
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CaesarTechs XR engineering

From empty studio to final frame.

We engineer the complete production environment — not only the wall inside it.

01
Consultation

Production brief, content ambition and operating model.

02
Studio Survey

Room, structure, power, cooling, access and acoustics.

03
3D Stage Design

Volume geometry, sightlines and working area modelled in 3D.

04
LED Engineering

Pitch, structure, load, processing and colour pipeline.

05
Camera & Tracking Design

Camera positions, tracking method and reference placement.

06
Rendering Architecture

Node count, frustum strategy and content pipeline.

07
Synchronization

Reference distribution and end-to-end timing budget.

08
Lighting & Audio

Fixtures, control and acoustic treatment around the volume.

09
Control Room

Operator positions, monitoring and switching workflow.

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Integration

Installation, cabling, structure and system build-up.

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Calibration

Colour, geometry, tracking and camera matching.

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Testing

Shoot-day rehearsal against real cameras and real content.

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Training

Operators, engineers and creative team handover.

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Support

Service agreement, spares and content evolution.

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Engineer this into your stage.

Every XR design starts with a survey of the real room and the real production brief.

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Related subpages

Continue exploring real-time pipeline.

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