XR Studios & Virtual Production · XR Stage Systems

LED Volumes

Wall, curved volume, ceiling and floor surfaces specified from the camera outwards.

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XR Studios & Virtual Production

LED Volumes

An LED volume is a lighting instrument that happens to display an image. It is specified from the camera outwards: closest working distance, lens, exposure and shutter come first, panel selection comes last.

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Specified from the lens

Pixel pitch is chosen so the surface stays clean at the tightest planned shot. Viewing-distance tables written for audiences are the wrong tool for a camera.

Structure and geometry

Arc segmentation, corner treatment, ceiling rigging and floor build-up are engineered together so seams and hardware never enter frame and service access stays realistic.

Colour discipline

Panels are batch-matched and profiled against the production camera, then re-verified after installation. Colour that drifts between panels is far more damaging on camera than on the eye.

Engineering summary
Surfaces
Wall · curved volume · ceiling · floor
Selection drivers
Camera distance, lens, exposure, shutter, refresh, scan
Engineering
Structure, load, power, cooling, service access
Verification
On-camera test shoot before sign-off
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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
REC
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.

10
Integration

Installation, cabling, structure and system build-up.

11
Calibration

Colour, geometry, tracking and camera matching.

12
Testing

Shoot-day rehearsal against real cameras and real content.

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Training

Operators, engineers and creative team handover.

14
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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