Real-Time Rendering
Clustered render nodes sized to surface area, frustum count and production frame rate.
Real-Time Rendering
The render layer draws a photoreal world at production frame rate, from a viewpoint that never stops moving. Sizing it correctly is an engineering exercise, not a shopping list.
©Sized to the surface
Node count follows total pixel area, frustum count, scene complexity and the frame rate the production actually shoots at — with headroom for the content to grow.
Deterministic behaviour
Nodes are locked to the same reference and validated so the whole surface swaps frames together. A cluster that is fast but not synchronised is worse than one that is merely fast enough.
Content pipeline
Environments are optimised for real-time before they reach the stage: geometry budgets, lighting strategy and texture streaming are agreed with the creative team early.
- Architecture
- Clustered real-time nodes with shared reference
- Scaling factors
- Pixel area · frustums · scene load · frame rate
- Content
- Optimised real-time environments and plates
- Operations
- Scene presets, versioning and rollback
From the lens to the recorded frame.
Camera
Production camera with encoded head, feeding both the capture chain and the tracking system.
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.
ICVFX
In-camera VFX where the finished composite is captured optically in a single pass.
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.
