Virtual Sets & Set Extension
Small physical builds joined to large virtual worlds with a matched, invisible seam.
Virtual Sets & Set Extension
Virtual sets and set extension join a small physical build to a large virtual world. The audience reads one continuous space; the crew only has to construct the two metres the actor can touch.
©The seam is the craft
Where the physical floor meets the emissive surface decides whether the illusion holds. Colour, texture, contact shadow and light level are matched at that boundary during calibration.
Designed sets, not wallpapers
Environments are designed as sets — sightlines, camera positions, blocking and lighting are planned so the virtual world reads correctly from every planned angle.
A library that grows
Sets are built as reusable, versioned scenes with adjustable time of day, dressing and branding, so a channel or brand can extend its look without a new build each time.
- Approach
- Physical hero build joined to a tracked virtual extension
- Assets
- Versioned real-time scenes with adjustable dressing
- Matching
- Colour, contact shadow and light level at the seam
- Reuse
- Preset environments recallable by the operator
Same stage. Same presenter. Any location.
The camera and the talent never move. Only the world does — which is the entire commercial argument for virtual production.
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.
ICVFX
In-camera VFX where the finished composite is captured optically in a single pass.
XR Processing & Synchronization
Camera-referenced colour management with one house reference across the whole stage.
