XR Studios & Virtual Production · Real-Time Pipeline

XR Processing & Synchronization

Camera-referenced colour management with one house reference across the whole stage.

©
XR Studios & Virtual Production

XR Processing & Synchronization

Processing and synchronization are where an XR stage is won or lost. Every device — camera, processor, render node, playback and switcher — has to agree on when a frame begins.

©

One reference, distributed properly

A single house reference is generated and distributed with correct topology and termination. Reference distribution is drawn on the schematic, not improvised in the rack.

Camera-first colour

The processing chain is configured for capture: bit depth, colour space and mapping are set for the camera pipeline rather than for how the wall looks to a visitor.

Prove it on camera

Timing is verified by shooting the wall at the shutter angles and frame rates the production will use, and the results are recorded in the commissioning document.

Engineering summary
Timing
House reference distributed to all stage devices
Chain
Render → mapping → processing → panel, with a fixed latency budget
Colour
Camera-referenced colour management end to end
Evidence
Recorded on-camera verification at production settings
©
Synchronization lab

A stage is only as good as its timing.

Shutter angle chosen with the panel scan behaviour in mind.

Behaviour shown is illustrative. Verified figures are issued only against the specific equipment and settings agreed during engineering.

Captured image
Clean capture · reference locked
©
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.

13
Training

Operators, engineers and creative team handover.

14
Support

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.

©
Related subpages

Continue exploring real-time pipeline.

All XR Studios & Virtual Production pages →
©