XR Processing & Synchronization
Camera-referenced colour management with one house reference across the whole stage.
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.
- 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
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.
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.
Virtual Sets & Set Extension
Small physical builds joined to large virtual worlds with a matched, invisible seam.
