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CAPTURE / 06 — 3D GAUSSIAN SPLATTING
3D Gaussian Splatting
Photoreal, real-time radiance fields of sets, environments, and objects. A splat scene renders like a photograph you can move through — and every set and location we scan is captured to be processed into 3DGS.
[ 3DGS-READY CAPTURE / REAL-TIME SPLATS ]
SRC / RADIANCE FIELD / PHOTOREAL, REAL-TIME
WHAT IT IS
A photograph you can walk through.
3D Gaussian Splatting reconstructs a real place or object as a dense field of soft, overlapping gaussian “splats” — each one carrying position, color, and view-dependent shading. The result is a radiance field that renders in real time at photographic fidelity: reflections, soft edges, and subtle lighting that a traditional mesh-and-texture asset can only approximate, at a fraction of the runtime cost.
For film and episodic work that means a scouted location, a struck set, or a hero prop can live on inside a real-time engine exactly as it looked on the day — explorable for previs, virtual art department, LED-volume backgrounds, and interactive.
FIG.06 / SAME CAPTURE — FIELD LEFT, GEOMETRY RIGHT
CAPTURED 3DGS-READY BY DEFAULT
Every set scan is a splat waiting to happen.
This is the part that sets us apart: 3D Gaussian Splatting isn’t a separate shoot. Every set and location our crews scan is captured photogrammetrically — dense, overlapping, color-calibrated coverage from enough angles that the same data can be reconstructed into a splat scene later, without sending anyone back. When you book set or location scanning, you’re already banking 3DGS-ready capture.
So the decision to deliver a Gaussian splat doesn’t have to be made on set, under time pressure. Scan the environment the way we always do, and the option to turn it into a real-time radiance field stays open for the length of the production.
[ PHOTOGRAMMETRIC COVERAGE / COLOR-CALIBRATED / RECONSTRUCT ANYTIME ]
ONE SET SCAN, TWO DELIVERIES
HOW SCANABLE DOES IT
Capture once, reconstruct to spec.
Our crews shoot the dense, overlapping photogrammetry a clean splat reconstruction needs, run it through our color-calibrated RAW pipeline, and train the radiance field to the fidelity and file budget your engine expects. We tune density, clean floaters, and lock scale so what you load is a usable scene — not a raw capture you have to salvage.
Because our crews mobilize from six cities, 3DGS capture happens on your production — a backlot, a practical location, or a soundstage before strike — anywhere in the country.
SRC / LARGE-SCALE ENVIRONMENT / RECONSTRUCTED TO SCALE
WHAT YOU RECEIVE
Splats your engine can open.
- Gaussian splat scenesTrained radiance fields (.ply / .splat) of environments and objects.
- Engine-ready deliveryTuned for real-time playback in Unreal, web, and interactive viewers.
- Scale-locked & cleanedTrue-scale, floater-free scenes registered to your set data.
- Source coverage retainedThe photogrammetry stays on file for re-training or mesh delivery.
RELATED SERVICES
START HERE
Turn a location into a real-time scene.
Tell us the environment and the engine it has to run in. We’ll scope the splat capture — or pull it from set data we’re already shooting.
FAQ
Common questions
Does genlock actually matter for Gaussian splatting?
Yes. If the cameras are not genlocked, each one is sampling a slightly different moment, and any reconstruction of a moving subject inherits that error. Every array we build is genlocked for that reason.
What is the difference between 3D scanning and 4D capture?
A 3D scan is a single instant — one frame of geometry and texture. 4D capture is performance over time: the same volumetric capture repeated across a sequence, so motion and deformation are captured, not simulated after the fact.
What is C.A.L.V.I.N.N.™?
A separate modular array built in house for volumetric and machine-learning capture, including 4D Gaussian splatting. It is a distinct system from the Mobile CyberSCAN™ Studios, which handle static scanning and OLAT.
What do you deliver?
That depends on the pipeline you are handing it to — we scope deliverables with your VFX vendor before the shoot so the data lands in a form your team can use on day one, not after a conversion pass.