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Presence in
Virtual Space.

Technology Volumetric Capture
Platform Meta Quest 3

We collaborated with Cyberdyme to create a groundbreaking VR experience that allows fans to step into a virtual room with a global icon, bridging the gap between digital content and true presence.

SHADER: SKIN_SSS capture: 8K VOLUMETRIC

8K

Texture Res

90

FPS on Mobile

1:1

Scale Accuracy

10ms

Interaction Latency

Overcoming the Uncanny Valley.

Digital humans often feel fake. For a celebrity brand, "fake" is unacceptable. The challenge was to capture the micro-expressions, skin texture, and charisma of a real person and render it in real-time on mobile hardware.

Capture Rig: 106 Cameras (Volumetric) Engine: Unity URP + Custom Shaders Optimization: Mesh Decimation / LODs Audio: Spatial Binaural Map

Optimization Pipeline

High-poly raw data was processed into a streamable, game-ready format.

1. Volumetric Cleanup

Raw point cloud data is noisy. We used AI denoising to smooth skin surfaces while preserving pore-level details.

2. Eye Tracking Logic

To create connection, the avatar's eyes track the user. We implemented inverse kinematics (IK) for the neck and eyes to follow the player naturally.

3. Dynamic Lighting

Subsurface scattering (SSS) shaders were written to simulate light passing through skin, essential for realistic flesh tones in VR.

Photorealism vs. Standard 3D

Drag the slider to see the difference between a standard game character and our volumetric capture result.

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