System 01 — HVR Capture

Real people. Real spaces. Real holograms.

Our proprietary volumetric capture pipeline turns synchronized multi-camera video into a single 3D hologram asset — what we call an HVR. Every frame is a complete dimensional model of the captured scene.

No CGI placeholders. No fake parallax. Real actors, real environments, captured in full dimensional space and ready for the headset.

[ HVR · VOLUMETRIC CAPTURE ]
System 02 — Adaptive Codec

A compression layer built for volumetric video.

Traditional video compression destroys volumetric data. Our codec preserves dimensional structure while delivering at bandwidth comparable to 4K stereoscopic streaming. It plays back at the highest quality each device can render.

[ HVR · ADAPTIVE CODEC ]
HVR RAW → COMPRESSED → STREAM
System 03 — AI Scene Director

Cinema that watches the audience back.

Real-time scene composition, character behavior, adaptive narrative branching, and audience-responsive interaction. Pre-rendered cinema, generated live, every showing. The audience never sees the same film twice.

[ AI · SCENE DIRECTOR ]
SCENE → DIRECTOR → AUDIENCE
System 04 — IoT Theater

One nervous system for the whole venue.

Seat haptics, environmental effects, spatial audio, dynamic lighting, projection mapping — all orchestrated by a single venue management layer. Programmable, schedulable, and monitored remotely.

[ IOT · THEATER STACK ]
VENUE OS · 8 SUBSYSTEMS
System 05 — Distribution

Author once. Run on every headset.

The HVR pipeline is hardware-agnostic. Content built in our platform deploys to standalone VR headsets, AR mobile devices, dome projection rigs, LED volumes, and traditional screens — adapted in real time.

[ CROSS-PLATFORM ]
QUEST DOME VISION SCREEN AUTHOR ONCE · SHIP EVERYWHERE
Standards & Integrations

Built to plug into every headset on the floor.

/ 01

OpenXR Native

Runs on Meta Quest, PICO, Valve Index, Apple Vision Pro, Varjo, and Microsoft Mixed Reality.

/ 02

USD Pipeline

Universal Scene Description — drop in assets from any modern 3D toolchain.

/ 03

Unreal & Unity

Engine plugins for studios building hybrid pre-rendered + real-time VR experiences.

/ 04

WebXR Support

Browser-native rendering for preview, marketing, and accessible distribution.

/ 05

Dolby Atmos

Object-based spatial audio synchronized to volumetric playback in the headset.

/ 06

D-Box & 4DPLEX

Integration with leading motion-seat and 4D effect platforms for hybrid VR-cinema rooms.

Tech briefing

Want a deep walk-through?

We brief partners, integrators, and prospective venue operators directly. NDAs available for under-the-hood detail.