Technology that records three-dimensional performances from multiple angles simultaneously, creating fully navigable 3D content – uses arrays of cameras to capture real people and environments as volumetric data that can be viewed from any angle in VR, AR, or traditional media.
What is Volume Capture?
Volume Capture is a 3D recording technology of performances from all angles simultaneously. Camera arrays capture real people and environments as volumetric data that can be freely navigated – for VR, AR, and traditional media.
Basic Principle
| Aspect | Description |
|---|---|
| Definition | 3D Performance Capture |
| Technology | Multi-camera arrays |
| Output | Volumetric data |
| Viewing | Any angle |
Vs. Motion Capture
| Aspect | Volume | Mocap |
|---|---|---|
| Captures | Full appearance | Skeleton data |
| Appearance | Real | Requires CG character |
| Texture | Actual | Created separately |
| Flexibility | Free angles | Movement only |
Technology Components
| Component | Function |
|---|---|
| Camera Rig | Many angles |
| Synchronization | Simultaneous |
| Processing | 3D Reconstruction |
| Compression | Data Management |
Capture Systems
| System | Provider |
|---|---|
| Microsoft | Mixed Reality Capture |
| Intel | Studios |
| 8i | Volumetric |
| Volucap | Berlin |
Camera Setups
| Type | Description |
|---|---|
| Dome | All-around capture |
| Wall | Frontal focus |
| Hybrid | Combined |
| Mobile | Portable |
Processing Pipeline
| Phase | Activity |
|---|---|
| Capture | Synchronous recording |
| Reconstruction | 3D Mesh creation |
| Texturing | Surface projection |
| Compression | Data reduction |
Output Formats
| Format | Usage |
|---|---|
| Point Cloud | Raw data |
| Mesh Sequence | Animation |
| Compressed | Streaming |
| Proprietary | Platform-specific |
Applications
| Field | Usage |
|---|---|
| VR/AR | Immersive Content |
| Film | Special Effects |
| Gaming | Realistic NPCs |
| Advertising | Interactive |
Advantages
| Advantage | Description |
|---|---|
| Realism | Actual appearance |
| Flexibility | Post-camera work |
| Efficiency | Capture once |
| Immersion | 6DoF viewing |
Disadvantages
| Disadvantage | Description |
|---|---|
| Cost | High investment |
| Data Volume | Enormous |
| Quality | Not yet perfect |
| Limitations | Stage size |
Data Management
| Aspect | Challenge |
|---|---|
| Storage | Terabytes/minute |
| Processing | GPU-intensive |
| Streaming | Bandwidth |
| Compression | Quality loss |
Studios (Examples)
| Studio | Location |
|---|---|
| Microsoft | San Francisco |
| Intel | Los Angeles |
| Volucap | Berlin |
| Dimension | UK |
Workflow
| Phase | Activity |
|---|---|
| Pre-Prod | Planning, testing |
| Capture | Performance recording |
| Processing | Reconstruction |
| Integration | Into project |
Quality Factors
| Factor | Influence |
|---|---|
| Camera Count | More = better |
| Resolution | Detail level |
| Synchronization | Critical |
| Lighting | Uniform |
Integration
| Platform | Method |
|---|---|
| Unity | SDK |
| Unreal | Plugin |
| Web | Player |
| Native Apps | API |
Best Practices
| Practice | Reason |
|---|---|
| Plan | Know technical limits |
| Test | Before main shoot |
| Lighting | Careful |
| Redundancy | Backup systems |
Today
Volume Capture is on the verge of mainstream. With improved compression, faster processing, and growing demand for immersive content, the technology is expanding. While it has not yet reached the realism of traditional recordings, it is rapidly evolving – especially for VR, AR, and interactive media.