Nova Studio

Spatial media

Volumetric content

Content with depth rather than content with parallax faked onto it — what the difference actually is, what it costs, and why the prerequisite matters more than the format.

What volumetric means

A flat image with a depth map gives you a little parallax and falls apart at the edges of objects, because there is nothing behind the thing in front. Move far enough and you see the seam — a stretched smear where the occluded surface should be.

Volumetric content has actual extent. Move and the occlusion changes correctly, because something genuinely exists behind the foreground. That is the difference, and it is not a matter of degree.

It is expensive in every dimension — capture, storage, bandwidth, compute and authoring time — which is why most media marketed as "3D" or "immersive" is the first thing rather than the second, and why the gap between the demo and the shipped experience is usually so large in this category.

Depth map on a photoVolumetric
Small head movementConvincingConvincing
Moving around an objectBreaks at the silhouetteHolds
OcclusionFaked, fails at edgesCorrect
File sizeSmallLarge, often by orders of magnitude
Authoring costLowHigh

The approach here

Consistency first. Before depth is worth anything, the same scene has to be reproducible from several angles — same objects, same light, same materials. That is the problem the graph is built for and the part that works today.

Depth without that consistency produces a scene that reorganises itself when you look away, which is worse than a flat image rather than better. The viewer forgives a flat image for being flat. They do not forgive a space for being unreliable, because it breaks the one promise the medium makes.

So the order of work is consistency, then depth, then format. Anyone doing it in the other order is building a demo.

Status
Multi-view scene consistencyWorks today
Shared lighting across viewsWorks today
References that hold a subject across shotsWorks today
Consistent depth between viewsPartial — visual agreement, no computed geometry
Volumetric capture ingestNot in this build
Point cloud or gaussian outputNot in this build
Headset-native exportNot in this build

Questions

Can I bring in a gaussian splat or a photogrammetry scan?

Not as a scene format. You can use rendered views from one as reference images, which is a normal way to hold a real place.

Is generative volumetric capture realistic soon?

Generating consistent novel views is advancing quickly. Generating a volumetric representation that holds up under free movement is a harder problem, and anyone giving you a confident date is guessing.

What should I do today if volumetric is my deliverable?

Capture volumetrically with the tools built for it, and use this for concept, look development and previs. That division of labour is honest and it is what we would advise even if it were not in our interest.

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