Realtime, re-lightable 4D Gaussian Splat rendering for large scale crowd simulation in Unreal Engine.

Volumetric capture for virtual production, VFX & film.

Record your actors on a 3D capture rig, populate your scene with hundreds of volumetric human performances, and re-light them dynamically like any other asset — live on the Sequencer.

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Record your actors on a 3D capture rig, populate your scene with hundreds of photo-real performances, and re-light them in real-time.

  • Nanite-style LODs:
    Frustum culling and distance LOD collapse hundreds of performers into a handful of draw calls — built to hold 60fps with 100+ concurrent splat sequences on screen.

  • Scene Relighting:
    4D splats pick up your directional key, colored ambient, and Lumen GI. Self-shadowing, floor shadow casting, and multi-light support included.

  • Sequencer Integration:
    Live viewport playback, keyframable timing, and per-instance playback offsets so duplicate performers never move in lockstep.

  • Post Processing:
    Splats write true scene depth — depth of field, volumetric fog, and depth-pass compositing all work.

  • Splat Editor Tools:
    Trim captures with per-instance crop boxes or global cull volumes, arrange performers along splines, and adjust detail, shadow, lighting, and playback settings per instance.

Rethinking Crowd Simulation