Scanning the Strange New Worlds of 'Star Trek'
summary
Pixomondo’s team uses FARO Focus 3D LiDAR, Canon R5 photography and RealityCapture photogrammetry to make digital twins: props (an illuminated probe scanned twice to produce a one-to-one emission mask), Iceland terrain scanned by drone plus ground photogrammetry for a glacier crash, and a full studio point cloud turned into a playable level in two to three days. Typical source clouds hit ~50M polys and are decimated to ~100k for Matchmove; same‑day scan processing (1pm → 5pm) enables blend-day fixes, and the final blends read so well talent nearly walk into the virtual walls. Nanite/Unreal Engine 5 is now in production use.
AI-written summary · about
chapters (15)
- 0:00Introduction
- 3:09Virtual production workflow
- 5:45Scanning equipment
- 8:04Capture techniques
- 10:52Location scanning
- 12:11Budget scanning solutions
- 13:48Case study: Moonlit Mausoleum
- 17:05Set integration
- 20:39Matchmove and optimization
- 24:12Set alignment
- 27:08Digital doubles and crowds
- 30:05Miniatures in VP
- 33:41Handling reflections
- 35:34Post-production asset augmentation
- 38:35Future of scanning
related talks
20m"Rebirth": Leveraging Scan Data in UE4
58mVFX Workflow for Real-Time Production with Photogrammetry, Alembic, and Unity
56mScans in Game Production
12mReality Capture & Visualization for Treehouse Design
03mHOK Uses Twinmotion on Centre Block Project
05mHOK Uses UE4 and 3D Repo for Centre Block Project
11mMaximizing Efficiency and Minimizing Costs with Unreal Engine
27mWorking Smart - Machine Learning in Art Asset Creation for the Games Industry
