Spatial & Robotics R&D · 2024–present

3D Gaussian Splatting

Applied Gaussian Splatting across film and television VFX, virtual production, capture systems, event activations, spatial memory and robotics simulation.

Role
Creative Producer · Product Owner · R&D
Contexts
Applied R&D team · Film XR · independent practice
Tools
Unity · Unreal · VFX Graph · WebXR · VRChat

Current portfolio reel

3DGS Demo 2026 · 02:58

The work is not one isolated experiment. It is a developing production practice: testing where photographic 3D reconstruction can become a usable layer inside existing media and simulation pipelines.

Since 2024, the practice has moved between capture, processing, product framing and public-facing production. Some projects result in a finished shot or activation; others test a reusable engine, workflow or spatial format.

The common question is practical: when can 3DGS preserve the visual complexity of a real person or place while reducing the time required for conventional modelling and scene construction?

Selected applications

Production · capture · real-time media · simulation
Film & TV VFX

Cybervillage Season 2

A production shot built through multi-camera character capture, proprietary 3DGS processing, Unity scene assembly, VFX Graph effects and final render handoff.

Virtual production

3DGS as a virtual-production layer

Chroma-key and LED-volume tests combining performers, captured locations, Unreal live preview and real-time 3DGS playback.

Event activation

Rapid audience capture

A mobile multi-camera pipeline for scanning guests and inserting their reconstructed characters into pre-built Unity video scenes.

ML Sharp · VFX Graph

Making archival images spatial

Single-image Gaussian reconstruction used as a generative layer for camera movement, particles and animated archival imagery.

Generative 3DGS

Spatial Memory of Dacha

A shared spatial memory reconstructed from thirteen archived 360° photographs using World Labs Marble, SuperSplat and Arrival.Space.

Robotics · Physical AI

SIM XR

A separate startup using XR for remote teleoperation of simulated humanoids and 3DGS reconstructions as customer-specific training environments.

Open SIM XR case →

Working scope

From capture strategy to production use.

Production
Series shots, VFX, virtual production and event activations
Capture
Multi-camera systems for people, characters, objects and spaces
Real-time
Unity, Unreal, Web viewers, social VR and interactive presentation
Product & R&D
Tool evaluation, pipeline design and translation between ML, art and production teams
Public practice
Lectures and workshops for XR, VFX and cultural-heritage audiences