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 · 02:58The 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
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.

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

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

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

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

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