Case study — 03
The Nevers
Volumetric capture — HBO
- Client
- HBO
- VFX Supervisor
- Johnny Han
- Role
- Volumetric capture — design, build & on-set operation
- Array
- 6 × Azure Kinect DK
- Studio
- Titan Studios, London
- Year
- 2021
A six-camera volumetric rig hidden inside the set, capturing an actress's performance as a point cloud live during the take — not in a capture volume afterwards, the way it is normally done.
The brief
In September 2021 Johnny Han, VFX supervisor at HBO, called with a problem. The team wanted to capture an actor's performance volumetrically in the middle of the set, while the scene was being shot — not in a capture volume afterwards, the way it is normally done.
I'm a programmer and I like a challenge, so I took it. It was my first step into virtual production. A few weeks later I was at Titan Studios in London with an Azure Kinect in my hands.
The rig
Connecting one or two Kinects to a PC is trivial. Six to ten is another problem entirely.
The machine driving them couldn't sit on set. It had to live ten metres away, behind the walls of the shooting set — which meant 20 m USB-C runs that had to hold a stable connection for the length of a take.
On the day, with the wranglers and the electrics team, we placed six cameras around the set. The props department built small blue boxes so each one could disappear into the dressing.
Calibration
The hardest constraint wasn't the wiring. It was the clock. If we lost tracking I had to re-calibrate between takes, without touching the shooting schedule. That gave me a budget of sixty seconds.
After long days and weekends at the studio testing one approach after another, we landed on a cube carrying an ArUco marker on every face. Walk it through the volume and all six cameras solve into a single coordinate space in under a minute.
What it produced
The scene is a scientist bringing her mother back through electricity. The rig captured the actress's performance as a point cloud, recorded live on the take — same lighting, same blocking, same moment as the plate. That geometry is what the final shot is built on.
From capture to screen
On the floor