Case study

DITUS · Philia

A virtual-production R&D engagement across live MetaHumans, mobile virtual cameras, and real-time experiences — with LG’s CES 2023 keynote in-camera VFX as one of the public outcomes.

Clients
DITUS · Philia
Duration
Jul – Dec 2022 · on-site
Role
Unreal Engine Developer

A virtual showroom, and the in-camera VFX for a CES keynote.

DITUS and Philia brought me on-site for a six-month Unreal Engine R&D engagement — digital twins on PC and VR, live digital-human control, motion capture, mobile virtual cameras, AWS Pixel Streaming and the production tools that tied the pipeline together.

The flagship public outcome was the in-camera VFX work for LG’s CES 2023 keynote — machine simulations and technical visualizations rendered live behind the on-set photography, with operating guidelines for the production crew. Everything else fed into a virtual showroom the team could author together, perform inside and stream to a browser.

Five pipelines, one cohesive stack.

  • LG at CES 2023 — in-camera VFX. Machine simulations and technical visualizations rendered in-camera for LG’s CES 2023 video production, plus operating guidelines for the on-set crew.
  • Live avatar control. A MetaHuman driven by live voice and facial input with offline-rendered variants for quality reference, a photo-scan flow that turns real people into MetaHumans, and a parallel facial-capture rig on a Daz3D character.
  • Live capture and virtual cameras. Facial capture driving the MetaHuman in real time, body motion capture for full-body performance and ARKit-powered phone virtual cameras paired with a second phone for facial capture — framing and performance recorded in the same take.
  • Multi-user authoring, AWS Pixel Streaming, VR. Concurrent editing inside a shared scene via Unreal’s Multi-User Editor, AWS Pixel Streaming for any-browser delivery and a VR build of the showroom for headset walkthroughs.
  • Virtual showroom front-end. The visitor-facing surface of the showroom — entrance flow, character selector and a day-to-night lighting transition setting the mood.

Avatars, several ways.

The headline pipeline is a live MetaHuman driven from voice and facial input, shown first below. After it: offline-rendered variants of that same character used as a quality reference, a photo-scan flow that turns a real face into a controllable MetaHuman and a live facial-capture test on a separate Daz3D character as a parallel rig outside the MetaHuman pipeline.

Real-time virtual avatar — a MetaHuman driven live from voice and facial input.
Offline-rendered variant of the live MetaHuman — the look the live pipeline was tuned against.
A second offline variant — same character, different camera angles and lighting.
Scan-to-MetaHuman — a different person (my boss) scanned from photos and rigged for live performance.
Facial capture on a Daz3D character — a parallel rig outside the MetaHuman pipeline.

Direct the shot from a phone.

An ARKit-driven mobile virtual-camera workflow that turns a phone into the camera body inside the Unreal scene — the director walks through the virtual set the way they’d walk through a physical one. A second phone running facial capture lets framing and on-screen performance be captured in the same take.

Editor view — the virtual camera live-driving the scene during a take.
Two phones — one running the virtual camera, the other running facial capture — captured together in the same take.
Mobile virtual camera, standalone — testing the tracking without the facial pipeline.

Many hands on the same scene; the result in any browser.

Two production-side workflows that kept the team moving fast: Unreal’s Multi-User Editor for concurrent authoring inside a shared scene, and AWS Pixel Streaming so the finished experience opens in any browser with no install on the viewer’s end.

Multi-User Editor — two seats authoring the same scene at the same time.
Pixel Streaming — the experience running remote, rendered to a browser tab.

Entrance, characters, time of day — and a headset to walk it.

The visitor-facing layer of the showroom — the first room you land in, the menu where you pick who you want to be, the lighting system that takes the scene from midday to night and a VR rig to walk the whole thing in a headset.

Entrance menu — the front door of the experience.
Character selector — pick the avatar before stepping in.
Lighting — day-to-night transition driving the mood of the scene.
Testing the VR build — headset on, walking the showroom.
  • Unreal Engine 5
  • MetaHuman
  • Daz3D
  • In-camera VFX
  • Virtual Camera
  • ARKit
  • Facial Capture
  • Photogrammetry
  • Motion Capture
  • Perception Neuron
  • Multi-User Editor
  • AWS
  • Pixel Streaming
  • VR