BC
Brandon Coffey

Volumetric Video Capture & Playback Pipeline

Grant-Funded 4D Gaussian Splatting & Volumetric Capture Research

Key art for Volumetric Video Capture & Playback Pipeline
Role & Leadership

Principal Student Investigator & Pipeline Engineer

Client: UT Dallas Bass School

Year: 2026

Target Platforms
PCVRWebXR
Software & Tech Stack
Unreal Engine 5UnityEvercoast Volumetric Video4D Gaussian SplattingCompute Shaders
Project Links
Research & Production
Project Highlight

Funded by UT Dallas Bass School Collaborative Research Grant

Awarded research grant funding in December 2025 ('Advancing Research and Pedagogy in Volumetric Video through Student Collaboration') to engineer real-time streaming pipelines for volumetric performance capture.

The Volumetric Video Capture & Playback Pipeline is an ongoing research and development initiative at the VAST Lab investigating cutting-edge techniques to ingest, compress, and render 4D holographic video captures of human performers in real-time game engines.

Evercoast Integration & Multi-Camera Ingestion

In partnership with industry volumetric capture platform Evercoast, the research pipeline processes multi-camera synchronized RGB-D video arrays, reconstructing continuous photorealistic 3D point clouds and dynamic mesh sequences.

Real-Time Playback & 4D Gaussian Splatting

Traditional volumetric video produces immense per-frame mesh data, straining GPU memory bandwidth. This project investigates:

  • Compute Shader Mesh Decoding: Custom GPU compute pipelines that decompress temporal delta geometry directly in VRAM.
  • 4D Gaussian Splatting: Exploring neural radiance fields and splatting representations for volumetric actors with view-dependent specular highlights and natural hair transparency.
  • Pedagogical Tooling: Developing user-friendly Unity and Unreal Engine editor importer plugins so undergraduate animation and theatre students can integrate live holographic acting into interactive productions.