gigapixels of color data from 360 degrees, something the other systems cannot do, as well as being a volumetric-based reconstruction method, which means it's a single shot capture process. There's no need for aligning mesh slices, splicing or fusing, nor are there any calibration issues or distortions. It's quite a renaissance for 3D scanning.
This system is ideal for visual effects and computer game content creation for quick digital double replacement, as well as having many uses for the medical, fashion, TV, military, police, music and other industries.
What motivated you to develop this technology?
My motivation was simulating virtual humans with the end goal to move into robotics. I'm obsessed. I dreamt of being able to use "laser” scanning technology back in my early 20's, but I could never have afforded the laser scanning or white light system at the time – they varied from £75,000-£250,000!
I started out as an FMV and environment artist when I was younger, and then changed to character work in my mid 20's. I got tired of using Google reference images or 2D human reference data to try and replicate the human form. No matter how good an artist is at anatomy – and there are some incredibly talented ones out there (I am not one of them!) – I honestly think you can't beat the real thing. So I investigated some more. I tried various solutions over the years, and as hardware and software costs came down and newer, more innovative, solutions appeared on the market, I saw a gap to try and leverage a better scanning solution to offer products and services related to the medium.
Do you feel as though replicating humans perfectly may remove the artistic process entirely and do you believe that robotics is the logical conclusion of this pursuit?