HoloCapture: In any place, to any space.

The ultimate software to transform human performance into volumetric video and play them back anywhere. HoloCapture offers a comprehensive volumetric pipeline; each component available individually upon request.

Capture Technology

Capture Technology


From software to hardware like cameras and servers and various combinations, HoloCapture is a complete studio solution delivering everything you need to shoot high-quality volumetric content, flexible to various spaces and lighting conditions.

Capture Technology

Capture Technology


HoloCapture reconstructs video feeds into high fidelity 3D assets, leveraging cloud-based processing for maximum scale and without processing bottlenecks. On-premise local processing also available.

Capture Technology

Capture Technology

Edit, Stream, and Playback.

Licensing HoloCapture gains you access to our end-to-end volumetric pipeline, including the post-production platform, HoloSuite. Edit and compress your data, stream it worldwide, or playback on popular software platforms.

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Arcturus Studio

San Francisco

680 Folsom St
San Francisco, CA 94107 USA

Worldwide licensees


Unit 35, Wimbledon Business Centre
Riverside Road
London SW17 0BA United Kingdom


Los Angeles

12800 Foothill Blvd
Los Angeles, CA 91342 USA



ifland Studio Seoul
65 Eulji-ro, Myeong-dong, Jung-gu,
Seoul, South Korea



Nikon Creates Corporation
Tokyo Ryutsu Center B Building
6-1-1 Heiwajima, Ota-ku
Tokyo, 143-0006 Japan



August-Bebel-Str. 26-53, 14482 Potsdam, Germany



Technoparkstrasse 1, 8005 Zürich, Switzerland



Licensing HoloCapture is about more than getting a system and tools for producing volumetric content. Visit this page for a full breakdown of the benefits of becoming an Arcturus Licensee. 

HoloCapture produces raw content (holographic video), tools to work with that content in a post-production environment, and the means to play that content back on a wide variety of devices.

We usually shoot @ 30 fps, though we can capture at both higher and lower frames rates if desired. For playback, it is possible to interpolate to generate higher frame rates to, for example, match framerates of immersive devices.

We can capture very long takes, on the order of an hour.

We've captured as many as 20 people in a single scene before, but don't recommend that as a best practice. We find that we can shoot two people at the same time comfortably, and up to four with careful staging (and some technical limitations with resolution). We're happy to discuss your specific needs during pre-production to arrive at a satisfactory solution for your project.

We adjust the size of our capture volume by moving camera towers closer in or further away. Moving the cameras closer to the subject results in higher resolution result, but a smaller capture volume. Moving them further away reduces resolution. The Studio version of HoloCapture generally shoot at 8ft as our maximum diameter and 4.5ft as our minimum diameter. Our max height is 10ft. Please discuss your project with us even if it appears that our 8ft diameter might be too small for your needs.

We often use uniform lighting so it’s easier to re-light the capture in post. We are able to support a much wider variety of lighting scenarios though, including very low levels of light and colored gels. Part of our pre-production process will help establish what will work best for your particular project.

Our system is set up to capture audio. We have 8 channels of shotgun microphones equi-distant around performer. We can also support custom mic configurations like lavalier, boom, etc. While we are capable of capturing basic audio, and will provide you with a synced scratch track, your team will be responsible for audio post-production and sweetening. We’ll walk you through the process as part of pre-production.

Output is typically in the range of 20K triangles and 2K texture per character for a VR device, down to 10K triangles and 1K texture for mobile devices, which we provide as a custom streamable .MP4 file.

Yes, we frequently capture and/or remove props from the scene, depending on needs of the performance and scenario. In addition, we provide some post-production tools, workflow support and best practices for removing props and/or adding CG props as needed after capture.