Case study · Tooling · Unreal Engine 5

Gaussian Capture Rig

A UE5 plugin that builds synthetic 3D Gaussian splatting datasets inside the engine: perfect camera arrays, perfect ground truth, and none of the travel.

[ADD HERO STILL OR LOOPING CAPTURE · 16:9]
Role
Sole developer
Stack
UE5 · Blueprints · Python
Output
COLMAP-ready datasets

The problem

Gaussian splatting is only as good as the capture behind it, and real capture is expensive: a site visit, a permit, a weather window, a rig that has to behave. When a pipeline breaks, you usually cannot go back and shoot it again.

So the reconstruction side needs data it can trust before the truck is booked: known camera positions, known geometry, repeatable conditions.

What I built

A plugin that lives inside Unreal Engine 5 and treats the level as the location. You place a rig, define the array, and it renders out a full dataset with exact camera intrinsics and extrinsics attached, the thing COLMAP normally has to guess at.

From there the set goes through the same route as real footage: COLMAP, Postshot or SuperSplat, then back into Unreal as a splat. The difference is that this time you know exactly what the answer was supposed to be.

[ADD PLUGIN UI SCREENSHOT]
[ADD SPLAT RESULT · BEFORE / AFTER]

Pipeline

  1. 01Scene and rig setupUE5 level, camera array defined in Blueprint
  2. 02Dataset renderFrames plus camera poses exported together
  3. 03ReconstructionCOLMAP, then Postshot or SuperSplat
  4. 04Back into engineSplat re-imported and compared to source geometry

Want this pointed at something of yours?

Capture tooling, reconstruction pipelines, or a site that needs recording properly.

Get in touch →