
AR — augmented reality — is one of the fastest-growing destinations for our capture work. The premise is simple: digital content anchored convincingly in the physical world. The execution is unforgiving, because viewers judge an AR object against the real room it’s standing in. Scan-derived assets pass that test in a way hand-modelled ones rarely do, carrying the surface wear, texture and proportion of the real thing.
This tag collects our AR-adjacent work across exhibitions, brand campaigns, volumetric performance and real-time delivery: capture from projects like The Who’s immersive experience, F1 activations and volumetric music video work, all processed into assets light enough for mobile and headset rendering. It overlaps with our broader XR and spatial computing practice — same capture pipeline, different display layer. If you’re scoping an AR experience built on real places, products or people, start with these case studies and then talk to us about capture logistics.