V-Nova PresenZ

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PresenZ Image

Volumetric movies for cinematic 6DoF storytelling

V-Nova PresenZ is a volumetric movie format that lets viewers move inside pre-computed CG movies with full 6 Degrees of Freedom, while preserving feature-film visual quality.

It relies on industry standard ray-tracers to collect spatial data for a 3D scene and turns it into a navigable experience for XR headsets.

At a glance

  • Producing photorealistic 6DoF video from pre-rendered, offline ray-traced CG content.
  • Relies on standard visual effects industry 3D assets and pipelines
  • Comfortable viewing with accurate parallax and full display frame rate.
  • Immersive video can be delivered to tethered OpenXR headsets or streamed via the ImmersiX multi-content app to standalone XR devices
  • V-Nova PresenZ uses VNPCC (V-Nova’s proprietary point cloud compression) to efficiently encode the final VR asset.
6628695db4ff3bd500dccfc1_Title=6DoF vs 3DoF-p-1080

What is V-Nova PresenZ?

V-Nova PresenZ is an immersive movie and image format that enables 6DoF navigation inside pre-computed CG scenes, instead of limiting the viewer to 360° rotation from a single point of view.

The format captures the scene from a volume called the “zone of view,” so viewer’s position changes such as leaning or stepping forward in that volume update the perspective naturally, avoiding any cybersickness

The result is an experience that feels like being present inside a CG feature rather than watching flat video projected in a headset.

Why volumetric movies need a new architecture

360° and 180° video formats only handle head rotation and cannot deliver true positional movement Significantly compromising immersion quality and comfort.

At the same time, real-time rendering of feature-film-level CG scenes is often impractical, because offline ray-traced can take many minutes or even hours per frame.

The core issue is not only compression. It is how immersive visual data is structured, accessed, and delivered. V-Nova PresenZ addresses this by treating a scene as a volumetric data asset rather than a flat video stream.

Architectural overview: from fixed frames to volumetric data

V-Nova PresenZ starts from offline ray-traced or high-end CG imagery and structures it into a volumetric representation that covers a defined 3D zone around the viewer: the Zone Of View.

Within that zone, depth and visual information are encoded so that the viewer can move and experience correct parallax and perspective,

The data is intrinsically compressed allowing to access only what is visible from the “zone of view” at the right level of detail, instead of carrying the whole 3d scene at full resolution.

In practice, this means:

  • Devices or cloud renderers focus compute on the subset of the volume that matters at each instant.
  • The same underlying V-Nova PresenZ asset can be delivered via PC VR or cloud-streamed to standalone headsets, depending on the deployment model.

Benefits

For studios and IP rights holders

  • Extend existing CG and VFX investments into VR without rebuilding scenes from the ground up for real-time engines.
  • Preserve the look of offline ray tracing while making it navigable and comfortable in XR headsets.
  • Package immersive experiences as volumetric movies that can be distributed through dedicated apps and XR streaming platforms.

For platforms, device makers, and engines

  • Offer premium volumetric content that demonstrates headset capabilities and encourages repeat usage.
  • Use cloud rendering or PC VR pipelines where appropriate, while keeping the content format consistent.

For XR businesses

  • Open new commercial models for premium immersive movies, music experiences, and events.
  • Differentiate services with cinematic-quality XR content that is difficult to reproduce with real-time-only workflows.
  • Build a library of volumetric titles without abandoning current production and post-production tool chains.

Integration and workflows

V-Nova PresenZ is designed to fit into established CG and VFX pipelines.

Studios can use mainstream tools such as Maya, 3ds Max, and Houdini, and established offline renderers, to create the CG content and render them thanks to V-Nova PresenZ plugins into volumetric movie assets.

V-Nova PresenZ also allows to leverage on Gaussian Splatting algorithms to transform a series of videos taken from different angles into a V-Nova PresenZ Volumetric movie.

V-Nova PresenZ content is played via an OpenXR compatible player which can either connect directly to a local XR device, or the player can be run in a cloud instance and the video streamed to the remote XR device, V-Nova’s ImmersiX application is an example of this.

Proof points and ecosystem validation

V-Nova’s point cloud compression and V-Nova PresenZ technology have been recognized by the Advanced Imaging Society with three Lumiere Awards for enabling photorealistic 6DoF volumetric movie experiences.

Early titles such as “Sharkarma” and “Weightless” have been produced in the V-Nova PresenZ format, demonstrating the feasibility of longer-form, cinematic volumetric content in VR environments.

Vivo has chosen V-Nova PresenZ as an immersive format, indicating interest from device and platform partners in bringing cinematic 6DoF experiences into their ecosystems.

Together, these milestones show that V-Nova PresenZ is moving from technology demonstration into real-world deployments with studios, platforms, and device vendors.

FAQs

What makes V-Nova PresenZ different from 360° video?

360° and 180° video formats track head rotation but not viewer position. V-Nova PresenZ is volumetric, so viewers can move within a defined zone and see correct parallax and perspective changes as they lean or move around the scene.

No. V-Nova PresenZ is designed for pre-computed, offline ray-traced content. Heavy rendering happens before distribution; at playback, the device or cloud renderer uses the volumetric data to present the correct view, which is more practical for feature-level visuals.

V-Nova PresenZ allows to encode 3D scenes in a VR ready 6DOF playable format. The 3D assets can come from many sources: professional 3D CGI scenes, photogrammetric 3D reconstruction, or Gaussian Splatting 3D reconstruction. V-Nova PresenZ allows to mix and match Gaussian Splats with other 3D sources and make sure everything is playable in 6DOF VR in a qualitative and optimized way.

V-Nova PresenZ content can be experienced on PC VR headsets through dedicated applications such as ImmersiX, with OpenXR support extending reach across multiple devices and cloud-rendered experiences already available for Apple Vision Pro and coming soon for other standalone headsets like Meta Quest.

V-Nova PresenZ is designed to work alongside established CG and VFX tools and renderers. Studios can continue using familiar software to create offline content, then use V-Nova PresenZ to render it into volumetric movie for XR distribution.

Entertainment is the first focus, but the same volumetric architecture can be applied to design visualization, training, and other immersive applications that benefit from pre-rendered, navigable scenes.

With the use of a 360° binaural audio, you can experience the direction and distance to the source of the sound. This way the user gets the sensation of actually being in the room of your 3D scene.

V-Nova PresenZ uses the file format .opus encoding 11 tracks;
9 Ambisonic 2nd order in AMBIX and 2 stereo head locked tracks.
Alternatively, it is also possible to just use 2 stereo head locked tracks.

For an immersive experience, your V-Nova PresenZ render, and audio can be combined at playback.

What are these blue lines in my player?

You can try the V-Nova PresenZ tools for free, without time limit or registration. Which means you have the opportunity to make test renders and do multiple iterations on your scenes without having to pay each time you render.

The image will be watermarked by blue lines which move through your scene. If you wish to remove this watermark, contact us to get PresenZ viewers or players licensed.

The PresenZ Merger gives you some options to modify your PresenZ file after the render. Giving you plenty of flexibility in your workflow.

Some of which are:

  • The ability to color grade your rendered scene with an OCIO file.
  • Use the V-ray color correction tools for your PresenZ images.
  • Rendering out an object separately and merging the object in your complete scene without having to render out the entire project again.
  • A Houdini and a Nuke plugin for post production is already available in private beta.

The bigger the zone of view, the more data we have to collect and manipulate.

To render a very large zone of view without any performance issues, we created the multibox feature, which allows to subdivide the space in multiple zones of view. They can be either, one next to the other, with seamless transition at playback, or separated, allowing the viewer to walk or teleport from one zone of view to another.

This will be easier on your computer as it will only load the current box you are standing in at playback, instead of one very large zone of view with tons of data that might overwhelm the system.

Previously, the user was restricted to the Zone Of View. The Free Roam feature in the PresenZ Dashbord/Viewer allows the viewer to walk outside the boundaries of the Zone of View.
The viewer then fills the missing geometry with colors matching the closest neighbors.
While the experience is optimized and best viewed from within the Zone Of View, this allows the user much more latitude in its movements.

Usually, a rendering is done from a single point, known as the Point of View.

V-Nova PresenZ makes a render from a Zone of View (ZOV) and gathers all the information to cover whatever is visible from within this “zone”. The ZOV is a volume box with a default size of 1 by 1 meter width and half a meter height, but this can be adjusted according to preferences.

The user can move freely inside the ZOV and look in any direction.

The ZOV position, orientation and size is defined by the author in the 3D scene, it replaces the standard perspective camera.

In the normal operation mode getting outside the zone of view will blur the image until the user gets back into the boundaries. The other operation is Free Roam.

You can reuse your old assets. The authoring tools allow you to create volumetric images in the V-Nova PresenZ format. With these tools you replace your existing camera with a PresenZ camera. You will use this camera for your new render. The render time is usually twice the length of a 360° stereo render. This can of course variate on the complexity of your scene. Afterwards The Dashboard/Viewer allows you to visualize your V-Nova PresenZ images.

Key insights

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