V-Nova PresenZ

The volumetric format built for cinematic 6DoF experiences and next-generation immersive storytelling.

What is V-Nova PresenZ?

V-Nova PresenZ is a volumetric movie format that lets viewers move inside pre-rendered CGI movies with full six degrees of freedom (6DoF), while preserving feature-film visual quality.

Instead of rendering from a single fixed viewpoint, it captures the scene from multiple viewpoints so it can respond naturally as the viewer moves.

From premium VR titles and music experiences to studio archives and location-based entertainment, V-Nova PresenZ enables studios to create cinematic 6DoF experiences, with XR Pixel Streaming enabling their delivery to standalone XR devices.

At a glance

  • Produces photorealistic 6DoF volumetric movies from pre-rendered, offline ray-traced CGI content.
  • Delivers accurate parallax and full display frame rate for comfortable immersive viewing.
  • V-Nova PresenZ uses VNPCC (V-Nova’s proprietary point cloud compression), the most efficient encoder for point-cloud volumetric asset.
  • Works with established VFX industry 3D assets and production pipelines (e.g. Maya/Arnold, 3ds Max/V-Ray, Blender/Cycles, OpenMoonRay and RenderMan coming soon).
  • Supports playback on tethered OpenXR headsets or streaming via the ImmersiX application to standalone XR devices.
  • Supports 3D content created using Gaussian Splatting alongside established CGI workflows.

How does it work?

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 changes in the viewer’s position, such as leaning or stepping forward within that volume, update the perspective naturally, eliminating 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 limiting immersion quality and comfort.

At the same time, real-time rendering of feature-film-level CG scenes is often impractical, as offline ray-traced rendering 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 captures the scene as it can be seen from different viewpoints within a defined 3D zone around the viewer: the Zone of View.

Within that zone, the viewer can move naturally, with the encoded depth and visual information providing correct parallax and perspective as their viewpoint changes.

The data is intrinsically compressed, allowing access to what is visible from the Zone of View at the appropriate level of detail, rather than 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.
  • Build a library of volumetric titles without abandoning existing production and post-processing tool chains.

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 or even impossible to reproduce with real-time-only workflows.
  • Package immersive experiences as V-Nova PresenZ volumetric movies for playback through dedicated applications and XR streaming platforms.

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, together with established offline renderers, to create CG content and render it into volumetric movie assets using V-Nova PresenZ plugins.

V-Nova PresenZ can also leverage Gaussian Splatting to transform video captured from different angles into a V-Nova PresenZ volumetric movie.

V-Nova PresenZ content is played through an OpenXR-compatible player, which can connect directly to a local XR device or run in a cloud instance and stream the experience to a remote XR device. V-Nova ImmersiX is an example of this cloud delivery model.

Tools and downloads

Create cinematic 6DoF content from existing 3D assets and established CG and VFX workflows.

V-Nova PresenZ authoring tools work with supported 3D applications and renderers to turn pre-rendered scenes into volumetric movie assets.

Review, play and prepare V-Nova PresenZ volumetric content for immersive experiences.

Use the V-Nova PresenZ viewer/dashboard to organize, view and validate your content via desktop or VR mode. 

Experience V-Nova PresenZ with ready-to-play volumetric scenes and cinematic content.

Explore example content designed to demonstrate 6DoF movement, accurate parallax and the visual quality of the V-Nova PresenZ format.

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. The computationally intensive rendering of the original 3D scene happens before distribution. At playback, the V-Nova PresenZ volumetric data is rendered in real time to match the viewer’s position and orientation.

V-Nova PresenZ encodes 3D scenes into an optimized, VR-ready format for 6DoF playback. The source 3D assets can come from multiple sources, including professional CGI scenes, photogrammetric 3D reconstruction and Gaussian Splatting.

V-Nova PresenZ can combine Gaussian Splats with other 3D sources, enabling them to be played together as an optimized 6DoF VR experience.

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

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 a 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.

V-Nova PresenZ supports 360° binaural audio, enabling viewers to experience the direction and distance of sound sources within a 3D scene.

V-Nova PresenZ uses the .opus file format, supporting 11 tracks: nine second-order Ambisonic tracks in AMBIX and two stereo head-locked tracks. Alternatively, two stereo head-locked tracks can be used on their own.

V-Nova PresenZ renders and audio are combined at playback to create the complete immersive experience.

What are these blue lines in my player?

V-Nova PresenZ tools can be tested for free, without a time limit or registration, allowing users to create test renders and iterate on scenes without paying for each render.

Free renders are watermarked with blue lines that move through the scene. To remove the watermark, contact V-Nova to license V-Nova PresenZ viewers or players.

The V-Nova PresenZ Merger provides a range of options for modifying V-Nova PresenZ files after rendering, providing additional flexibility within existing production workflows.

Some of which are:

  • Color grade a rendered scene using an OCIO file.
  • Use V-Ray color correction tools for V-Nova PresenZ images.
  • Render an object separately and merge it into the complete scene without re-rendering the entire project.
  • Houdini and Nuke plugins for post-processing or compositing are also available in private beta.

The larger the Zone of View, the more data V-Nova PresenZ needs to collect and process.

For very large areas, the Multibox feature allows the space to be divided into multiple Zones of View. These can be positioned next to each other with seamless transitions at playback, or separated so that viewers can walk or teleport between them.

At playback, the system only needs to load the box the viewer is currently within, rather than one very large Zone of View containing the complete dataset.

The Free Roam feature in the V-Nova PresenZ Dashboard/Viewer allows viewers to move beyond the boundaries of the Zone of View. The viewer fills missing geometry using colors that match the closest neighbors.

While V-Nova PresenZ experiences are optimized for viewing from within the Zone of View, Free Roam gives viewers greater freedom to explore beyond its boundaries.

Traditional rendering is based on a single point, known as the Point of View. V-Nova PresenZ instead renders from a Zone of View (ZOV), gathering the information needed to cover what is visible from anywhere within that zone.

The ZOV is a volume with a default size of 1 × 1 meter and a height of 0.5 meters, which can be adjusted according to the requirements of the scene. Viewers can move freely within the ZOV and look in any direction.

The position, orientation and size of the ZOV are defined by the author within the 3D scene, replacing the standard perspective camera.

In normal operation, moving outside the Zone of View causes the image to blur until the viewer returns within its boundaries. Alternatively, Free Roam allows viewers to move beyond the Zone of View.

It is exatly the same as the orginal “framed” production: Existing 3D assets and tools are reused. The V-Nova PresenZ plug-ins on the standard pipelines just replaces the existing camera with a V-Nova PresenZ camera/Zone Of View, which is then used to create the volumetric render.

Render time is typically around twice that of a 360° stereo render, depending on the complexity of the scene. Once rendering is complete, the V-Nova PresenZ Dashboard/Viewer can be used to visualize and review the resulting V-Nova PresenZ content.

 

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