Digital Twin Simulation

Simulated people, spaces, and systems in a game engine.

Real capture rigs, real venues, and real crowds are expensive to run and impossible to label exactly. A simulated version is only useful if its cameras, physics, and timing match the real one closely enough to trust.

For teams that need to train a model, test an experience, or plan a venue against a version of the real thing that exists only in software.

Pipeline diagram in six numbered stages: digital humans from stock engine presets; procedural variants of identity, outfit, and hair with retargeted body motion; a highlighted multi-camera rig rendering every view on one engine tick with calibrated color and infrared cameras; a cloud render farm; ground-truth passes for depth, optical flow, normals, albedo, segmentation, boxes, skeletons, and meshes; and a content-addressed asset registry. A tuning loop below compares renders with reference video.
A capture studio in the engine: calibrated cameras, one tick, labeled output. Drawn by us.

Worked example

Every camera sees the same instant

The synthetic-data pipeline we built for multi-view human reconstruction is a digital twin of a capture studio. Calibrated color and infrared cameras render every view on the same engine tick, with intrinsics and extrinsics written into every output, so a frame from one camera lines up with the same instant from every other.

The same idea runs the venue side: Spatial Venue is exercised by simulated players that fill sessions without hardware, Spatial OS has a simulator seam for running an experience against fake devices before the real room, and Agent City plays deterministic scenarios through the real adapters, so a demo and a test are the same thing.

The Spatial Venue status page during a test session: a "Stop all" button with tick count and uptime, and a table with one session, Floor A, Ready on hole 1 of 3, and four headsets, each Aligned with 100% battery, tracking ok, and a heartbeat under one second.
A venue session run with simulated participants instead of hardware.

Read the case study: Synthetic Data Pipelines for Digital Humans

How it works

  • Spatial OS

    has a simulator seam, so an experience runs against fake devices before it runs in the room.

  • Spatial Venue

    is exercised by simulated players that fill sessions, so a venue can be load-tested without headsets.

  • Agent City

    plays deterministic scenarios through the real adapters, so a demo and a test are the same thing.

  • Unreal Engine 5 and MetaHuman

    provide the calibrated cameras, physics, lighting, and digital humans, extended with our own plugins where the stock renderer is not enough.

What we can build

  • Engine-based simulation

    Unreal and Unity scenes with calibrated cameras, physics, and lighting that match the real thing.

  • Human simulation

    Digital humans with real motion-capture performance, rendered from any viewpoint with exact labels.

  • Venue simulation

    Simulated players and devices that exercise a venue runtime and its show systems without hardware.

  • Scenario replay

    Deterministic scenarios that play through the real adapters, so a demo and a test are the same thing.

  • Ground-truth rendering

    Depth, flow, normals, and segmentation passes alongside the image.

  • Engine extensions

    Custom plugins and engine patches where the stock renderer or physics is not enough.

Projects

Projects in this area.

All projects

Where to start

One scenario, simulated

We replay one scenario against simulated devices or players, or render one calibrated camera setup, and compare it with the real thing your team already measures.

What you get
The running simulation, the comparison, and a written note on what to calibrate or build next.
What you bring
  • What the simulation must match: cameras, devices, players, or a workflow
  • Measurements from the real thing to compare against
  • The engine or runtime you already use, if any

Get in touch

Tell us what you have in mind.

Describe it in a few sentences. You get a draft brief to review before anything is sent.