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

> Digital Twin Simulation by Dream Awake Labs. Simulated versions of people, spaces, and systems in a game engine: computer graphics and physics precise enough to train models, test experiences, and run a venue before it is built.

The problem: 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.

Who it is for: 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.

## 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.

- 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.): https://dreamawakelabs.com/work/synthetic-digital-humans/pipeline.svg
- 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.): https://dreamawakelabs.com/work/venue-runtime/status-page.webp

Case study: [Synthetic Data Pipelines for Digital Humans](https://dreamawakelabs.com/work/synthetic-digital-humans.md)

## How it works

- [Spatial OS](https://dreamawakelabs.com/technology#spatial-os): has a simulator seam, so an experience runs against fake devices before it runs in the room.
- [Spatial Venue](https://dreamawakelabs.com/technology#venue-runtime): is exercised by simulated players that fill sessions, so a venue can be load-tested without headsets.
- [Agent City](https://dreamawakelabs.com/technology#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

- [Synthetic Data Pipelines for Digital Humans](https://dreamawakelabs.com/work/synthetic-digital-humans.md): A rendering pipeline in Unreal Engine that produces labeled, multi-view video of digital humans for training models that reconstruct people from several cameras.
- [Spatial Venue](https://dreamawakelabs.com/work/venue-runtime.md): A Rust server that runs shared sessions for several headsets in the same room, with a live status page, a command-line control tool, and a DASP control socket for automation.
- [Agent City](https://dreamawakelabs.com/work/agent-city.md): A live 3D city that shows a business owner what their AI agents are doing and holds every consequential step for a person to approve.

## 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

- [Discuss a simulation project](https://dreamawakelabs.com/start?from=%2Fdigital-twins)
- Email: hello@dreamawakelabs.com

## Other areas of expertise

- [Story & World Intelligence](https://dreamawakelabs.com/story-intelligence.md): Film search, AI characters, and interactive stories.
- [Interactive & Physical Experiences](https://dreamawakelabs.com/experiences.md): Experiences that respond to the people in the room.
- [AI agents & business automation](https://dreamawakelabs.com/agents.md): AI agents for everyday business work.
- [Synthetic data & digital humans](https://dreamawakelabs.com/synthetic-data.md): Synthetic data for training and testing AI.
- [Multiplayer game development](https://dreamawakelabs.com/multiplayer.md): Multiplayer games and the servers behind them.
- [Agent-Ready Web Applications](https://dreamawakelabs.com/agent-ready-web.md): Web apps for people and AI agents.
- [Custom engineering](https://dreamawakelabs.com/software.md): Engineering for the parts no off-the-shelf product covers.
