Synthetic data & digital humans

Synthetic data for training and testing AI.

Models that reconstruct a moving person from several cameras need many people, outfits, and motions seen by synchronized, calibrated cameras and labeled on every frame. Capturing that is slow and imprecise; rendering it is exact only if every camera sees the same instant.

For teams training perception, reconstruction, or physical-AI models that need labeled multi-view data real capture cannot deliver.

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.
From engine presets to labeled multi-view data. Drawn by us.

Worked example

A capture studio that exists only in the engine

For a team training multi-view human reconstruction models we built a rendering pipeline in Unreal Engine. Digital humans come from stock MetaHuman presets, varied in identity, outfit, and hair, and animated with SMPL-X motion capture retargeted to the MetaHuman skeleton. A tuning loop compares engine renders against the reference video and adjusts the conversion on its own.

A rig of calibrated color and infrared cameras renders every view on the same engine tick, so physics, hair, and particles match across views. Each camera writes depth, optical flow, normals, albedo, instance segmentation, object coordinates, 2D boxes, skeletal and deformed-mesh exports, and hair guides.

Batches run on a cloud render farm and land in a content-addressed registry as labeled multi-view clips. Visualization tooling checks the labels against a public 3D pose benchmark before a model trains on them.

Read the case study: Synthetic Data Pipelines for Digital Humans

How it works

  • Unreal Engine 5 and MetaHuman

    supply the digital humans, the physics, the hair, and the renderer, extended with our own plugins where the stock passes are not enough.

  • SMPL-X retargeting

    moves motion-capture datasets onto the engine skeleton, tuned automatically against the reference video.

  • Movie Render Queue and a cloud render farm

    render every camera on one engine tick and scale a batch to millions of frames.

  • Ground-truth passes and a content-addressed registry

    label every frame per camera and keep every asset and output traceable.

What we can build

  • Digital human generation

    Identity, outfit, and hair variants generated from engine presets, animated with retargeted motion capture.

  • Motion retargeting

    SMPL-X and other mocap formats converted to engine skeletons, tuned automatically against reference video.

  • Synchronized multi-camera rendering

    Calibrated color and infrared cameras rendered on the same engine tick, with intrinsics and extrinsics in every output.

  • Ground truth

    Depth, optical flow, normals, albedo, segmentation, boxes, skeletons, and meshes per frame and per camera.

  • Render orchestration

    Cloud render farms, content-addressed asset registries, and batch runs that scale to millions of frames.

  • Dataset tooling

    Visualization and validation against public benchmarks, so labels are checked before a model trains on them.

Projects

Projects in this area.

All projects

Where to start

A small labeled set for one rig

We render a small labeled multi-view dataset for one camera rig and your team checks it against its own model before anything scales.

What you get
The dataset, its calibration and label formats, and a written note on what to change before a full run.
What you bring
  • The camera rig: count, placement, intrinsics
  • The labels and formats your training code reads
  • A way to check the output against the model

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.