Workflow

Pipeline overview

How source frames become synchronized, streamable volumetric media for real-time engines.

From source to playback

numbered OBJ meshes + texture images + optional audio
                              ↓
                   shared authoring core
                              ↓
          Draco geometry + video + audio encoding
                              ↓
              verified OpenVolumetric MP4
                              ↓
             local file or HTTP delivery
                              ↓
          C++ runtime → Unity / Unreal Engine

Author

The Unity and Unreal authoring interfaces use the same engine-neutral authoring library. It validates contiguous source sequences, encodes texture video through FFmpeg, compresses geometry with Draco, packages optional audio, and verifies the completed output.

Shared presets control geometry compression, reference intervals, video settings, fragment duration, and adaptive output. See Authoring for input requirements and controls.

Package and synchronize

An OpenVolumetric MP4 carries conventional texture video, timed vvge geometry, and optional audio on one presentation timeline. Fragmented output aligns video keyframes, complete geometry reference meshes, and independently addressable MP4 fragments.

See Container format and Shared-topology geometry compression for the format details.

Deliver

The same runtime accepts complete local MP4 files, progressive HTTP resources, fragmented MP4, or an OpenVolumetric adaptive package. Standard HTTP servers can deliver the content; no proprietary media server is required.

See Streaming and adaptation for delivery modes.

Play

The C++ core owns demuxing, decoding, timestamps, buffering, seeking, synchronization, and transport. Thin Unity and Unreal layers provide host-specific rendering, audio, controls, and Editor integration.

Start with Getting started, then choose the Unity or Unreal Engine integration guide.