Build XR Experiences with Real-World Spatial Data.
Capture real environments and transform them into interactive XR experiences with industry-leading 3D Gaussian Splatting technology. Deploy the same spatial asset across VR, AR, mixed reality, game engines, web platforms, and immersive applications. With an open LCC2 format, developer SDKs, and an advanced LOD rendering architecture, XGRIDS brings 3DGS beyond visualization and into production-ready XR workflows.
Why XR Experiences Are Moving Beyond Traditional 3D Pipelines
Creating immersive experiences has traditionally required multiple production steps — modeling, retopology, texturing, optimization, level creation. Every immersive environment must be manually rebuilt before it can be experienced in XR. Reality capture changes that workflow. Instead of reconstructing environments from scratch, developers can begin with the real world itself. 3D Gaussian Splatting dramatically improves the visual fidelity of captured environments, but most 3DGS solutions remain experimental.
Move beyond research prototypes and bring Gaussian Splatting into real-world production pipelines.
Build on an open LCC2 format with SDKs, plugins, and cross-platform integrations.
Advanced LOD technology enables real-time rendering of large-scale Gaussian environments.
Deploy the same dataset across Unreal Engine, Unity, web applications, and XR platforms.
Transform physical spaces into interactive virtual environments through mobile reality capture.
Capture once and publish everywhere.
Traditional XR production often requires rebuilding reality.
Step 1

Capture indoor and outdoor spaces using PortalCam or Lixel spatial scanners. Record both geometry and visual information in a single workflow. Capture real-world locations, architectural environments, cultural sites, industrial facilities, urban spaces, and physical objects.
Step 2

LCC automatically reconstructs the environment as a high-fidelity 3D Gaussian Splatting scene. Generate multiple outputs simultaneously: LCC2, PLY, point clouds, meshes, and panoramic imagery.
Step 3

Integrate captured environments into your preferred development workflow. Use Unreal Engine SDK, Unity SDK, Web Viewer, Open APIs, and the open LCC2 format.
Step 4

XR applications require performance. Traditional Gaussian Splatting pipelines often struggle with memory consumption and rendering efficiency. XGRIDS uses an advanced LOD rendering architecture to support large-scale environments while maintaining visual quality and real-time performance.
Step 5

Deploy the same spatial asset across multiple platforms. Build VR applications, AR experiences, mixed reality applications, interactive installations, digital twins, and spatial computing experiences.
A spatial camera captures key viewpoints with cleaner appearance for finished and showcase-grade content; handheld spatial scanners cover walkable areas at scale, tight and indoor spaces included.
ReconstructAutomatically reconstructs the environment as a high-fidelity 3DGS scene with matching mesh.
IntegrateLoads 3DGS scenes directly in Unreal Engine with advanced LOD for billion-scale real-time rendering.
The same spatial asset deploys across VR, AR, mixed reality, game engines, web platforms, and immersive applications — capture once and publish everywhere.
Each scenario is broken down the same way: the problem you have today, how we solve it, and what changes.
Scenario 1
Transform Real Places into Immersive VR Worlds
Creating realistic VR environments often requires extensive modeling and optimization. Large environments can take weeks or months to recreate.
Capture the environment directly. Use reality-based 3DGS assets instead of manually building virtual scenes. The result is a more authentic and efficient VR production workflow.

Scenario 2
Anchor Digital Content to the Physical World
AR experiences depend on accurate spatial understanding. Traditional image-based tracking often struggles in large or complex environments.
Real-world environments captured by XGRIDS can be transformed into Visual Positioning System (VPS) data. Working with ecosystem partners such as MultiSet, 3DGS datasets can become spatial anchors for persistent AR experiences. Digital content can be precisely aligned with physical environments.

Scenario 3
Build Worlds from Reality
Environment creation remains one of the most time-consuming stages of game development. Traditional asset pipelines require extensive modeling and optimization.
Capture real locations and bring them directly into game engines. Artists can focus on storytelling, lighting, interaction, and gameplay rather than rebuilding environments from scratch.

Scenario 4
Render Massive 3DGS Environments in Real Time
Most Gaussian Splatting workflows were designed for small scenes. Large environments introduce significant challenges in memory management, rendering performance, and scene streaming.
XGRIDS developed an advanced LOD rendering strategy specifically for large-scale Gaussian environments. Massive datasets can be streamed, managed, and rendered efficiently. Developers can build interactive applications without sacrificing visual quality.

Scenario 5
Move Beyond Demos and Into Production
Many 3DGS tools remain isolated from existing content creation pipelines. Datasets become locked inside proprietary viewers. Developers struggle to integrate Gaussian assets into real production workflows.
The open LCC2 format allows developers to work with 3DGS data beyond a single application. Plugins, SDKs, and open workflows enable Gaussian environments to move between different platforms. 3DGS becomes a reusable production asset rather than a standalone visualization.

XR experiences built with XGRIDS technology — from persistent AR to large-scale real-time environments.
Common questions about XGRIDS technology, formats, engines, and XR workflows.
Most 3DGS solutions focus on visualization. XGRIDS focuses on production. Our workflows support open formats, SDKs, plugins, large-scene rendering, and integration with existing development pipelines.
XGRIDS currently supports Unreal Engine, Unity, and web-based rendering.
LCC2 is an open spatial format developed by XGRIDS for managing large-scale 3DGS datasets. The format was designed for streaming, interoperability, and real-time rendering.
XR experiences require stable frame rates and efficient memory management. LOD dynamically adjusts scene complexity so that large environments remain interactive.
Yes. Captured environments can be integrated into AR workflows and converted into VPS-enabled datasets through ecosystem integrations.
Yes. The XGRIDS developer platform provides SDKs, plugins, and open APIs for custom development.
Supported platforms and integrations for the XGRIDS XR workflow.
Load and render 3DGS scenes directly in Unreal Engine with the LCC UE SDK.
Common formats (OBJ, PLY, point cloud) integrate directly into Unity pipelines.
View and share 3DGS scenes in a browser — no application install required.
Connect to the broader 3D collaboration ecosystem through NVIDIA Omniverse.
Explore the developer platform, download sample data, or talk to a solutions consultant.