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Virtual Production Studios and XR Technology

Virtual Production Studios and XR Technology

Estimated Reading Time: 16 Min. | Video and Audio Duration: 2 Min. | Difficulty Level: Intermediate

Text and Design: Ergin Şafak Dikmen | Transcription: Cafer Bayrak | Editor: Nilüfer Pınar Kılıç

Table of Contents: Virtual Production Studio | Components of XR Technology | Terms and Definitions

To cite this article: Dikmen, E. Ş. (2026, Ocak 5). Virtual Production Studios and XR Technology, Kılıç, N. P. (.der). Netlab New Media Research Blog. Retrieved from https://netlab.media/sanal-produksiyon-2

Within the scope of the NETlab Technology Seminars, the sessions held on December 11 and December 18, 2025, focused on the software and hardware pillars of production processes. In this event, organized in collaboration with Kule Film XR Studio Hub, VP supervisor Emre Şan, examined the technical infrastructure of virtual production systems through camera tracking, lens calibration, real-time render engines, and XR-based production practices. Drawing from Şan’s digital studio experiences in Türkiye and Czechia, this session provided a detailed technical reading of "how virtual production works."

In Pursuit of Invisible Data: Camera Tracking Systems

While sharing the components of virtual production with the participants, Emre Şan emphasized that camera tracking systems are the most critical hardware in the system. He highlighted that this technology transforms the camera from a mere recording device into an active component that constantly generates position and orientation data in 3D space. By streaming camera movements into the digital environment in real-time, the correct perspective can be rendered on LED volumes.

Sensors producing up to 500 frames of data per second transmit even the slightest camera movement to the digital scene simultaneously. This process is monitored continuously via media server software; thus, perspective shifts and visual artifacts are prevented during the shoot, ensuring a consistent and seamless visual illusion within the scene.

 

Lens Calibration and Nodal Offset: The Delicate Balance Between Digital and Physical

Şan drew particular attention to the importance of lens calibration and nodal offset stages that demand extreme precision. Noting that every lens characteristically distorts an image (especially wide-angle lenses which cause barrel distortion at the edges), Şan stressed that this exact deformation must be simulated within the digital camera in Unreal Engine. He explained that these procedures, performed using specialized calibration panels like the ArUco Board, enable the necessary alignment between the physical camera and the digital stage.

He further noted that if the distance between the tracking device and the camera’s nodal point (the point where light converges) is not calculated accurately, "sliding" or shifts occur in the digital background during camera movement. Neglecting such technical details, Şan stated, directly compromises the credibility of the virtual production—or in other words, shatters the illusion.

Kule_film_XR_studio_hub

Kule Film XR Studio – Click red buttons for more information about hardware.

Unreal Engine and the Flexibility of Procedural Design

Touching upon the possibilities offered by Unreal Engine as the visual engine of virtual production, Şan noted that real-time rendering capacity provides significant creative flexibility during the shooting process. He stated that through procedural modeling tools (such as Dash), scene components can be organized rapidly; set designers can scatter thousands of objects across a surface in seconds, and environmental elements, lighting direction, and depth of field can be adjusted instantaneously.

Emphasizing that this approach transforms the filming process from a chain of pre-fixed decisions into an experimental, flexible, and interactive production space, Şan expressed that real-time engines offer a major advantage, particularly for creative teams.

XR Technologies and Sustainable Production Practices

Framing virtual production within the context of Extended Reality (XR) Şan reminded the audience that in XR systems, the actors and the physical set are real, while the background is digitally generated. He pointed out that because LED volumes act not just as display surfaces but as active light sources for the scene, natural reflections can be achieved on glass and metallic surfaces. He stressed that this largely eliminates the "unnatural feel" frequently encountered in traditional green box (chroma key) methods.

Addressing the logistical advantages, Şan stated that not having to transport large crews to location shoots both reduces costs and lowers the carbon footprint. He highlighted that the in-camera VFX approach allows for the final image of the scene to be captured at the moment of shooting, which is a key factor in reducing the heavy workload of the post-production process.

Virtual Production Technologies Explanatory Video

An Education and Production Base in Ankara: The Gölbaşı Hub Vision

Concluding the seminar, Emre Şan shared that the new studio established in Ankara, Gölbaşı, is designed to be more than just a filming location; it is envisioned as a regional education and production hub. Stating the goal for this center to become an educational base serving both Europe and the Middle East, Şan once again emphasized that the industry’s greatest challenge is not a lack of hardware, but rather a shortage of qualified human resources.

In this regard, Şan expressed that prioritizing the training of Cinema-TV and related students as technical and creative teams is a top priority. He advised students to specialize in specific areas, such as environment design, technical direction, or software-oriented roles.

This event once again demonstrated that virtual production is not merely a technical innovation, but a multi-layered field of transformation that must be addressed alongside its educational, production, and employment dimensions.


This article was prepared by Şafak Dikmen, based on the technical data, industry analysis, and professional experiences shared during Emre Şan’s presentation. Various Artificial Intelligence tools were utilized in the production of the visual and written content.

We would like to extend our gratitude to Emre Şan, Kağan Daldal, and the KuleXR Studios & HUB team for their invaluable contributions.

Tags: #EmreŞan #VirtualProduction #CinemaTechnologies #NETlab #İLEF #CameraTracking #UnrealEngine #LensCalibration #GölbaşıHub #XR #CinemaEducation

Terms and Definitions

Virtual Scouting

In XR and virtual production workflows, Virtual Scouting is the process where the director, Director of Photography (DoP), and set designer "navigate" through a digitally constructed 3D space using VR headsets or monitors before physical production begins. It is the digital counterpart to traditional Location Scouting, yet it offers far more interactive and technical possibilities.

What is it for?

When a virtual environment (such as the surface of Mars or a historic temple) is built in a game engine like Unreal Engine, it can be difficult to fully perceive the environment via a 2D computer screen. To understand depth, scale, and how an actor will fit into the space, you need to "step inside" it.

Virtual Scouting allows for:

  • Perception of Scale: By using a VR headset, you can walk up to a 2-meter-high virtual rock and see exactly how it scales next to a real actor in a 1:1 ratio.

  • Lens Selection: Using virtual camera tools, a director can test 24mm, 50mm, or 85mm lenses within the virtual world via a tablet or controller. They can answer questions like, "If I shoot with a 35mm from this angle, how large will the background mountain appear?" long before arriving on set.

  • Lighting Planning By manipulating the position of the virtual sun, you can decide exactly what time of day (e.g., Golden Hour) the scene should be shot.

How is it implemented?

The following hardware and software are typically utilized:

  • VR Headset (HMD): (HMD): Worn by the user to fully experience the virtual set.

  • Virtual Camera (VCam): Hardware that behaves like a real camera, equipped with a tablet or tracker. When a director shoulders the VCam and walks around the studio, they see themselves moving through the virtual world on the monitor.

  • Unreal Engine / Unity: These engines feature built-in Virtual Scouting modes. These modes allow users to fly through the scene, teleport, or take notes (such as using virtual spray paint to write "camera here" on the ground).

Difference from Traditional Scouting: In traditional location scouting, you visit a physical location to see if "the lights will fit." In Virtual Scouting, however, you can modify the location on the fly to suit your needs.

Example: If you say, "This tree is blocking the actor's face, let's move it 2 meters to the right," the operator can move the tree in seconds. In a traditional setting, you would either have to cut down the tree or relocate the entire camera setup.

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© 2026 Ergin Şafak Dikmen. All rights reserved. Copying, reproducing, or publishing the text, images, and materials on this site in other media for commercial or non-commercial purposes without permission is strictly prohibited.

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