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← Production Hardware
HardwareTechnical DevelopmentJuly 6, 2026

ILM integrates Gaussian Splatting and VR visualization for IMAX Star Wars production

ILM integrates Gaussian Splatting and VR visualization for IMAX Star Wars production
Industrial Light & Magic

Industrial Light & Magic's John Knoll discusses the technical integration of practical effects and emerging tools like Gaussian Splatting and VR visualization for the IMAX production of The Mandalorian and Grogu. The film utilized a hybrid production approach, combining historical physical model-making with modern volumetric capture and LED volume technology to scale the show's aesthetic for theatrical release.

Key Takeaways

  • Gaussian Splatting was used for the first time by ILM to capture 20,000 images of the Razor Crest interior for flexible post-production camera placement.
  • Bespoke Apple Vision Pro app visualized live camera feeds as a simulated hundred-foot IMAX screen for real-time set composition.
  • Stop-motion sequences produced by Tippett Studio required ten months of animation, a timeframe enabled by a theatrical production schedule rather than streaming.
  • Integrated motion-control miniatures with LED StageCraft volumes to achieve authentic light reflections on the Razor Crest starship model.
  • Native IMAX capture covers approximately 45% of the film, necessitating the 1.43:1 and 1.90:1 expanded aspect ratios for theatrical immersion.

Why It Matters

The transition from episodic streaming to high-fidelity theatrical production forces a technical synthesis of legacy practical craft and cutting-edge volumetric capture. By utilizing Gaussian Splatting for interior sets and VR for real-time IMAX framing, ILM demonstrates how B2B production tools are evolving to resolve the 'StageCraft fatigue' often cited in volume-heavy streaming series. This hybrid approach sets a new benchmark for virtual production, proving that real-time rendering and handcrafted models can coexist to meet the resolution demands of 1.43:1 IMAX formats. Watch for Disney's potential rollout of these VR visualization tools to third-party creators via ILM StageCraft and the maturing 'Gaussian splats' market, valued at $2.8 billion in 2025.

Additional Context

The strategic return to high-budget theatrical standards for The Mandalorian franchise follows years of industry calibration regarding virtual production. While StageCraft initially revolutionized episodic television by reducing location costs, recent internal and external critiques suggested the technology created a 'hermetic' visual style. Per reports from Bold Entrance in June 2026, over-reliance on LED volumes was increasingly blamed for flat lighting and limited actor movement in late-2023 streaming entries. Jon Favreau previously noted in 2023 interviews that hard daylight environments remain a technical weakness for LED panels, which led to a pivot toward more location-based work and practical set integration for upcoming theatrical projects. Simultaneously, the adoption of Gaussian Splatting (3DGS) represents a paradigm shift in how environments are digitized. Unlike traditional photogrammetry, which struggles with complex surfaces and light, 3DGS encodes shading into point clouds. Per the Future 3D in April 2026, 3DGS scenes can render at over 100 FPS in Unreal Engine, facilitating the immediate camera-to-render feedback loop required for IMAX-scale ICVFX. This technology is rapidly commoditizing; according to Dataintelo research from May 2026, the global 3D Gaussian Splatting tools market was valued at $2.8 billion in 2025 and is projected to reach $12.5 billion by 2034. IMAX's involvement has also deepened. Per a May 2026 Business Wire release, The Mandalorian and Grogu marks the first 'Filmed For IMAX' entry in the Star Wars saga. The film earned $14.5 million on IMAX screens during its opening weekend, capturing 14.5% of its domestic debut from just 1% of total screens. This disproportionate market share highlights a growing consumer preference for technically superior formats, justifying the heavy investment in bespoke VR composition tools and high-resolution volumetric capture pipelines.


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