Imverse receives $4.8m backing
Tuesday, 21 June 2022
imverseImverse plans to expand its team and roll out its products globally
Switzerland - Imverse, a company providing volumetric pixel solutions, has secured $4.8m to develop its software platform, expand its team, and roll out its products globally.
Imverse has created a solution for volumetric content and live hologram, which uses a proprietary volumetric pixel (voxel) graphics engine which is capable of live capture, rendering and streaming of multiple holograms in real-time for telepresence applications. This is in contrast to polygons, which currently dominate the virtual and augmented reality space.
As a result, Imverse can create full-body volumetric 'humans' without industrial cameras or powerful computing equipment, and with low latency, says the company. This enables the delivery of volumetric content at the same rate as mainstream video conferencing technology such as Zoom or Teams.
Imverse Holo enables creators and businesses to set up multi-camera systems for live volumetric video capture with no need for green screens or cloud services. It is currently compatible with between one and 10 Microsoft Azure Kinect cameras connected to a single PC, enabling both real-time and recorded holograms. Features include 3D videoconferencing, holoportation and holographic calls.
Holoportation, allows remote virtual work, collaboration and real-time interactive 3D content creation and consumption. It also enables producers and consumers to edit, interact, and manipulate content in real-time.This is the foundation of highly personalised virtual experiences where people can control nearly every aspect of the content they consume. In addition, it will significantly reduce production costs.
Pearly Chen, vice president at HTC VIVE, comments: “We are impressed by the progress made since Imverse first set out to build this technology that enables real-time capture of volumetric pixels. We look forward to working with the company to explore meaningful use cases that enhance human experience through 3D representation of users in virtual meetings, live performances, mixed reality content creation and beyond.”
Javier Bello Ruiz, co-founder and CEO of Imverse, adds: “For the Metaverse to become a reality we need to overcome a lot of technical hurdles. One of the biggest challenges is making producing 3D content affordable and accessible to everyday consumers and businesses. This is why we believe our voxel breakthrough is so significant. It opens the door to a huge range of new applications, including, for the first time, multiple holograms streaming in real-time. All people need is a few Kinect cameras and a PC and our technology does the rest.
“With this funding we’ll be able to significantly ramp up the roll out and expansion of our software platform and our partnership network.”

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