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macOS · Apple siliconComing soon

Raw capture in. Shippable splat out. No COLMAP, no wait.

Nexus is the reconstruction and editing studio we're building around the VoxaVerse engine — the same engine that already produced every scene and benchmark number on this site. The engine is real and measured today; the studio around it is in the final stretch.

Works standalone.Point it at captures you already have — COLMAP, RGBD, RTAB-Map, 360° drone — and reconstruct. Nexus doesn’t require Beacon.

Ingestion

Put anything calibrated in. Get a training tape out.

No per-scene constants, no manual tuning — every number the ingest uses is either a physical constant or measured from the footage itself.

Multi-camera

Calibrated rig footage with a seed point cloud — from any capture setup

RGB + Depth

Depth fusion beats photo-only reconstruction on thin geometry and reflective surfaces

SLAM-mapped

Real-time mapped captures, auto-detected and normalized

360° drone

Surround capture, normalized to the same internal tape format

Reconstruction

Engineered to lead — and measured like it.

A from-scratch explicit 4D Gaussian Splatting implementation. The static T=0 case is the backbone every temporal scene builds on.

On the Panoptic Sports juggle scene, the engine reconstructs at 30.37 dB PSNR against the official held-out protocol — ahead of the published baseline (29.48 dB) on identical cameras and frames.

Full methodology →
On the “beats Luma AI” question:that head-to-head has not yet been run on matched scenes and metrics — it’s a stated engineering target, not a published number. The benchmarks pagesays exactly what is and isn’t verified today.
MEASURED · APPLE SILICON · 2026-07-08
juggle (Panoptic, 688k splats)30.37 dB
cook_spinach (two-stage)32.49 dB
flame_steak33.83 dB
Render, juggle 640×360~540 FPS
Pro editing

Select. Remove. Pause. Copy.

Direct manipulation of the splat field itself — with pause and copy as pro operations no browser-based editor offers.

Select

Rect, brush, and picker selection over millions of splats

Remove

Cut artifacts and bystanders out of the scene cleanly

Pause

Freeze chosen splats in time while the rest keeps playing

Copy

Duplicate captured elements across scenes

Export & standards

Every open interchange format, natively.

These exports are running in the engine today — they're how the scenes on this site were produced.

FormatStatusConsumers
PLY (reference 3DGS binary)Ready in engineUniversal — every splat tool
SPZ (Niantic)Ready in engineScaniverse, SPZ-compatible loaders
SOG (PlayCanvas)Ready in engineSuperSplat, PlayCanvas
OpenUSD (USDZ, Gaussian-splat schema)Ready in engineRealityKit, visionOS/macOS Quick Look, Omniverse
.nx4d (VoxaVerse 4D stream)Ready in engineVortex — the only format that keeps time
glTF (KHR_gaussian_splatting)Roadmap — tracking Khronos ratificationBroad 3D-engine interoperability

The engine is live. The studio is next.

Every splat in the Live Viewer and every number on the Benchmarks page came from this pipeline. Leave your email and be first through the door.