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Knowledge base

Open notes on CG cosplay virtual production: putting a real cosplayer, filmed on a phone or camera, inside an Unreal Engine world with anime-style effects. Recorded shots and live event booths are both covered.

Each page says what is established practice and what is still a hypothesis. Pages marked Hypothesis have not been benchmarked yet; results from real tests are the most useful contribution you can make.

Page What it covers Status
01 Pipeline overview The whole chain, from shot plan to delivery Established
02 Shooting the plate Phone and camera settings, lighting, screens, markers Established
03 Matting and keying Chroma key vs AI matting, edges, spill, hair, props Established
04 Camera tracking COLMAP and Blender solves, getting them into Unreal Established
05 Unreal compositing Media plates, Composure, light matching, shadows, render Established
06 Anime FX language Cut-ins, on twos, impact frames, hit stop, title slams Established
07 Live booth architectures Local, cloud Pixel Streaming, Aximmetry hybrid Partly hypothesis
08 Rights, consent and disclosure Character IP, minors, visitor footage, ad labels Guidance, not legal advice
09 Open questions and benchmarks What we still need to measure, and how Open
10 Tools and licences Every tool mentioned, what it does, its licence Reference
Techniques A–Z Wiki-style index of every technique, with links Reference
Prompt library Project rulebook, shot brief, and direct → check → fix prompts for each stage Working
Showcase Work made with the pipeline, and how to submit yours Open
How we built this What was tested, bugs found, decisions made Record

Contribute: every page has an edit button on the docs site. See CONTRIBUTING and GOVERNANCE for how to become a collaborator.

Documentation is licensed CC BY 4.0. Code in this repository is MIT.