Studio
We design and develop XR applications that connect physical spaces, digital systems, and real-world interaction.
We always start from something that exists: an abbey to survey, a production line to explain, a room that should react when someone walks in. Space is the material we work with. Photogrammetry, real-time 3D and installations are how we handle it.
First we survey, then we build the model, then we make it something people can use. The result has to hold up in production: software that runs every day, an installation that survives a four-day trade show. A nice render is not enough.
Unreal, Unity and WebGL for real time. Drone and ground photogrammetry, laser scanners and structured light for surveying. LED walls, sensors and tracking systems when the project lives in a physical space. We choose the tool after we understand the problem.
Companies with products or plants that are hard to show in person. Heritage authorities and museums that need to document a site and open it to people who cannot visit. Agencies that have sold an installation to a client and now need it to work. Architecture and engineering firms working on existing buildings.
Unreal Engine · Unity · WebGL / Three.js · Photogrammetry · Laser scanning · LED wall · Sensors and tracking · Revit / BIM
THEY WORKED WITH USGeberit · Durex · ESA · Surteco · Pamesa · eFM · C&C Milano · Soprintendenza ABAP
Work
SPOTLIGHT

C&C Milano Tactile Atelier

Durex OOH

Surteco XR

Emmepi VR

Replica3D

Abbey of Scurcola
INDEX
Writing
Photogrammetry on Mac in 2026: what actually runs
Metashape, Object Capture, COLMAP, Meshroom, RealityScan, the cloud apps and the new Metal Gaussian splatting trainers. What works on Apple Silicon, what doesn't, and why the blocker is almost always CUDA.
When space becomes the interface
A fabric cube set down on a table, a token on a map, two people standing still in front of a kiosk. What changes in the design when the input isn't a tap on glass but an object, a gesture or a presence.