About DI4D

DI4D is a world leading facial performance capture company established in 2003. Working globally with organisations across the entertainment and research sectors, we develop and deliver high resolution 3D facial image capture and 4D facial performance capture systems, software and services.

Providing high fidelity facial data for triple A video games, movie and TV projects, and research work within the facial surgery, psychology, and orthodontics sectors, customers come back time and again for high quality facial performance capture.

Our History

March 2021 – PURE4D
March 2021 – PURE4D

Breathing life into believable digital doubles for the next generation of video games and visual effects, DI4D launches PURE4D, the world’s most precise pipeline for facial performance capture. PURE4D truly delivers highly lifelike facial performance data that is ready to be used for in-game animation

August 2019 – Call of Duty
August 2019 – Call of Duty

Providing facial performance to derive point-cache animation for the in-game cinematics on Call of Duty Modern Warfare, the highest earning game in the world, is one of DI4D’s greatest accolades.  An amazing project to work on alongside Blur Studio and Infinity Ward.  The game was published by Activision

March 2019 – Love Death & Robots
March 2019 – Love Death & Robots

Pushing the boundaries of animation, DI4D worked on 4 episodes of Netflix’s series, Love, Death and Robots.  An exciting collection that blends the genres of science fiction, fantasy, horror and comedy, created by some of the most talented small animation companies in the world! The ‘Helping Hand’ episode went on to win a Scottish BAFTA award for best animated short.

December 2017 – DI4D Lands in LA
December 2017 – DI4D Lands in LA

DI4D open their Los Angeles offices in Playa Vista, in the centre of MoCap Gulch – offering the highest resolution DI4D PRO system to date.

October 2017 – Blade Runner 2049
October 2017 – Blade Runner 2049

A true game changer for DI4D, working on VFX for Warner Bros Academy Award Winner, Blade Runner 2049.  DI4D PRO was used for the facial performance capture of Sean Young and Loren Peta as ‘Rachael’.

April 2016 – Quantum Break
April 2016 – Quantum Break

Ground breaking animation in Quantum Break on Xbox One, developed by Remedy Entertainment.  Remedy used DI4D PRO to combine action and narrative components in a unique way that truly brought the characters to life.

June 2015 – Rainbow Six Siege
June 2015 – Rainbow Six Siege

DI4D Pro captured the facial performance of Oscar nominated Angela Bassett in Ubisoft’s Rainbow Six Siege ‘White Masks’ trailer, produced by Blur Studios.

March 2014 – DI4D HMC
March 2014 – DI4D HMC

DI4D HMC prototype launched at Siggraph 2014.  This was the world’s first commercial head mounted camera system designed for use with passive stereo photogrammetry. The DI4D HMC was designed specifically to facilitate high definition facial performance capture simultaneously with traditional body motion capture.

February 2014 – Beauty and the Beast
February 2014 – Beauty and the Beast

DI4D PRO system used in a feature film for the first time, capturing Vincent Cassel’s performance as the Beast in ‘La Belle et la Bête’ (‘Beauty and the Beast’).

October 2011 – Battlefield 3
October 2011 – Battlefield 3

EA Games uses DI4D PRO system to create all their in-game cut scenes for Battlefield 3. This was the first time in-game cut scenes had ever been created using 4D

February 2011 – Dead Island
February 2011 – Dead Island

4D PRO system is used for the first time on a commercial project, the now iconic, Dead Island trailer. Produced by Axis Animation, the trailer went on to be a viral success and won several awards.

June 2004 – Charlie and the Chocolate Factory
June 2004 – Charlie and the Chocolate Factory

Prototype 4D system used for a test for Charlie and the Chocolate Factory. for Oompa Loompa VFX shots. We captured and cloned Oompa Loompa, played by ‘Deep Roy’. This was the first time anyone had ever experienced 4D capture

January 2003 – Virtual Clones
January 2003 – Virtual Clones

Originally founded as ‘Virtual Clones’ by Colin Urquhart and Douglas Green. Their objective – ‘bringing life to animation’ -revolutionising the interactive entertainment industry through ground-breaking character creation software.