Our History

JUNE 2024 – DOUBLE
JUNE 2024 – DOUBLE

‘Double’ is our first ever, in-house CG-animated film and features award-winning actor, Neil Newbon. We produced ‘Double’ to celebrate the historic art form of acting, from its most ancient roots to its most modern digital form. The faithful reproduction of Neil Newbon’s acting performance was delivered entirely using PURE4D 2.0.

JANUARY 2023 – DI4D is 20!
JANUARY 2023 – DI4D is 20!

For over two decades, we have been industry leaders, pioneering the development and use of stereo photogrammetry for 3D and 4D facial capture. Through our transitions from Virtual Clones, to Dimensional Imaging, to DI4D, we continue to be as committed as ever to our original goal of “bringing life to animation”.

OCTOBER 2022 – Call of Duty: Modern Warfare II
OCTOBER 2022 – Call of Duty: Modern Warfare II

DI4D captured the cinematic and in-game facial performances of the main cast members in the Call of Duty sequel using our proprietary PURE4D pipeline. Working closely with Infinity Ward and Activision, 4 hours of high-fidelity facial animation data has been delivered for the game.

JUNE 2022 – The Quarry
JUNE 2022 – The Quarry

DI4D delivered high-fidelity 4D facial data for all 15 protagonists in Supermassive’s teen horror game ‘The Quarry’ using our DI4D PRO system. Over the course of the project, high fidelity 4D facial capture data was acquired for all of the games’ characters, including David Arquette as Chris, Siobhan Williams as Laura, and Ted Raimi as Travis.

JULY 2021 – Our First PURE4D Project
JULY 2021 – Our First PURE4D Project

F1 2021 ‘Braking Point’ becomes the first project to use the new PURE4D pipeline, utilising the DI4D HMC, DI4D PRO systems and DI4D’s proprietary Machine Learning to produce over 60 minutes of highly realistic facial animation for 6 digital doubles.

MAY 2021 – DI4D HMC v1.0 Launch
MAY 2021 – DI4D HMC v1.0 Launch

The DI4D HMC (head mounted camera) v1.0 becomes the only commercially available HMC. It is optimised for 4D facial performance capture, uses DI4D’s post-processing service and is also compatible with third party facial animation solutions.

March 2021 – PURE4D
March 2021 – PURE4D

Breathing life into believable digital doubles for the next generation of video games and visual effects, we launch 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: Modern Warfare
August 2019 – Call of Duty: Modern Warfare

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 our 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, we worked on 4 episodes of Netflix series, ‘Love, Death and Robots’. The ‘Helping Hand’ episode went on to win a Scottish BAFTA award for best animated short.

December 2017 – DI4D Opens in LA
December 2017 – DI4D Opens in LA

We open our Los Angeles base 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 us, 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 for ‘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 ‘White Masks’
June 2015 – Rainbow Six Siege ‘White Masks’

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 Prototype Launched
March 2014 – DI4D HMC Prototype Launched

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

Our 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.

August 2007 – DI4D PRO System Launched
August 2007 – DI4D PRO System Launched

Siggraph 2007, San Diego. First public demonstration of a single pod, 4D PRO system.

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

Our prototype 4D system is used for Charlie and the Chocolate Factory and 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 – DI4D is Founded
January 2003 – DI4D is Founded

Originally established as ‘Virtual Clones’ by Colin Urquhart and Douglas Green, we get to work on our founding objective; ‘bringing life to animation’, revolutionising the interactive entertainment industry through ground-breaking character creation software.

About DI4D

We are the world’s leading 4D facial performance capture service that specializes in animation for digital doubles. Our proprietary technology is derived from over thirty years of cutting edge research and development dating back to our own PhD research. Since then, we’ve consistently innovated at the cutting edge of what is technically possible in our field. With bases in the UK and US, we work globally with partners across the entertainment and research sectors to develop and deliver high resolution 3D facial image capture, 4D facial performance capture systems, ground-breaking digital double creation software and services.