About

Company

We are a research and development company with our sights firmly set on changing the way we perceive digital imagery, forever.


Our human-centred imaging IP can open up an infinite world of possibilities in the 3D graphics ecosystem.


From behaviour-driven interaction to dynamic eye tracking and intelligent rendering, perspectives on 3D technology are about to get a whole lot more like reality. Fovotec will give people the power to blur the lines between ‘virtual reality' and ‘reality’.

Technology

FovoRender is our first proof of concept 3D rendering tool that utilises our IP on human centred imaging at a software level.


It is modelled on the way humans see, rather than the optics of cameras. It offers a far greater field of view and a more accurate sense of depth, space, and movement. For the first time in history, we have the potential to experience digital and remote spaces as though we are actually there.


FovoRender has been implemented in trial form for various 3D engines including Unity, Unreal, OSPRay, and Cinema4D + Octane.


Please get in touch to discuss commercial opportunities. 

We are not cameras: Why we need a technical revolution to capture what we see.


Leave your email address to access our white paper here with more information on the mission and backstory behind FovoRender.

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CLICK HERE TO DOWNLOAD OUR  WHITE PAPER


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IN THE NOW

Read our latest news

‘David Hockney is our English Picasso’. Have you read this article in the Sunday Times?
By Robert Pepperell 20 Feb, 2023
‘David Hockney is our English Picasso’. Have you read this article in the Sunday Times?
11 Nov, 2022
Karim Zouak is an award–winning writer/director/producer that has been in the business for almost 20 years. Working in both Canada and the United Kingdom, he has honed his craft as writer, director, executive/supervising producer, editor and visual effects artist on commercials, television series, feature films and countless online videos for clients like MTV, Channel 4, Nike, Sony, Philips, Virgin, Blackberry, Unilever and Diageo. His work has been produced and seen internationally in multiple languages by millions of regular viewers, and developing strong creative work remains the heart of his dedication to the craft. Karim has been the first film director to try FovoRender for Unreal 4.27.2 in the context of a virtual production. Karim has been testing FovoRender on his fantastic full CGI film project Recognition, due for release at the end of 2022, teaser image below:
09 Nov, 2022
David Baylis is a 3D artist living in Vancouver, Canada (Originally from Lille, France). He works as a Technical Marketing Consultant at Epic Games producing demos, tips & tricks tutorials and webinars. As a car enthusiast David specialises in automotive real-time rendering using Epic’s Unreal Engine. He has been working with Fovotec as a development partner and has recently used FovoRender to create a hyper-realistic shot of an Audi A5 that looks closer than ever to real life. "I have been actively testing FovoRender on my scenes, and it's hard to go back to the vanilla version of Unreal! The biggest difference I noticed was for the interior shots. Extremely helpful to use FovoRender to control the distortion effect of the camera. Amazing plug in!" - David Baylis, Technical Marketing Consultant, Epic Games Whilst Epic’s Unreal Engine 4.27 is designed to produce photorealistic results and contains incredible technology, David finds it can be limited in options for 3D image composition. In standard Unreal you can either zoom in for a tight shot with minimal distortion or zoom out for a wide field of view with lots of distortion, which can be restrictive, particularly when rendering the relatively small interior spaces of cars. Here you can see how FovoRender helped David to fine tune the image composition to give the most realistic result. The biggest visual difference is on the interior shot where he could use FovoRender to tweak individual elements of the images such as the curvature of the windshield, and to show a more realistic width of the wing mirrors. What else can you see that has been corrected?
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