Virtual model box

What does the development of a digital twin of our theatres offer the RSC? How can we use this new tool to support our production processes?

A photo of a CGI image of the Royal Shakespeare Theatre frontage, Stratford Upon Avon

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About virtual model box

The Virtual Model Box (VMB) is a new tool designed to improve and expand the workflow
of stage design, lighting design, and introduce creatives to the company’s venues. This
tool can visualise sets in vastly higher fidelity than previously achieved in-house, and
accurately render complex visuals such as reflections, haze, practical effects and lighting.
VMB has a suite of easy to use tools that should aid in some of the common problems
faced today by new artists and designers that are unfamiliar with the RSC’s theatre spaces.
These tools also provide a method to create and modify white card style environments via
the placement and modification of virtual props, performers, lights, and cameras.
The VMB features an accurate layout of audience seating in the venues which can be
easily updated by the development team to new layouts as they come. These seats allow
for easy testing of different eyelines, checking accessibility screens are easily viewed, and
can also be used to generate promotional and advertising opportunities such as seat view
images for websites.

The VMB has been designed to fit into the existing pipeline of the Drafting team and can
ingest digital white cards rapidly and absorb them into the VMB toolkit, making them
available to use in the VMB tool.


Beyond the current suite of tools, VMB is designed to be expanded upon, with a strong
focus on expansion to feedback from those who will use the tool, and be fluid and flexible
for different use cases. The tool is built on the Unreal Engine, which is a free software and
gives near unlimited options for expansion.

What have we achieved so far?

A digital model of the Royal Shakespeare Theatre from the gallery.

Virtual Seating Visualisation

Our team has successfully managed to import precise seating blueprints sourced from the drafting teams, subsequently converting these into digital replicas of venue seating configurations, and aligning them accurately within the virtual environment. This advancement facilitates the visualisation of the stage from any given seat within the venue, thus presenting a superior planning utility for orchestrating shows.
Additionally, it offers the capability to generate realistic imagery depicting the view an audience member will have from a specific seat, a feature that holds promise for augmenting box-office sales through enriched booking experiences. Through this technology, a seamless bridge between physical and digital
venue representation has been established, offering a robust tool for both planners and patrons to
interact with the venue in a virtual capacity prior to physical attendance. This not only enhances the
planning and booking experience but also sets the stage for a more immersive engagement with
the venue’s offerings.

Pipeline Integration with Drafting Teams

We have devised a bespoke pipeline in collaboration with the drafting department, preserving their existing workflow whilst assimilating set layouts into our digital stage. Our system is adept at importing various file types such as STEP or GLTF, facilitating a fully automated import and setup process of the digital set through a few straightforward steps. This development has significantly reduced the complexity threshold for any team member to import assets and preview them on stage. Through this streamlined process, we’ve managed to foster a more inclusive environment where individuals, regardless of technical expertise, can contribute to the staging process, thereby expediting the project workflow and enhancing the overall efficiency.

Interactive Toolkit for Stage-Previsualisation
We have engineered a customised user interface wherein a designer can trial various elements including props, set pieces, effects, and more on the digital stage, with an extensive control over their placement, rotation, and scale. This toolkit also accommodates pre-animated elements, enabling the examination of automation or other animated content within the virtual stage environment. This system is seamlessly integrated with our seating tools, permitting the designer to evaluate these elements from any vantage point within the venue. Through this fusion, designers are afforded a comprehensive platform to meticulously plan and preview stage setups, ensuring an optimised audience experience from every seat in the house.

R&D Process
To cultivate these tools, we have mobilised team members across various departments, tailoring the tools to meet the distinct requisites inherent within each department. We have adopted an iterative methodology towards this endeavour, envisaging the toolkit not as a static entity, but as an evolving asset poised to mature and diversify over time in alignment with the unfolding needs of the team. Utilising source control, we have established a mechanism to share the project, enabling the provision of frequent updates as necessitated. This collaborative and adaptive approach not only expedites the development cycle but also ensures a robust, up-to-date toolkit that resonates with the dynamic demands of the project and the team.


2020/21 LiDAR scan of the RSC Stratford Upon Avon campus takes place
2021/22 Porting of Lidar scan into Unreal Engine, rebuilding furniture (doors, seats)
2022/23 Interactive functionality developed, Seat view preview – Swan Launch
2023/24 VMB hosted within drawing office for beta testing (Tempest 2023) + ongoing

Findings

We have identified numerous additional features intended for integration into the
Virtual Model Box (VMB); a selection of key elements include:

Virtual Lighting Technical-Visualisation:
We aim to harness the robust lighting and shadow system of Unreal Engine, namely Lumen and Virtual Shadow Maps, as a medium to examine lighting setups, thereby enhancing the planning phase of show lighting. This system is envisioned to dovetail seamlessly with existing lighting pre-visualisation tools, enabling the import of those setups to preserve the established workflow of respective departments, whilst introducing new avenues to test those setups within our fully adorned digital stage. By leveraging DMX protocols, we aspire to significantly expedite the show’s lighting planning process, initiating this crucial phase much earlier than currently feasible, well in advance of the real venue’s availability. This approach not only augments the precision and efficacy of lighting design but also broadens the temporal window for meticulous planning and adjustments, ensuring an optimised lighting experience come the actual event.


Flexible Shaders for Material Testing:
We aim to broaden the scope of user interaction by enabling the testing of diverse materials on the digital set, thereby furnishing a visual platform for exploring alternative material choices for set construction. This initiative, which transcends the capabilities of existing solutions, is poised to significantly enrich the creative approach to set design. To realise this ambition, we intend to amass a substantial library of material options, coupled with a user-friendly interface furnished with intuitive filters and search functionality. This interactive and expansive material testing environment not only facilitates a more informed decision-making process but also nurtures a conducive space for creative experimentation, driving the design process towards more innovative and visually appealing set constructions.

Long Term Plans
The long-term trajectory of this project unveils numerous avenues ripe for exploration. Initially conceived as a previsualisation tool, it aids in the meticulous design and development of stagecraft. However, we envisage extending its utility to the audience. With a digitally constructed stage and its comprehensive asset repository, we are on the cusp of actualising a digital replica of the final show. This venture paves the way for extending show access to digital audiences, thereby amplifying reach and embellishing the show with added features like enhanced accessibility and multilingual options. Furthermore, we recognise the burgeoning affinity for digital and interactive experiences, particularly among younger generations. The Virtual Model Browser (VMB) holds the potential to morph into an engaging platform for interactive learning or gaming experiences. This evolution not only significantly amplifies accessibility but also unfolds multilingual opportunities, addressing challenges often encountered in physical venues.
Through these envisioned expansions, VMB is poised to become a versatile tool that bridges the physical and digital realms, fostering enriched experiences for both show creators and audiences alike.