Lumière · On the bench
One camera. Every angle.
A 360 camera records the whole scene at once. The studio we are building turns that sphere into a directed, multi-angle film — the editor writes the scene, virtual cameras do the coverage.
The scene we are building toward
The car scene.
This is our acceptance test — the real scene the whole roadmap points at. When this cuts itself the way it reads below, the 360° Studio ships.
A 360 camera on the dashboard. John is driving, Mary beside him, their dog on the back seat. Outside, a stranger walks a white dog along the pavement. One camera, no operator — the entire scene lives in the sphere.
“Cut it like a conversation piece. Angles on John and Mary while they talk, the road in the pauses. When John points out the white dog, show it. And when he says ours is his best friend — the back seat: tail going, nose at the window.”
The film switches between John’s and Mary’s angles while they speak, drops to the road-POV in the pauses, finds the white dog on the pavement the moment John mentions it, returns to the conversation — and when John calls his dog his best friend, cuts to the back seat: tail wagging at the window. Every angle the editor asked for, from one lens that never moved.
As everywhere in Lumière: the engine proposes the cut, the editor reviews every switch. Nothing ships itself.
How it will work
Four pieces, one studio.
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Virtual cameras
Any direction in the sphere becomes a camera — panned, framed and extracted as its own clip, with a true preview of exactly what the flat frame will contain.
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Named people and animals
John, Mary and the dog are named once and remembered — so a written scene can refer to them, and the engine knows where in the sphere each of them sits.
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The story engine directs
Who-is-speaking plus who-is-where lets the story engine cut to the active speaker, use the other directions as reactions and B-roll, and follow the editor’s written scene.
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Flat and spherical export
One project, two masters: the directed flat film for social and broadcast — and, when the edit is time-cuts only, a true 360 master that stays spherical for VR and YouTube 360.
Where this stands
Honestly: partly built.
The foundations exist in the shipped suite today: the reframe engine and its truth-preview pattern, multicam-style sync, and the story engine that assembles a cut from a written brief. What is in development is the 360-specific half — sphere-sampled visual understanding (the engine learning what is where in the sphere) and automatic angle direction. Until both are real and tested, this page is a direction, not a product.