Captured with the Quest 3 passthrough cameras, depth sensor and head tracking, then rebuilt locally on one RTX 4070. No camera solve: the headset already knew where it was, so the room comes back in real metres with the floor at zero.
The splat is trained from the headset's left and right passthrough cameras. The cyan line is the real head path; orange and violet are the controllers, sampled at each camera frame.
The headset's depth maps fused into one coloured cloud: the starting geometry for the splat, and the reason scale and "up" come for free.
Open this page in the Quest browser and press Enter VR. The room appears at true scale around you, starting where the capture began.