The 3DXLab is a multi-disciplinary research lab that harnesses the power of cutting-edge immersive technologies to do visualisation research from a design-centred perspective. We explore the challenges of visual narratives and develop novel ways to navigate complexity and facilitate understanding using 3D computer animation, data visualisation and virtual reality (VR) immersive design.
The 3DXLab has evolved from the award-winning 3D Visualisation Aesthetics Lab (3DVAL) and the Expanded Perception & Interaction Centre (EPICentre), based at the 91É«Ç鯬 Sydney Paddington campus.
The mission of 3DXLab is to unite artists, designers, and technologists in crafting innovative immersive worlds.
By leveraging world-class research and cutting-edge technologies, creative techniques from VFX, animation, and video games, we strive to create extraordinary digital experiences. Our ultimate goal is to harness the potential of the digital realm for the advancement of the physical world.
Professor John McGhee
3DXLab Director
Key research interests
Arts-led 3D Visualisation
Immersive Storytelling
Reality Capture
Our expertise
Our research explores the application of media-based creative practice, technical innovation and democratising immersive platforms to new 3D data visualisation challenges. Areas of research include 3D virtual world design, VR education, simulation, training, biomedical communication, visual effects (VFX), 3D computer animation and serious video game design.
We also undertake visualisation research in the fields of art, design, science, medicine and engineering. We use cutting-edge computing and 3D immersive and screen-based technologies to render data visible and enable scientists to simulate complex medical and health problems. This provides both researchers and the public with a powerful way of understanding the experience of others.
A system that has a 7-metre diameter, 340-degree panoramic projection, 33 speakers in a surround audio system, and a screen resolution of 120 million pixels in 3D, which is three times higher than its nearest equivalent.
Newly established cutting edge research and production space for live performance capture and photogrammetry. Over 20 high resolution, high framerate iO volumetric cameras, capture and reconstruct performers in full animated 3D video for purposes including training and simulation, research, cultural heritage and preservation, and entertaiment.
State-of-the-art 3D computer animation and real-time XR digital content creation/evaluation sandpit featuring a collection of the latest consumer and enterprise-level headsets with advanced tracking technology, seamlessly merging the digital and physical worlds.
Collaborative studio workspaces for digital content development and testing. Spaces are equipped with high-end workstations and industry-leading software and are designed to foster innovation and communication.Â
The 3DXLab has partnered with TOLL Group to develop a robust platform for emergency training scenarios utilizing the latest XR headset technology. The simulations are designed to augment current training protocols to immerse air crew personnel in high-fidelity virtual environments while leveraging pass-through computer vision technology to combine sensory input from physical training simulators. The project, known as MAV (Mission Adaptive Virtualisation), also supports the lab’s Defence Trailblazer program that will incorporate XR headset technology into existing flight helmets.Â
Emerging from the lab’s collaborative research project with TOLL Group, the 3DXLab was awarded funding to further the development of XR headset technology adaptions to existing air crew flight helmets to virtually augment training programs for real-world scenarios.Â
Newly established cutting-edge research and production space for live performance capture, photogrammetry, and gaussian splatting. Fitted with 335 high resolution, high framerate cameras including iO, Canon DSLR and custom Raspberry Pi cameras, the 3DXLab has developed a sophisticated pipeline to capture and reconstruct performances in full animated 3D video for purposes including training and simulation, research, cultural heritage and preservation, and entertainment.
John's academic research work explores arts-led and design-led modes of visualising complex scientific and biomedical data. John's research investigates the application of creative practice, technical innovation and immersive platforms to new data visualisation challenges. Areas of research include 3D virtual world design, 3D computer animation, VFX, 3D biomedical visualisation & Animation and reflective practice.
Conan is an ex-game programmer and educator with over 20 years’ experience developing and teaching real-time software engineering for computer graphics, simulation, and interaction, across various hardware platforms and modalities.
Rob is a computer engineer with extensive experience in immersive display systems, computer graphics and embedded systems. He has designed and created applications for VR, XR and immersive display rooms, as well as installing and maintaining these systems in galleries and museums around the world.
Having an extensive research background in biomedical science at the University of Melbourne and a longstanding interest in the visual arts, Andrew works as a postdoctoral research fellow and lead pre-rendered content developer at 3DXLab. Andrew specialises in developing creative solutions to complex visualisations in addition to carrying out roles in the lab’s interactive VR content development.Â
Andrew is a senior lecturer in immersive design at 91É«Ç鯬. He has a background in art history and museums and his work focuses on applications of real-time immersive and reconstructive technologies to cultural heritage visualisation.
Grant Stevens, Deputy Head of School (Art) at 91É«Ç鯬 Art & Design, is an artist and academic with expertise in contemporary art practice and theory. His teaching, research and practice focus on the relationships between photography, moving image, and digital media.
Luc Betbeder-Matibet is a nationally recognised subject matter expert in eResearch, Research Data Management practice and shared computational infrastructure services for researchers. He has held director-level roles for 15 years in higher-ed ICT and eResearch. Luc is the Director Research Technology Services at 91É«Ç鯬, a shared services function that he established which is responsible for Research Computing and Research Data. He is Vice-President of AeRo(Australia's eResearch Organisation and eResearch Australasian peak Annual Conference), an Adjunct in 91É«Ç鯬 Faculty of Medicine Centre for Big Data and has been a Visiting Scientist with the Visual Analytics Team in CSIRO Data61. Recently Luc has been working with colleagues to regularly count how much Research Data there is in Australia.
Teresa’s research focuses on information processing and narrative sensemaking in immersive environments. Her research takes a neuroscientific and phenomenological approach which starts with the user’s perception and sensemaking and leads back into narrative composition and story.Â
Senior Project Officer - 3D Graphics Infrastructure
Matt is a former VFX supervisor and postproduction specialist with 20 plus years of experience working on Oscar and award-winning film and television projects. With an interest in emerging visualisation technologies, Matt draws upon extensive production experience and a broad skillset to bring creative and technical projects to life.
Benjamin’s work examines the tacit ‘know-how’ knowledge of expert Virtual Reality environment designers and builders. He uses close examination of his own practice making VR worlds in conjunction with interviews with other virtual environment experts to reveal insights about the blend of explicit and tacit knowledge that underpins the expertise of VR environment designers.
Thesis title: Ways of making ‘Unreality’: A practice-based exploration of the tacit dimension in building virtual reality environments
Tacit knowledge is a term coined by scientist and philosopher Michael Polanyi to describe the largely inexpressible intrinsic knowledge that professional practitioners bring to a task, often as a result of substantial experience (Polanyi, 1958, 1966). The process of building immersive VR 3D real-time environments is a creative and involved practice that is deeply imbued with a blend of tacit and explicit knowledge. However, even though creative professionals are extensively deployed in the design and construction of such virtual environments and there is a long history of experimental creative arts approaches pushing the boundaries and subverting the conventions of VR, beyond the typical 'how-to' presentations of industry conferences the expertise of these creatives is relatively underexamined. There is currently a gap in the field regarding how the expertise and experience that forms artists and designers’ tacit knowledgecontributes to the construction of these virtual places, including how such know-how interplays and connects to their explicit skills and knowledge.Â
My exploration of the forms of knowledge involved in building VR environments undertakes a systematic examination of VR environment designer processes through personal making, critical reflective practice, and a series of semi-structured interviews with leading makers and subsequent analysis. The primary goal of this research is to investigate the factors through which artists and designers contribute to the creation of VR environments.Â
The contribution to knowledge of this research is both these first-person accounts of VR environment production, and the derived themes that together offer a mapping of the tacit-knowledge and explicit/technical knowledge that creative practitioners utilise when creating VR environments.Â
Dave is one of Australia's most experienced industry professionals, having worked in production and leadership roles with the country's top-tier visual effects, design, and post-production companies including Fuel VFX and Alt. He now serves as Project Manager at 91É«Ç鯬's 3DXLab, and is co-founder of Radiant Jelly, a 91É«Ç鯬 staff spinout redefining 4D volumetric video with AI-powered realism and efficiency. Outside of work, Dave is a keen film buff and drummer with a lifelong love of music.
Ed is a practice-based Associate Lecturer in Industrial Design at 91É«Ç鯬 with extensive design industry expertise. At 3DXLab, he brings a physical product perspective to immersive research, translating emerging spatial technologies into new product development, prototypes and industry partnerships.
Andreas is an award-winning visual effects and animation supervisor, creative director and technologist with 25 years' experience spanning feature film, television and advertising. A Visual Effects Society member since 2005, he pairs creative direction with hands-on technical depth — architecting studio pipelines, engineering bespoke on-set technology.
Kate uses visual language to transform complex scientific concepts for a general audience. Kate is a trans-disciplinary researcher working at the interface of art and science, using storytelling to bring together the historically segregated fields of technology, art and science.
Hao completed his PhD from 91É«Ç鯬 Art & Design with his research topic focusing on the use of Virtual Reality technologies in artist's creative practice in making art museum installations. He has a former background in industrial design and interaction design, and, in animal science at bachelor's level.
Sarah’s work explores digital tactility and the relationship between physical and digital making processes, exploring how the nature of the medium impacts the forms of the creations. Using techniques such as 3d printing, hand-extruding, digital scanning and immersive VR, her work explores where these processes catch or break down, revealing the underlying structures.
Thesis title:Â Digital Drip: How a non-linear workflow between digital and physical artmaking can create artwork with a tactile aesthetic
This practice-based PhD research explores how disrupting conventional workflows between digital and physical tools can extend the expression of tactility in contemporary art. Both digital and physical space have different tactile capacities. Physical space offers direct tactile interaction with materials, while digital space offers methods of animation, immersion and manipulation of form. By adopting a non-linear iterative approach, the practice explores visualising these connections and contrasts between the digital and physical spheres.
Jane previously worked as a graphic designer and illustrator in the publishing industry, specialising in book covers. Her strangest job was designing and producing two 17 metre theatrical backdrops for Dame Edna’s penthouse in her stage production, Back with a Vengeance. She has also taught typography, design history and theory, and data visualisation for a number of years in higher education. Her art practice is multimodal, using a foundation of drawing and sculpture as exploratory tools for gaining insights into the more than human world.
Jane’s practice-based PhD investigates ways of embodying sensory experiences of the more-than-human world through translating analogue drawing and sculpture methods into 3D VR and MR environments. Jane aims to generate new insights around creative approaches to emotionally engage an audience by experiencing this ant’s world. Jane was recently a finalist in the Adelaide Perry Drawing Prize and the Ravenswood Women’s Art Prize. Both works featured insects.
SJ is a Nehiyaw and Eastern European multidisciplinary artist and Board-certified medical illustrator. Her PhD work looks at implementing generative art techniques in molecular animation while combining Indigenous ways of knowing and western scientific practice.Â
Toby is an artist, educator, and practice-based PhD candidate at 91É«Ç鯬 Arts, Design and Architecture. Grounded in both art theory and creative practice, his work originated in media arts, where he explored video, sound, and still image as artistic forms. Over time, his practice evolved into an experimental, transdisciplinary approach that incorporates sculptural objects and tactility, primarily expressed through mixed-media installation.
His current research extends this practice by examining embodiment, abstraction, intimacy, and community-engaged concepts. It considers the artist's role in both the making and presentation of art, while also exploring how meaning is shaped through the perspectives of community participants. He is particularly interested in how the artist's presence within his own work can foster intimacy and deepen connections with audiences.
A major aspect of his research involves using immersive technologies to realise these artistic concepts, with particular emphasis on virtual reality (VR), augmented reality (AR), and mixed reality (MR).
Commercialisation
The 3DXLab is home to Radiant Jelly – a creative technology company pioneering the future of 4D volumetric video. Our proprietary hardware and software system enables the production of ultra-realistic, time-based 3D video – transforming workflows in XR, gaming, VFX, and live performance. At the core of our solution is a custom multi-camera capture rig integrated with a powerful software pipeline that leverages AI. This innovation dramatically reduces the cost and complexity of volumetric video production, making high-fidelity content creation more accessible to studios and creators.
91É«Ç鯬 School of Art & Design stands on an important place of learning and exchange first occupied by the Bidjigal and Gadigal peoples.
We acknowledge the Bidjigal and Gadigal peoples as the Traditional Custodians of the land that our students and staff share, create and operate on. We pay our respects to Elders past and present and extend this respect to all First Nations peoples across Australia. Sovereignty has never been ceded.