RealityScan 2.0: Why Synthetic-Data Teams Should Pay Attention
Epic Games just unveiled RealityScan 2.0 (the tool formerly known as RealityCapture) at UnrealFest. On paper it looks like a photogrammetry refresh; in practice it streamlines every step of turning real-world scans into high-fidelity radiance fields or 3D Gaussian Splat (3DGS) assets.
Below is a quick rundown of what’s new—and why it matters if you build or consume synthetic data.
From Scan to Sim: The Bottlenecks RealityScan Just Crushed
What This Unlocks for Synthetic-Data Pipelines
A Sample Workflow (What We Use at FS Studio)
Capture → Align → Export poses & masks → 3DGS conversion → LiDAR fusion in Omniverse → Synthetic sensor renders
Key Takeaways
For teams building perception models, digital twins, or immersive sims, RealityScan 2.0 cuts both the time and head-count needed to grow high-variance, high-accuracy datasets.
Ready to Stress-Test RealityScan in Your Pipeline?
We’ve already slotted 2.0 into our 3DGS workflow and can share early benchmarks as we dive in. If you’d like a peek—or want to see how LiDAR + Gaussian splats behave in Omniverse—drop me a note. Always happy to trade notes on synthetic-data strategy.