Resolution
More data, more better.
Samples carry significantly more information than pixels — the raw material for upscaling, denoising, AI processing, and everything downstream.
EVOTIS® — a GoGhost product
For thirty years, every rendering pipeline has thrown away the most valuable data in your image. We built the software that stops deleting it.
01 // heresy
For the past thirty-plus years, every image processing pipeline in visual effects, broadcast, and rendering has ended in the same place: a grid of pixels.
That made sense when monitors, TVs, and phones were the whole universe. It doesn't anymore. Displays evolved. Cameras evolved. Renderers evolved. The pipeline in between them didn't.
It's hard to imagine a world where you can separate pixels from the display. Allow us to open your eyes to the world of non-uniform samples.
Then
Fixed pixel grid, thrown-away data
Now
Non-uniform sub-pixel sample cloud
Result
Resolution-independent, render-accurate
Cost
Less rendering, smaller teams, more art
02 // the waste
A renderer, a sensor, a lidar — none of them produce pixels. They cast rays from the viewer into a scene and record the answer as non-uniform sub-pixel samples — irregular measurements carrying color, depth, motion, and every AOV in between.
At the very end of the pipeline those samples are averaged into a grid of pixels — and then thrown away. Everything precalculated: gone. All that's left is one blended number per cell.
This was a compromise for 1980s memory and 1990s bandwidth. Neither is a problem in 2026. Raster is a dead format for high-fidelity work.
03 // the breakthrough
Through years of engineering, GoGhost found a way to efficiently store and process non-uniform sample data — enabling workflows for artists and technical directors that were impossible in a traditional pixel pipeline.
Nine
US patents covering sample compositing, encryption, and streaming.
Live
Streaming from Redshift today. Nuke plug-in available.
Silent
The renderer never has to know what it's rendering.
04 // see it move
Four captures from EVOTIS running inside Nuke and streaming from Redshift. Hover to play.
Interactively create arbitrary pixel resolution (upscale), generate render-accurate mattes, and visualize the underlying samples themselves.
Two EVO files loaded like DEEP. Move elements interactively with render-accurate depth filtering, edges, and preserved render passes.
HDR background at 1 sample per pixel. Foreground composited entirely in sample space for physically correct lightwrap.
iPhone still with 1 sample-per-pixel depth. Redshift-streamed geometry volumetrically composited into the plate in real time.
05 // what it unlocks
More data, more better.
Samples carry significantly more information than pixels — the raw material for upscaling, denoising, AI processing, and everything downstream.
End-to-end, renderer-blind.
Encrypted sample streams mean the render farm, subcontractor, or cloud vendor never has access to the finished image. Not even the renderer decodes it.
Ship in fewer round trips.
Creative decisions that once forced a re-render happen at sample level. Dramatically fewer trips back up the pipeline. Smaller teams, more control.
06 // benefits for M&E
Every one of these is a compositing or pipeline problem your team spends real hours on. All six collapse when the image is stored as samples instead of pixels.
No setup in 3D. Render-quality mattes post-render. No edge artifacts, even through motion blur and depth of field.
01Kill fireflies from CG renders. Recolor individual objects without breaking edges between them.
02Resolution isn't decided before render. Draw any pixel grid you want over the samples. Append more samples per-object as needed.
03DEEP is pixel-space with depth. EVOTIS is non-uniform, real-time, and unlimited X/Y/Z in the same space.
04Process samples directly. Filter to pixels only at display time. New real-time workflows that make rasterized compositing obsolete.
05Fill 'shadow' areas from perspective shifts. Avoid rendering what's already filled. Composite every view as a single file.
0607 // in plain english
Content is expensive because processing time and human hours are expensive. Storing the sample data instead of throwing it out is how you buy those hours back.
Cloud storage is one of the cheapest line items now. Processing time and skilled labor are the ones eating your budget every year.
Artists and TDs get downstream control. Fewer trips back up the pipeline for another render pass. Time back, money back.
Proxy workflows stop being throwaway. Everything you build moves toward the final product instead of being tossed.
Sample-native pipelines open up spot compute — the cheapest way to render at scale. The math finally works.
08 // encrypted imagery
Sample rays are scrambled at cast time using public/private key encryption. The renderer, farm, and every subcontractor in the chain process the samples without ever seeing the image.
Scrambling a pixel image doesn't work — someone had access to the ordered samples to make it. That's a leak vector. Doing it at the ray-cast level closes it.
Absolute security from start to finish. Even the renderer can't decode it.
U.S. Patent No. 10,127,392 B1
Secure rendering system that generates ray-tracing samples with obfuscated position data.
Read the patent→19SYouJY4RtGqyJU3UN…a7c9F0zXqB1p4RtGqyJ…Kf4nMzZ0oLC8AR9U7Fr…(1284, 720) → RGBApipeline // obfuscation
Per the patent: each sample carries color and auxiliary data, but its position on the image plane is transformed by a key-driven obfuscation function. Rendering proceeds normally on scrambled coordinates. Only a holder of the inverse key can place samples back on-canvas.
Generates key pair. Public key ships with the render job; private key never leaves.
Sample position (x,y) is transformed by the obfuscation function before the ray is fired.
Renders on scrambled coordinates. Color, depth, AOVs — all correct. Layout — unknown.
Encrypted sample file is streamed back. Interceptors see noise, not imagery.
Private key reorders samples on-canvas. First and only cleartext frame lives inside the studio.
09 // resolution independence
Resolution isn't baked into the render. The samples exist once — the grid is a filter you draw over them at display time. Drag the slider to redefine the pixel grid over the same 98304 samples. Coarser = more samples per pixel = quieter image. Finer = higher res, fewer samples per cell. Not enough? Append more. No re-render.
At 16×16, each pixel is reconstructed from roughly 384.00 samples on average. Push resolution higher and the image softens — the samples spread thinner across more cells. Append more samples and it sharpens again. No re-render.
10 // defensibility
The full portfolio covering sample-native compositing, encrypted rendering, streaming, and multi-view generation. Filed and granted over years of engineering.
11 // request access
We work directly with studios, broadcasters, and image-security teams. Tell us about your pipeline and we'll set up a live demo.
$ current integrations:
→ Nuke plug-in (available)
→ Redshift live streaming (available)
→ Custom pipeline (contact)