Wednesday, September 02, 2026
VENICE IMMERSIVE 2026
The Venice Film Festival for many years has been one of the most exciting showplaces for displaying the current state of immersive theater and video. This year seems to be one of most fully developed showcases yet, in terms of its scope and the sophistication of the presentations.
There is a strong overlap between XR in a 3D headset and XR Live in immersive theater!
I have not been to Venice myself, and I am not going this year, so I asked Open AI ChatGPT to check what it can find out about this year's presentations from announcements, program listings and other sources. The report it came back with is interesting enough to share in its entirety. (AI does make mistakes, and I have no way to check everything it says.) In the following report Chat GPT refers to itself as "I"!
So this is an AI-Witness account of a Venice Immersive preview!
There are a few particularly interesting Venice Immersive items this year!
The timing is useful: September 1, was the press/industry preview, while the public Venice Immersive program begins September 2. So we are just at the point where actual eyewitness reports should start replacing promotional descriptions. Venice has 68 immersive projects from 26 countries, including 30 in competition; 22 of those are world premieres. (La Biennale di Venezia)
The projects I would watch most closely
|
Project |
Why it looks unusually interesting |
|
Bowie: Unseen | Unheard |
This is already producing actual news from today's
preview. It builds an immersive audiovisual environment from 800+
photographs of David Bowie, including unseen/rare images by his longtime
tour photographer Denis O'Regan, combined with Bowie audio, O'Regan's
recollections and a 60-speaker L-Acoustics L-ISA spatial-audio system.
ANSA reported from today's press presentation, so this is no longer just an
announcement. (Corriere
della Sera) |
|
Nevatars — Andy Serkis / Google |
Potentially one of the most technologically consequential
works. It's directed by Andy Serkis and Josh Nelson Youssef and
produced by Serkis's Imaginarium, Boona, Google's 100 Zeros, and 3Dar.
Rather than conventional headset cinema, it's a mixed-reality story in
which characters occupy the viewer's physical room. The cast includes
Daisy Ridley, Josh Gad, Kathleen Turner, Kelly Marie Tran and Serkis. It is
explicitly about human creativity in an era when image generation has become
easy—so there is an AI subtext as well as an XR one. (La Biennale di Venezia) |
|
Galapagos: The Last Eden |
Technically fascinating: Anthony Geffen says the Galápagos
were captured in 16K 3D. The viewer can interact with animals and
apparently converse with Charles Darwin inside the experience. Margot
Robbie narrates. This is worth watching partly as a test of how far
ultra-high-resolution stereoscopic capture plus interactive XR has
progressed. (La Biennale di
Venezia) |
|
Empire at Sea |
This one is especially relevant to the 4D/volumetric-video
questions we've discussed. It is a mixed-reality/holographic episodic
drama made with 4DV.ai, Flaherty Pictures and NightLight Labs,
commissioned by Lincoln Center. Characters appear holographically in a
solarpunk story about scientists building a sustainable city on an oil rig.
The creators explicitly describe it as using “breakthrough holographic
technology.” (La Biennale di Venezia) |
|
Out of the Ashes |
Nonny de la Peña—the pioneer of immersive journalism—and
Rory Mitchell reconstruct the 2025 Los Angeles fires spatially. Their
production pipeline includes 3D scanning, Gaussian splatting/3DGS and 4DGS,
turning real fire devastation and survivors' stories into an immersive
documentary. That combination of journalism + spatial capture + recent
historical reconstruction makes it one of the projects I'd particularly want
to see. (Venice
Production Bridge) |
|
Solwata |
An unusually sophisticated physical/virtual documentary.
It follows Solomon Islands communities facing relocation from sea-level rise.
Participants move between physical and virtual environments, reach into
real water and handle physical cultural objects while wearing the headset.
It's made by NowHere Media with Human Rights Watch and Agog and narrated by
Mark Ruffalo. (Human
Rights Watch) |
|
Smithsonian Starstruck |
A large-scale free-roaming VR astronomy experience
built from actual Smithsonian/NASA/ESA astronomical data. Instead of
merely presenting rendered space imagery, it turns scientific datasets into
navigable 3D space. There's also a dedicated September 6 technical/creative
presentation with the director, Smithsonian astrophysicist Randall Smith and
the development lead. (Smithsonian
Folklife Festival) |
|
Disneynature's Wolf |
Disney/Silverback are using immersive filmmaking to place
the viewer alongside filmmakers interacting with wild Arctic wolves on
Ellesmere Island. This matters because Disney appears to be testing immersive
documentary as a companion format to mainstream Disney+ nature programming
rather than treating XR as an isolated experimental medium. (La
Biennale di Venezia) |
Two politically/documentarily important projects also
deserve attention. Raj'in (We Shall Return) uses 360° cinematography
together with phone and handycam footage shot by Palestinians and activists to
document displacement of Palestinian communities in the West Bank; given the
political focus of this year's larger Venice festival, it could become one of
the most discussed works. (B'Tselem)
Finding Frida, meanwhile, creates a dreamlike VR environment from the
textile work of Norwegian artist Frida Hansen and is the first Norwegian VR
project selected for Venice's official immersive competition. (NFI)
But the conference/program presentations may be almost as
interesting as the experiences
For someone interested in where XR is actually going
technically and commercially, there are several unusually good sessions.
September 3–6: “The Smart Glasses Petting Zoo.” This
is not just a panel. Agog is assembling multiple current smart-glasses
models for hands-on comparison, with experts available to discuss them.
That could produce useful intelligence about whether XR storytelling is really
shifting from enclosed VR headsets toward lighter spatial glasses. (Agog)
September 3: “LBXR eXchange: Unlocking Interoperability.”
This sounds dry, but it addresses one of XR's biggest practical problems:
location-based experiences tend to be one-off systems. UNIVRSE/XRoam and Small
Creative/OnSite are discussing interoperability. If they are proposing a
genuine common deployment layer, that could be significant for distributing
immersive experiences to venues. (Venice Production Bridge)
September 4: 14 unfinished immersive projects pitch for
financing. Venice's Gap-Financing Market presents 14 selected XR
projects publicly before they enter meetings with producers and financiers.
This is often more revealing about where the field will be in 12–24 months than
the finished competition, because these are projects currently looking for
money. (Venice Production Bridge)
September 5: Virtual production + VFX + AI + immersive.
Sony, HAI and EDI are doing a session specifically on the convergence of virtual
production, VFX, AI, production design and immersive experiences. That is
probably the program session I would watch most carefully for AI/XR production
developments. (Venice Production Bridge)
September 6: Canon on spatial video. Canon's “Created
Different, an Immersive Future” presents case studies in VR and
spatial-video documentary production, including the actual creative and
technical production choices. Given Canon's camera/lens involvement in
stereoscopic VR capture, this could contain useful production information
rather than just theory. (Venice
Production Bridge)
September 6: Smithsonian Starstruck technical panel.
This one should get into how the project converts real astronomical data into a
commercially deployable free-roam VR experience. (Venice
Production Bridge)
And one business session may be surprisingly important: “Beyond
Technology: Immersive Experiences as a Global Cultural Market,” September 7.
Its argument is that immersive has become a market spanning VR, performance,
museums, food, festivals, hybrid venues, brands and AI—and that the European
model is becoming distinctly different from Silicon Valley's individual,
at-home headset model. That is very close to the underlying question of whether
XR can become a sustainable media/venue business rather than simply a
hardware category. (Venice
Production Bridge)
What I think is the real 2026 Venice Immersive story:
I'm seeing three trends in the program that are more
interesting than “here are some new VR movies.”
First, the headset is no longer the medium. Venice is
mixing VR headsets, XR glasses, smart glasses, mixed reality, free-roam spaces,
physical props, volumetric/holographic performers, spatial audio and live
experiences. Venice itself now explicitly defines the section as encompassing
immersive video, VR/MR, virtual worlds and installations. (La
Biennale di Venezia)
Second, captured reality is getting much richer: 16K
stereoscopic nature footage in Galapagos; spatial reconstruction and
Gaussian splatting in Out of the Ashes; volumetric/holographic actors in
Empire at Sea; real astronomical datasets in Starstruck. Those
are substantially different approaches to the same problem: how do we put
reality—not merely CGI—into navigable 3D space?
Third, large institutions are moving in: Google,
Disney, Smithsonian, Lincoln Center, Canon, Sony, Human Rights Watch and major
entertainment talent are all represented. That's a stronger industrial signal
than another collection of experimental Quest projects.
Labels: immersive theater, Venice Immersive, Venice International Film Festival, XR
