New

Spatial rendering

IMAGINE · SPATIAL RENDERING

Sound that knows where it is.

Sound that knows where it is.

Place voices, instruments, and ambience anywhere in 3D space. Simulate rooms, geometry, and materials with physically grounded acoustics.

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Why spatial matters

Mono speech is a stranger's voice on a phone line. Spatial speech is a person standing in a room with you. The difference is enormous, and most of the work to get there is acoustic — not generative.

We built a spatial renderer that runs alongside our source separation models so any voice we synthesize, isolate, or capture can be placed in a believable acoustic world.

The same engine that powers immersive playback also generates synthetic data to validate and improve our models on.

THE RENDER PIPELINE

Three rendering steps. Unmatched realism.

Every output frame is the sum of a direct path, a sparse set of early reflections, and a learned late tail. Physically motivated where it matters, learned where it's cheaper.

Every output frame is the sum of a direct path, a sparse set of early reflections, and a learned late tail. Physically motivated where it matters, learned where it's cheaper.

Direct path

Early reflections

Late reverberation

Build something that sounds right.

Request a demo, or get in touch to discuss your use case.

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Get in touch

Lazy Dynamics B.V.

Princetonlaan 6

3584 CB, Utrecht

The Netherlands

KVK 90196767

© 2026 Lazy Dynamics B.V. All rights reserved.

Privacy Policy

Terms of Service

Lazy Dynamics B.V.

Princetonlaan 6

3584 CB, Utrecht

The Netherlands

KVK 90196767

© 2026 Lazy Dynamics B.V. All rights reserved.

Privacy Policy

Terms of Service