IBC
NAB 2019: Virtual set solutions powered by games engines proved a big
draw for the live broadcast as well as the scripted market.
The fusion of games
engine renders with live broadcast has taken virtual set solutions to another
level with photoreal 3D graphic objects appearing indistinguishable from
reality.
At NAB, all leading
developments in this area come powered with Epic Games Unreal Engine.
Originally designed to quickly render polygons, textures and lighting in video
games, these engines can seriously improve the graphics, animation and physics
of conventional broadcast character generators and graphics packages.
Every vendor also
claims that their integration of Unreal Engine creates the most realistic
content for virtual and mixed reality and virtual sets.
Some go further and
suggest that their virtual production system transcends its real-time broadcast
boundaries, providing real-time post-production and high-end content
pre-visualisation for episodic and film market.
One of those is
Brainstorm, the Spanish developer behind InfinitySet. The latest version of
this software takes advantage of the Nvidia GPU technology and Unreal Engine 4
(UE4) for rendering. Nvidia’s SLI technology can connect several GPUs in
parallel, multiplying the performance accordingly, so that InfinitySet can
deliver real-time ray tracing for much more accurate rendering, especially with
complex light conditions.
“Ray tracing offers more natural, more
realistic rendered images, which is essential for photorealistic content
generation,” Héctor Viguer, Brainstorm’s chief technology officer and
innovation director explained. “InfinitySet can create virtual content which
can’t be distinguished from reality.”
These developments
open the door, he says, for content providers to create “amazingly rendered”
backgrounds and scenes for drama or even film production, “significantly
reducing costs”.
He claimed: “For
other broadcast applications such as virtual sets or AR, InfinitySet provides
unmatched, hyper-realistic quality both for backgrounds and graphics.”
Like competing
systems, InfinitySet works as a hub system for a number of technologies and
hardware required for virtual set and augmented reality operation, such as
hardware chroma keyers, tracking devices, cameras and mixers.
Vizrt’s Viz Engine
4, for example, includes a built-in asset management tool, downstream keyers,
switcher functionality, and DVEs. The company billed its NAB update as one of
the most important ever, presenting its new Reality Fusion render pipeline for
delivering more realistic effects and real-time performance. Integration with
Unreal Engine 4 adds the flexibility of having backdrops with physical simulations
such as trees blowing in the wind, combined with a template-driven workflow for
foreground graphics.
The release uses
physical-based rendering and global illumination among other techniques “to
achieve realism for virtual studios and AR graphics to levels never seen
before,” said Vizrt chief technology officer Gerhard Lang.
ChyronHego offered
Fresh, a new graphics-rendering solution based on UE4.
“News, weather, and
sports producers no longer need to struggle with multiple types of render
engines and toolsets, which can result in varying degrees of quality,”
contended Alon Stoerman, the ChyronHego’s senior product manager for live
production solutions.
“This means
producers are able to tell a better story through AR graphics that look
orders-of-magnitude better than graphics created with traditional rendering
engines. They’re also able to do it faster and easier than ever before, since
Fresh can be operated as an integral part of the rundown. These are truly
unique capabilities in the industry.”
He explained that a
built-in library of 3D graphic objects sets Fresh apart from competitor systems
that require the broadcast elements to be created in a traditional
graphics-rendering engine and then added as a separate layer on top of the
Unreal scene.
“Not only does this
requirement add more time and complexity— a liability during a breaking news or
weather event — but the resulting graphics lack the realism and ‘look’ of the
gaming engine,” Stoerman argued. “With Fresh the graphics are rendered as part
of the UE4 scene and carry the same photorealistic and hyper-realistic look as
the other scene elements.”
Ross Video had
adapted The Future Group’s (TFG) Unreal Engine broadcast graphics software into
its virtual set and robotics camera solutions but has now parted ways with the
Oslo-based developer.
Instead, it is
offering its own UE4- virtual studio rendering package called Voyager. It works
with Ross’ control software and will work with a variety of tracking protocols
and camera mounts.
“Ross has worked
hard over the last few years to put Unreal based rendering on the map for
virtual production,” said Jeff Moore, EVP at Ross. “We see our in-house
development of an Unreal-based system as a natural evolution of our ability to
provide more complete solutions and this liberates us to move at a faster pace,
without external constraints.”
The Future Group,
meanwhile, has been evolving its technology. Rebranded Pixotope (from Frontier)
the company makes extravagant claims for the software.
“With Pixotope, we
take the incredible 3D, VR, AR and data technology that’s emerging at an
ever-increasing rate, and make it possible - easy, even - to use it in every
production, at almost any budget,” said Halvor Vislie, chief executive officer.
“The real and the
virtual digital worlds are converging, setting the scene for artistic and
commercial opportunities on a massive scale. Mixed reality, interactive media
productions can engage audiences in new ways, opening up new business models.”
The software runs
on commodity hardware and is available for subscription. It’s a model that will
change the virtual production landscape forever, TFG claim.
“It’s
transformative for the industry,” Vislie said. “All the power, quality and
stability demanded by broadcasters, without the need for expensive, proprietary
hardware. And no massive capital outlay: just an easy monthly payment.”
Pixotope includes a
real-time compositing engine working at 60fps in HD and 4K and claims perfect
synchronisation between the rendered objects and the live action. In a
partnership with Ikinema and motion tracking technology firm Xsens, TFG is
offering a real-time production process for capturing AR character or ‘talent
interactive content’.
“Real time
animation and live virtual character puppeteering … is one of the most costly
and difficult types of production to do. We have collectively created the
solution our customers are looking for” added chief technology officer Marcus
Brodersen.
With Arraiy, a
provider of computer vision solutions, TFG aims to deliver AI-based real-time
VFX. By the end of 2019, Arraiy will release tools to perform real-time matting
without green screen and another to generate real-time depth extraction and
occlusion solving, both of which will be added to Pixotope.
UK broadcast
graphics company Moov, whose clients include Sky and BT Sport, announced at NAB
that it would use Pixotope for use on virtual studio and augmented reality
graphics projects.
Virtual Reality was
little in evidence at NAB, as the technology takes a back seat until 5G enables
realtime high-resolution high-fidelity 360-broadcasts and more robust ways of
making money from its production are realised. One of the leading live VR
producers, NextVR, did not exhibit in Las Vegas.
Sports graphics
specialist FingerWorks, though, showed how 3D stereo graphics could output for
viewing in head mounted displays from PlayStation VR, Gear VR, Vive or
Facebook.
“Broadcast VR cameras record the two ‘eyes’ of the stereo VR image. Our
graphical telestrator technology is inserted on the broadcast side by an
operator or analyst. They then stream out equirectangular images to the
headsets where they are stitched together to present a smooth global visual
presentation,” explained FingerWorks.
Sony previewed a
development of its Hawk-Eye graphics tool that can now be used to generate 3D
models of a game. The system tracks 17 different points on the skeleton of
every player as well as the ball via six cameras around the field to create a
large dataset. Combined with virtual graphics it would allow a fan user to see
a 3D model of the game and then move around the 3D world.
Ncam Technologies
unveiled the latest version of its camera tracking solution, Ncam Reality,
which supports an additional camera bar for tracking environments that are
subject to dynamic lighting changes.
Ncam chief
executive Nic Hatch said: “This new release solves many of the common
challenges faced by AR users, as well as providing new features that will
greatly enhance AR projects, whether for VFX pre-visualisation, real-time VFX,
virtual production, or live, real-time broadcast graphics.”
VR on hold
Although 10.6 million ‘integrated display’ VR Head Mounted Displays (including console, PC and all-in-one headsets) shipped in 2018, with an additional 28 million mobile phone based VR viewers shipped, analyst Futuresource Consulting expects the pace of uptake in VR hardware to remain at modest levels for the foreseeable future, with limited content available engaging with the mass market.
Although 10.6 million ‘integrated display’ VR Head Mounted Displays (including console, PC and all-in-one headsets) shipped in 2018, with an additional 28 million mobile phone based VR viewers shipped, analyst Futuresource Consulting expects the pace of uptake in VR hardware to remain at modest levels for the foreseeable future, with limited content available engaging with the mass market.
In the long-term,
the outlook for VR remains positive, Futuresource suggests, with VR technology
and hardware continuing to develop and improve user experience. “Access to and
the availability of successful VR content continues to be a sticking point throughout
the industry, with content development caught between a currently small active
base of VR users, limiting the potential sales for VR software, and the
substantial investment required to produce high quality VR experiences,” said
analyst James Manning Smith.
“We expect that as
the installed base of VR headsets grows, there will be further interest in
content creation as the potential eyeballs and players for VR content creates a
more lucrative market.”
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