NAB Amplify
More pixels, better pixels. There is no slowing the need for higher and higher quality imaging. As hardware progresses there is pressure to boost the quality of content even further toward photoreal fidelity. Technology is advancing so rapidly that the creative freedom of a format agnostic, resolution independent future is within reach.
https://amplify.nabshow.com/articles/roadmap-to-resolution-independence/
“The move to higher resolution imaging has been a continuing
theme in the media industry for many years and will remain a key battleground
for competition,” says Peter Sykes, Strategic Technology Development Manager,
Sony PSE. “Parameters include dynamic range, frame rate, colour gamut and bit
depth. Creative teams will select the best combination to achieve their
objective for the content they are producing.”
From HD to 8K to 32K to ‘infinity K’, the demand for more
resolution in visual content remains insatiable. Avid has coined the term ‘(n)K
resolution’. “We’ve gone from SD to HD, to UHD, and now we’re at 8K. That trend
is going to continue,” says Shailendra Mathur, Avid’s VP of Architecture
“Photorealism is driving this trend but not everyone wants
photorealism,” says Chuck Meyer, CTO, Grass Valley. “Cinematographers might
want to add back film grain for the filmic look. High frame rate movies are
criticized for looking like TV. Yet in home theatre people want content to be
immersive, higher resolution and they don’t like blocking. So, we have
different perceptions and different needs for what technology has to provide.”
Take HDR. A broadcaster might need content in 1080p HLG for
home viewing for newer home TVs, a version in PQ for mobile devices and another
in SDR for legacy screens.
“Three renditions, one media content, each monetized,” says
Meyer. “Media organizations don’t want to be bound to any parameter. They want
to enable the parameters they feel they can monetize.”
Epic Games’ Unreal Engine 4 can already achieve very high
quality visuals, but the demand for even greater fidelity drove development of
its Nanite geometry system, coming in 2021 as part of UE5.
“Nanite will enable content creators to burst through the
limits imposed by traditional rendering technologies and enable the use of
complex, highly detailed assets in their real-time projects,” says Marc Petit,
General Manager for Unreal Engine at Epic Games. “This technology will be paired
with Lumen, our real time photorealistic rendering solution, for an
unprecedented level of photorealism in real-time graphics.”
UK producer and postproduction company Hangman Films
regularly captures music videos at 8K with Red cameras and recently in 12K with
the Blackmagic Design URSA Mini Pro.
“Greater resolution gives you greater flexibility in post
but even if you shoot 12K and downsample to 4K your image will look better,”
says Hangman director James Tonkin. “If you shoot 4K for 4K you have nowhere
else to go. We don’t want a resolution or format war. It’s about better pixels
and smarter use of pixels.”
Futureproof the Archive
Film negative remains the gold standard. Studios are mining
their back catalogue to resurrect classics shot decades ago – like The
Wizard of Oz (1939) restored by Burbank’s Warner Bros. Motion Picture
Imaging – for 4K HDR reissues.
But digital formats suffer badly over time.
“Music videos I shot on MiniDV look appalling now and you
can’t make them any better than what they were shot on,” says Tonkin. “I’ve
just been grading a project captured at 4K Log and I know the client wants to
push the image more but I can’t pull anything more from it. The technology is
not allowing you to express the full creative intent.
“But we’re getting to a point where what we shoot now will
last for another 15+ years, maybe longer. If you want any longevity then shoot,
finish and master at the highest format possible at the time otherwise it will
add more cost down the line when you need to revisit it.”
Content producers have long seen creative and business
benefits in acquiring at the highest possible image format, regardless of the
actual current deliverable. 8K is now being promoted to studios as the best way
to futureproof content.
“Now for the first time we are able to capture at a
resolution that is considerably higher than 35mm,” said Samsung’s head of
cinematic innovation Des Carey who rated 35mm at 5.6K equivalent. “Remastering
from 35mm is time consuming, costly and can add artefacts and scratches. With
8K data it is easier to get back to what you initially shot. With 8K data we
also have option to conform at 2K, 4K or 8K and, as AI upscaling becomes more
robust, we will see Hollywood blockbusters shooting at higher resolutions.”
Games Engine Rendering
Using games engines, the same content can be rendered at
different resolutions depending on the context. Both the source video content
and the graphics can be represented in a 3D space, and final quality pixels –
in 2K, 4K or 8K – can be rendered in real-time.
“UE generates the video feed on demand at a prescribed
resolution and frame rate,” explains Petit. “Multiple systems running Unreal
can be combined with Epic’s nDisplay technology to render to screens or LED
walls of any shape and/or resolution, planar or not.
“In broadcast, the same 3D content generated in Unreal can
be used for HD or 4K production,” he says. “For live events, a graphics package
created for a concert that includes multiple live camera feeds for a stage
backdrop, can be rendered to different display configurations depending on the
venue, whether a 4K video wall for a small venue, or a more complex setup with
projectors for a stadium. It is the same content that is rendered to a number
of video feeds; each can be a different resolution.
“That same content can also be experienced in VR for
previsualization, camera blocking or location scouting purposes.”
Mega High-Resolution Projects
With 4K UHD and HDR on the technology roadmaps of leading
media organisations, advances in display technology are also driving the need
for greater fidelity for other applications. A giant 19.3m x 5.4m Crystal LED
system with a display resolution of 16K x 4K has been installed at the Shiseido
Global Innovation Center in Yokohama, Japan.
High resolution fine pixel point LED displays are also being used within the
filmmaking process, to screen backdrop images. Disney/ILM’s stage for The
Mandalorian, for
example, was a full 360-degree immersive display, 21 ft tall, 75 ft in diameter
with a roof made of screens driving many millions of pixels.
“Mega high-resolution projects are being worked on for
concert and event venues that need to wow people to justify the ticket prices,”
Jan Weigner, Cinegy co-Founder & CTO. “With 8K set to become the home
cinema norm, that increases the stakes. 16K will come for sure but 16K for VR
is not a whole lot. For many pan and scan AI-driven virtual camera applications
then 16K would be a start.”
“The moment when the resolution ceases to matter and we can
cover 12K or 16K resolution per eye for VR (which requires 36K or 48K
respectively) we are getting somewhere. Give me the pixels, the more the
better, the applications will follow. 50-megapixel cameras exist albeit in
security not broadcast.”
IP Bottleneck
The concept of format agnosticism was introduced eight years
ago as broadcast vendors introduced more IT components into camera gear. The
idea was that that the industry’s move to using IP packets for distributing
video meant that resolution won’t matter. IP infrastructure would be forever
upgradeable and eliminate the need to rip and replace hardware.
Given that many 4K workflows are still routing Quad-Link
HD-SDI signals and that 4K UHD over 10GigE links requires compression, progress
could be considered slow.
“IP computing technology has advanced in terms of bandwidth,
latency and processing capacity run in the cloud however, ever-increasing
picture quality brings an enormous increase in volume of data,” says Sykes. “An
uncompressed 8K video signal at double the usual frame rate, for example, will
use up 32 times more bandwidth than an uncompressed HD signal.
“This bandwidth needs to be accommodated in transport as
well as processing, and for live production in particular, this needs to be
done properly to avoid impacting latency – that’s a really complex task!”
But the bandwidth challenge doesn’t stop there. As well as
higher resolutions, there is now a trend for more camera signals to be used in
production (especially in sport). And furthermore, production workflows in the
facilities often need to accommodate multiple video formats at the same time
(e.g. HD, HD+HDR, 4K+HDR), meaning even greater bandwidth requirements.
“IP WAN links with higher capacity (100GB, 200GB) help, but
video signals will very rapidly fill those links – just like road traffic will
always increase to fill extra lanes on highways,” Sykes says. “The WAN
transport is just the start of the problem: capacity within the production
facilities is likely to be an even great challenge.”
In short, planning for scalability in IP media networks is
essential otherwise higher production values cannot be accommodated, even with
low latency encoding options (like JPEG 2000 ULL or JPEG XS).
“The future of content creation and delivery will continue
to be about competition for quality and excellence around a set of common
industry standards,” Sykes says. “There is a need however, to balance technical
performance against strict commercial requirements, especially in today’s
much-changed global media landscape.”
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