Mo-Sys Announce StarTracker Sports Studio
![A unique integrated real-time graphics solution for sports presentation and production.](/cache/uploads/content_images/3-min_789_565_70_s.jpg)
A unique integrated real-time graphics solution for sports presentation and production.
Mo-Sys Engineering and HYPER Studios have created the first virtual production system with data-driven sports graphics.
StarTracker Sports Studio combines a complete virtual production system, based on Epic Games’ Unreal Engine, and capable of generating moving camera virtual studios, augmented reality (AR), and extended reality (xR), with a state-of-the-art HTML5 sports graphics system.
An ever-increasing number of sports broadcasters use virtual studios and AR with data-driven graphics, where each graphic type is generated by two separate graphics systems. However, rather than simply keying standard overlay graphics on top of a virtual set, sports broadcasters are now asking to integrate data-driven graphics inside the virtual studio; for example, making them appear inside a virtual monitor or synchronising them to an AR animation where the graphics need to match the style and branding of the AR virtual graphics.
StarTracker Sports Studio enables in-context design of photo-realistic virtual graphics with data-driven sports graphics, simplifying the creation and operation of this new approach to virtual sports graphic presentation.
“We have engaged with many sports broadcasters in order to capture the full spectrum of graphics functionality and workflows that they need now and going forwards, in order to cover major events,” said Michael Geissler, CEO of Mo-Sys. “Working with HYPER Studios, we have designed a system that allows a sports broadcaster to create integrated and in-context virtual graphics content, and as a result produce more engaging and differentiated content for their viewers.”
You might also like...
HDR Picture Fundamentals: Brightness
This article describes one of the fundamental principles of broadcast - how humans perceive light, how this relates to the technology we use to capture and display images, and how this relates to HDR & Wide Color Gamut
Virtualization - Part 2
In part one, we saw how virtualization is nothing new and that we rely on it to understand and interact with the world. In this second part, we will see how new developments like the cloud and Video Over IP…
Essential Guide: LED Walls For Virtual Production
This Essential Guide explores the technology of LED wall displays for virtual production. It discusses fundamental requirements and the relationships between the LED wall and the other equipment required for virtual production techniques.
Virtualization - Part 1
As progress marches us resolutely onwards to a future broadcast infrastructure that will almost certainly include of a lot more software running on cloud-based infrastructure, this seems like a good moment to consider the nature of Virtualization.
HDR & WCG For Broadcast: Part 1 - The Fundamentals Of Brightness & Color
Welcome to Part 1 of ‘HDR & WCG For Broadcast’ - a major 9 article exploration of the science and practical applications of all aspects of High Dynamic Range and Wide Color Gamut for broadcast production. Part 1 is a trio of articles…