Virtual Production For Broadcast is a major 12 article exploration of the technology and techniques of LED wall based virtual production approached with broadcast studio applications in mind. Part 3 examines shooting locations for virtual production, creating virtual versions of real objects and motion capture.
About 'Virtual Production For Broadcast'
This series covers the science and practical applications of all aspects of LED wall based virtual production and serves as a reference resource for broadcast technologists looking to expand their understanding, and consider ways to incorporate these new techniques into modern broadcast production facility design and workflow.
Virtual Production is rapidly becoming the workflow of choice in cinematic and episodic TV production. With large-scale multi-location productions there are potential cost benefits but it is the versatility, creative scope and the improved efficiency it can bring to production spaces, that are the compelling forces driving adoption.
The basic principles of back projection and greenscreen have been with us for decades and are already commonplace in TV production, especially in news and sports, but the creative versatility of LED wall based virtual production brings fundamental technical and creative differences. The technology and techniques of virtual production are also evolving very quickly and there is not yet a standard approach, with different teams establishing their own approach.
Virtual Production For Broadcast provides a deep exploration of the creative techniques, technology and workflow involved. It discusses what currently can and cannot be achieved, with a specific focus on the unique requirements of broadcast production.
It is essential reading for those evaluating incorporating virtual production technology into new studio design and exploring the creative benefits it can bring.
Virtual Production For Broadcast will publish in four parts during 2023. Details of all four parts can be found HERE.
About Part 3. Creative Image Capture
Part 3 is a free PDF download containing 3 articles:
Article 1 : Shooting Locations For Virtual Production
Sending out a crew to capture a real-world environment can be a more straightforward option than creating a virtual world, but there are some quite specific considerations affecting how the material is shot and prepared for use.
Article 2 : Capturing Objects In 3D
Sometimes, there’ll be a need to represent real-world objects in the virtual world. Simple objects could be built like any VFX asset; more complex ones might be better scanned as a 3D object, something some studios have begun to consider as a service to offer.
Article 3 : Motion Capture
One of the creative advantages of virtual production for performers is seeing the virtual environment in which they are performing. Using motion capture techniques extends this into capturing the motion of performers to drive CGI characters. New technologies are rapidly transforming the creative freedom this brings.
You might also like...
The Bathurst 1000 is a massive production by anybody’s standards, with 175 cameras, 10 OB’s, 250 crew and 31 miles of fiber cable. Here is how the team at Gravity Media Australia pull it off.
Artificial Intelligence (AI) – which we should all really be calling Machine Learning - has found many applications within the media & entertainment world, driving innovation and pushing the boundaries of video production technology and advanced workflows. There’s a little sec…
Outside broadcast adds layers of complexity to audio workflows. We discuss the many approaches to hybrid remote production and discuss the challenges of integrating temporary or permanently distributed production teams.
It’s difficult for local stations generally focused on earning positive numbers during the next sweeps to invest much time contemplating station technology needs five to ten years out. This story explores what new direction TV broadcasting could go, from t…
When we think of glue in broadcast infrastructures, we tend to think of the interface equipment that connects different protocols and systems together. However, IP infrastructures add another level of complexity to our concept of glue.