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 4 examines image based lighting, new developments in RGBW LED technology and what is typically left for finishing in post.
TV stations have mostly parked their satellite trucks and ENG vans in favor of mobile bi-directional wireless digital systems such as bonded cellular, wireless, and direct-to-modem wired internet connections. Is Starlink part of the future?
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.
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.
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.
John Watkinson continues his exploration of the potential for a true motion tv system that requires the complete removal of frame sampling to make each pixel a continuous representation of the image thus removing motion artefacts.
Understanding IP Broadcast Production Networks is a free 62 page eBook containing a collection of 14 articles which provide the basic building blocks of knowledge required to understand how IP networks actually work in the context of broadcast production systems.
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.