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April 2014 www.tvbeurope.com


ForumVirtual Sets TVBEurope 35


The reality ofvirtual sets


VIRTUAL SET technology has been around for some time, but it is an arena that is ever-developing. And as the systems improve and the ability to render scenes with increased realism improve virtual reality in broadcast is becoming more commonplace. This month we’ve brought


together a number of participants from different sides of the virtual reality and augemented reality business to explore, among other topics, the challenges facing suppliers, the potential of 4K broadcasts and the use of ‘augmented reality studios’.


Our panel comprises (in


alphabetical order) Ali Ahmadi, senior product manager, Litepanels; Ofir Benovici, VP marketing at Orad; Stjepan Cajic, CEO StypeGrip: Ellen Camloh, senior director worldwide product marketing at NewTek; Miguel Churruca, marketing director, Brainstorm; Phillip Dalgoutte, product manager, Vinten Radamec; James Eddershaw, sales director Shotoku UK; Luke Harrison, product manager, RT Software; Gerhard Lang, chief engineering officer, Vizrt; Robert Pancake, owner and lead designer, virtual-studio- set.com.


Cajic:When you first face it, virtual reality is a pretty complicated thing. So our biggest challenge is to train the new people in this field to fully understand the technology and to feel comfortable using it in their studio setup. Our biggest challenge in manufacturing and designing the equipment is to eliminate this learning process and make everything plug and play. I would say that we are half-way there.


A man stands alone on a cramped stage, but onscreen he’s perched atop a disintegrating iceberg, explaining climate change. Virtual set technology is growing ever more sophisticated, Philip Stevens poses questions to experts from some of the top companies in the field


What do you see as the biggest challenge facing the suppliers of virtual reality services?


Churruca: In the early days the biggest challenge was to achieve realtime performance. Now, with the latest advances in workstations and GPU technology, the challenge is more on the creative side — to be able to replicate reality in a realistic manner. This means technology must help the designers’ work, providing tools that facilitate their work, allowing them to concentrate on creation.


Stjepan Cajic, StypeGrip


Dalgoutte: As VR and AR become more prevalent, it’s becoming more challenging to produce a system that is easy to


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