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PRODUCTION/POST


VIRTUAL PRODUCTION: THE FUTURE


what we, at disguise, are aiming to resolve by synchronising the camera and camera tracking systems, LEDs, media servers and capture capabilities through our Extended Reality (xR) workflow and get them all to work together reliably, repeatedly and at scale,” he adds. “Suitable cameras need to accept


genlock, which can restrict choice, particularly for those filming on a budget,” says McKenna. “Having more automated communications between LED processing, Sync Gen and cameras could save time on set and give greater freedom to shoot at different frame rates on the fly.” “In the camera/capture space, an


end-to-end production data pipeline is still something I think could be greatly improved, including camera tracking, sync with the display, lens information, and more standards in general in how we’re compiling important data,” says Perkins. “And some of this can also factor into latency issues, which we’ve been able to dramatically improve. We’re looking at ways to improve scalable workflows to give the larger content creators more confidence in scaling up both in complexity and shot numbers, knowing that the production data is appropriately captured and


72 televisual.com Winter 2021


tracked. That said, I think there’s still plenty of room for more improvement to the data flow, both for production and to continue to shave frames off of latency.”


Colour conundrum “Every digital film camera in the world


records colours slightly differently, depending on the sensor, hardware and software they use,” says Plowman. “Content creation tools - producing image and movie assets - all produce output in different colour spaces in a variety of file formats. The colours on the LED wall where the content is displayed can slightly change depending on your point of observation. Then you’re introducing physical set items as well, like people and objects in the real world, which are lit by physical lighting. Hence the need for standardisation. The disguise Designer software


comes fully integrated with the ACES colour management pipeline, “allowing for full-colour control while unlocking the potential of all colour sources, whether it is pre-rendered, live camera or video streams from content engines”, says Plowman. “You have to know that the content being created is colour accurate not


only in the digital space but also that it’s colour accurate with the physical components of your set because the physical and virtual must be seamless,” says Perkins. “When we start getting into some of the limited colour ranges inherent in the current state of the art on LED stages, it becomes even more important. This even extends to clearly understanding signal flow, making sure you’re tracking exactly where any LUTs or colour profiles are being added or updated. At Epic we’re prioritising support for OpenColorIO in Unreal Engine, something critical for consistency from content creation all the way through to the final pixel.”


Democratisation for the


virtual nation “We’re committed to breaking down the barrier of entry to this revolutionary workflow,” says Plowman. “We have just come out of a UK Government- funded research project, that allowed us to devel-op our xR workflow into a more integrated, comprehensive solution for virtual production that is scalable to any production size and technical needs. This, paired with our commitment to offering free access to our software platform and our free eLearning platform covering all


disguise workflows, will allow us to make virtual production even more accessible.” Recently announced, the Final


Pixel Academy will run courses at all levels across the virtual produc- tion workflow, including creating Unreal environments optimised for virtual production and teaching the skills needed for an on-set virtual production crew. Perkins says Epic is already


seeing results from a significant focus on training and education. “Cur- rently most components of virtual production are readily available for anyone wanting to employ them,” he adds. “Unreal Engine is free, Quixel assets are free, and you can go into the Unreal Marketplace and buy things for very little, allowing filmmakers to pull from existing libraries to create the worlds they want to tell stories in.” “These workflows should


evolve to be accessible to as many filmmakers as possible to allow them to tell new stories and create new creative challenges for us to tackle,” says Alexander. “The hope is we are continuing to move towards a place where the time between creative ideation and execution is shorter than ever.”


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