Sony Pixel Power calrec Sony

Rendering in real time for the production of series and movies

08/06/2018

Rendering in real time for the production of series and movies Qu pasar a si fu ramos capaces de crear, en tiempo real, escenas 3D fotorrealistas combinadas con planos de presentadores en fondo de chroma, a adir gr ficos de realidad aumentada, de tal forma que los espectadores no puedan diferenciar lo que es sint tico de lo que es real?

Producir contenido de gran calidad con costes reducidos requiere enfoques tecnol gicamente avanzados, que permitan producir dentro del presupuesto asignado y maximizando la calidad. Aunque la postproducci n es com n tanto en cine como en broadcast, la capacidad de generar previsualizaciones hiperrealistas en tiempo real supone una manera evidente de ahorrar costes de producci n manteniendo e incluso mejorando la calidad. Y si el resultado final es directamente emitible, el ahorro en tiempo y costes es sustancial.

As pues, qu pasar a si fu ramos capaces de crear, en tiempo real, escenas 3D fotorrealistas combinadas con planos de presentadores en fondo de chroma, a adir gr ficos de realidad aumentada, de tal forma que los espectadores no puedan diferenciar lo que es sint tico de lo que es real?

The combinaci n de las tecnolog as de gr ficos broadcast en tiempo real con motores de render de videojuegos y arquitectura nos proporciona lo mejor de dos mundos, y al unirlas en un solo sistema la tecnolog a de sets virtuales y realidad aumentada encuentra nuevas posibilidades de generar contenidos de valor.

Gracias a su Combined Render Enginethe InfinitySet of Brainstorm puede combinar el motor de render Unreal Engine de Epic Games con el motor eStudio, lo que resulta en una perfecta soluci n para obtener escenas fotorrealistas de alt simo nivel y a adir otros elementos que no son normales en los motores de juegos.

InfinitySet permite incluir posteriormente otros elementos que son extra os al motor de juegos, pero esenciales en la operaci n de broadcast, como pueden ser gr ficos 3D basados en datos externos, tickers, estad sticas y otros, obteniendo resultados que son indistinguibles de la se al real. Todo ello se une a la extensa experiencia de la compa a en integrarse en instalaciones con tracking de c mara y chroma keyers de diferentes fabricantes, que requieren una calibraci n cuidadosa y exhaustiva para llegar a resultados coherentes.

Luces, sombras y reflejosInfinitySet puede incluso controlar remotamente la intensidad y color de las luces f sicas y los par metros del Chroma Keyer seg n lo exijan las condiciones de la escena virtual. Por ejemplo, si el personaje camina sobre el set de chroma y en la escena virtual cambia la iluminaci n, InfinitySet puede ordenar a las luces del estudio que se ajusten a las nuevas condiciones, y ajustar los par metros del Chroma Keyer, incluso si este es un hardware externo, para conseguir una incrustaci n perfecta. Por ello, InfinitySet puede simular condiciones de iluminaci n cambiantes, o diferentes ambientes, todo en tiempo real.

La integraci n del mundo real y virtual va a n m s all con InfinitySet, pues puede hacer que los personajes incrustados arrojen sombras virtuales o reflejos adem s de las extra das de la incrustaci n. Estas sombras virtuales dependen de la iluminaci n virtual de la escena y pueden afectar a los objetos virtuales. Adem s, InfinitySet puede emular el desenfoque selectivo y bokeh de las pticas, igualando la profundidad de campo de la lente real con el resultado de la escena virtual.

Productoras como MR Factory, en Madrid, han desarrollado un workflow para previsualizaci n de tomas de VFX para cine, utilizando el Combined Render Engine de Brainstorm para garantizar la calidad de las tomas antes de entrar en postproducci n. La posibilidad de utilizar InfinitySet como hub de previsualizaci n en HDTV o 4K, gracias al Combined Render Engine, permite utilizar esta tecnolog a para obtener un ahorro sustancial de costes de rodaje y postproducci n, al garantizar el ajuste de las diferentes tomas (chroma, movimientos de c mara, ajuste de tracking sobre el background ). Una vez ajustado todo en previsualizaci n, InfinitySet es capaz de exportar los datos de c mara, tracking y movimientos del set para entrar en postproducci n en resoluci n 8K con todas las garant as de calidad.

Tras probar la tecnolog a en el mbito m s exigente, Brainstorm y MR Factory han probado la calidad de este flujo de trabajo para broadcast no ya solo para previsualizaci n de cine, sino tambi n para generar el acabado final de series y programas directamente saliendo en tiempo real desde InfinitySet.

Con ello, la capacidad de reducir costes de producci n, al tiempo que se mejora la calidad del resultado final en cualquier resoluci n, permite pensar en m ltiples aplicaciones de generaci n de contenido: series hist ricas, rodajes complejos en entornos donde no se permite, recreaci n de decorados, teletransportaci n de personajes Igualmente, esta tecnolog a permite ayudar a preservar entornos protegidos donde ahora no es posible llevar a cabo producciones de gran envergadura.

Miguel ChurrucaMarketing and Communications Director Brainstorm Multimedia
LINK: https://www.panoramaaudiovisual.com/en/2018/06/06/fotorrealismo-tiempo...
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