UE5 CG 12GSDI (CG Graphics)

Utilizing the UNREAL ENGINE 5.4.4 real-time 3D VR/AR rendering engine, featuring dual 12G-SDI inputs and dual 12G-SDI outputs.

Utilizing the UNREAL ENGINE  5.4.4 real-time 3D VR/AR rendering engine, featuring dual 12G-SDI inputs and dual 12G-SDI outputs. With advanced HD real-time 2D/3D rendering hardware, it performs high-quality rendering of HD images/videos hybrid templates in real-time, providing UHD fill and key signals to the core vision mixer. The output video achieves industry-leading 3A-grade effects, particularly in lighting, physics rendering, and robust material editing. The blueprint system eliminates the need for planners to write code, offering open control protocols for automatic content and template loading over the network, as well as on-demand triggering of broadcast control functions, thereby facilitating studio automation production.

 

Operating on the Win11 64 operating system, the software features a user-friendly and convenient interface. With modular design, it can be flexibly expanded according to requirements. The system supports various forms of graphics, delivering novel visual effects to convey a greater amount of information. It supports special effects such as real-time pop-up windows and also facilitates the insertion of high-definition video clips. Additionally, it supports external data connections such as weather, stock market, SMS, and road conditions (ODBC, XML, RSS, etc.).

 

CG graphics support for the switching relationship between infinite layers of broadcast control and graphics elements means that the system enables unlimited layers of independent playback control. In other words, the number of elements (pictures, texts, videos, 3D objects) in various CG graphic scenarios is not limited by the system (only by rendering capabilities). These elements can be located in independent layers, allowing for independent control without interference. Additionally, the system supports the establishment of switching relationships between elements (pictures, texts, videos, 3D objects) in each layer. Playback control personnel only need to focus on the elements they need to play. Predefined switching relationships can automatically move elements located in other layers that may cause overlap conflicts or playback accidents, ensuring maximum playback safety. There are no restrictions on the number and types of elements that can be set with switching relationships. Independent layer playback control and switching only need to be implemented in scene design, freeing playback control personnel from concerns about the implementation method, thus achieving the most simplified and safe playback.

 

It can perform real-time rendering of 3D objects, 3D texts, 3D pictures, and 3D curves, and can make real-time changes and transformations through the broadcast control end during playback. It supports playback of various formats of video files such as AVI, MPEG4, MPGE2, MOV, H.264, FLASH video, WMV, etc.; it supports real-time anti-aliasing throughout the scene and has hardware acceleration capabilities. It adopts 32-bit true color to support pixel-level light rendering. 

 

It supports the main and standby playback safety mechanism. The playback control workstation and rendering engine are connected via Ethernet in a redundant manner; both the mainframe and the standby machine include a complete rendering machine and control machine, and the rendering machine and control machine of the mainframe and standby machine support real-time redundant hot backup. The CG graphics system of the mainframe undertakes the main live graphic packaging tasks. When idle, the standby machine provides automated real-time UDPated scrolling subtitles and information graphics. When the mainframe fails, the standby machine can take over the live graphic playout playlist of the mainframe at any time and immediately start working in place of the mainframe.


Triggering the CG graphics via network protocols automatically loads content and templates, generates instances, schedules broadcast triggers, and facilitates studio automation production.

 

 

The system includes:

Win11 23H2 64-bit enterprise edition

Licensing management system 

UNREAL ENGINE 5.4.4 Rendering Engine Management System

 

Professional workstation configured as follows:

1x 64-bit processor, 12 cores, 24 threads, 4.7-5.6GHz

32GB DDR5 (2x16GB) memory

NVIDIA RTX 4070Ti 12GB graphics card

512GB + 1TB M.2 SSD

1200W hot-swappable dual power supply

4-channel 12G-SDI customizable input/output video card

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