XR VS 2110 (XR Compositing Rendering Engine)
Real-time UHD XR system, utilizing the UNREAL ENGINE 5.4.4 3D real-time VR/AR rendering engine. It features two ST2110 4K IP stream inputs and two ST2110 4K IP stream outputs.
Real-time UHD XR system, utilizing the UNREAL ENGINE 5.4.4 3D real-time VR/AR rendering engine. It features two ST2110 4K IP stream inputs and two ST2110 4K IP stream outputs.
Real-time UHD XR system, utilizing the UNREAL ENGINE 5.4.4 3D real-time VR/AR rendering engine. It features two ST2110 4K IP stream inputs and two ST2110 4K IP stream outputs, delivering industry-leading 3A-level video output quality. Notable features include the Lumen dynamic global illumination and reflection system, Nanite virtualized micropolygon geometry system, and virtual shadow mapping. The blueprint system eliminates the need for planners to write code. With an open control protocol, it can automatically load content and templates over the network and trigger playback control functions on demand, enabling automated production in the broadcast studio.
When conducting AR or VR virtual production in the studio, you can adjust the tracking parameters and lens parameters according to the camera position to perfectly integrate virtual objects and the environment in the scene. It supports the simultaneous real-time display of multiple virtual cameras in the virtual scene. The control software can control the virtual camera in real time. It supports local scene effect preview. During the playback of the animation in the scene, the camera position can be switched without animation jumping. Animation playback supports external device triggers. It supports real-time adjustment of parameters such as the direction, emission point, and color of virtual lights in the scene. It also supports software depth of field. When focusing on the host, the background can be blurred.
Utilizing a Win11 23H2 64-bit graphical operating system, offering a user-friendly and convenient software 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. The broadcast control workstation and rendering engine are connected via Ethernet in a cross-linked manner to form a backup, with an emergency mechanism in place to complete broadcasting in case of unexpected disconnection. 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.).
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.
Real-time rendering of 3D objects, 3D texts, 3D images, and 3D curves is supported. Changes can be made in real-time during broadcasting via the studio control terminal. Smooth, stable, and aliasing-free scene rendering is ensured even during camera movement. When the camera focuses on virtual 3D objects or virtual video windows, the graphical clarity of virtual objects remains intact without electronic magnification artifacts. Various video file formats are supported for playback, such as AVI, MPEG4, MPGE2, MOV, H.264, FLASH video, WMV, etc., and video clips can be cropped and spliced. Real-time anti-aliasing is supported for the entire scene, with hardware acceleration capabilities, utilizing 32-bit true color and supporting pixel-level light sources.
The system employs a broadcast and control separation structure, with the broadcasting rendering workstation and broadcasting control workstation separated. They are connected via a network, ensuring that faults in the broadcasting workstation do not affect the output of the rendering workstation. It supports a main and backup broadcasting safety mechanism, utilizing cross-connections to create backups. Both the main and backup hosts include complete rendering and control units, supporting real-time cross-hot standby. In the event of a main host failure, the backup can seamlessly take over the playlists of live graphics, immediately assuming operation.
The system features powerful functions such as true 3D panoramic virtual scenes, 3D live special effects, virtual human live broadcasting, panoramic switching, and virtual camera movement. It supports multi-angle switching, including panoramic, distant, near, and close-up views, with or without tracking, to meet various scene requirements. The virtual scene allows flexible adjustment of camera angles, providing a 360-degree display of live scenes. It supports virtual backgrounds, custom material replacement, and camera tracking positioning.
Feature Parameters:
1. Support for various tracking system integrations, including OptiTrack、Vicon、TrackMen、Ncam、RedSpy,Mosys,HTC Vive、SEEDER robotic crane, etc., with unified spatial coordinates.
2. Support for distortion correction and offset calibration of cameras and lenses of any model to ensure spatial perspective alignment in the final virtual and real composite images.
3. Support for controlling SEEDER robotic cranes and other devices to automatically calibrate internal and external camera parameters.
4. Position calculation accuracy up to millimeter-level precision, with a calculation time delay of less than 30ms.
5. Supports the rapid generation of key parameters for video wall, making it convenient to quickly generate video wall projection models in UE that are spatially aligned with the positioning system.
6. Data frame rate adaptation, supporting commonly used positioning data frame rates such as 24fps, 25fps, 30fps, 50fps, 60fps.
7. Support for real-time network data stream output for use with UE plugins or third-party software.
8. Supports rapid calibration and alignment based on the physical display screen, obtaining the accurate position of the video wall in space.
9. Support for recording the final trajectory data of virtual cameras in UE for direct use in post-processing workflows; precise frame interval clipping of trajectories is supported.
10. Supports recording of final composite result screens.
11. Real-time chroma keying function with adjustable parameters to adapt to different lighting environments, including rapid color sampling and various settings to enhance chroma keying effects.
12. Unlimited green/blue screen chroma keying function enables masking of areas outside the green/blue screen, expanding the chroma keying area infinitely to avoid anomalies in ultra-wide-angle or extreme long-distance shots.
13. Supports one-click rapid generation of video wall models, ensuring alignment of the video wall's coordinate system in UE with the calibrated coordinate system of the positioning system; eliminating the need for additional alignment adjustments.
14. Alignment of virtual rendering frames with real-shot frames, with support for manual adjustment of frame offsets to adapt to various usage scenarios, ensuring strict frame alignment of background layers, real-shot video layers, and AR layer content.
15. Supports AR functionality, providing AR shadows and reflections, with various parameters adjustable to achieve multiple complex effects. It can be used independently to composite with the camera's live footage or combined with chroma keying functionality for simultaneous operation.
16. Support for nDisplay-based internal cone VFX shooting, supporting synchronized rendering of unlimited camera positions.
17. Support for XR screen expansion shooting, ensuring spatial alignment of content inside and outside the screen without any displacement.
18. Support for in-screen and out-screen color calibration to correct color changes that occur when content is projected and then captured by the camera, automatically correcting to ensure smooth color transitions between in-screen and out-screen images in the final output image without color deviation.
19.Can be combined with chroma keying compositing plugins to add AR foreground content to XR compositions, enriching visual presentations.
20. Support for timecode-based data output, ensuring that the output image results are in the world coordinate system of the UE scene for direct use in post-rendering.
21. Support for quick navigation, one-click access to set items to reduce the time-consuming process of finding settings in various complex functions in UE; custom quick navigation settings can also be added to improve work efficiency.
22. Support for simultaneous shooting with multiple mobile positions and real-time signal switching.
23. Includes three sets of basic broadcast studio scene assets for demonstration and testing purposes.
24. Trigger control of VR/AR systems devices through network protocols, automatic loading of content and templates, instance generation, scheduled broadcast triggering, and other functions to achieve automated production in the broadcast studio.
System includes:
Win11 23H2 64-bit Graphics Operating System
Licensing Management System
UE5 Rendering Engine Management System
Tracking Hub System
Studio Manager System
ST2110 IP Data Stream Engine
Workstation configuration:
1x 64-bit Processor, 12 Cores, 24 Threads, 2.8-3.9GHz
64GB DDR5 Memory
NVIDIA RTX 4080 Graphics Card
512GB + 1TB m.2 SSD
1200W Hot-swappable Dual Power Supply
Dual 1Gb Management Network Interface Cards
Dual 25Gb Data Network Interface Cards