Real-time UHD XR Compositing System: Utilizing UNREAL ENGINE 5.4.4 as its 3D real-time VR/AR rendering engine, this system supports two 12G-SDI stream inputs and two 12G-SDI stream outputs, delivering industry-standard AAA quality output. Key features include the Lumen dynamic global illumination and reflection system, the Nanite virtualized micropolygon geometry system, and virtual shadow mapping. The blueprint system allows planners to work without needing to write code. Equipped with an open control protocol, the system can automatically load content and templates over the network and trigger playback control 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 24H2 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.).
Supporting infinite-layer control with independent playout capabilities, the system allows unlimited CG Graphics elements (images, text, videos, 3D objects) within various scenes, constrained only by rendering capacity. Elements can exist in independent layers, enabling non-interfering, independent control. Defined switching relationships between layer elements prevent overlaps and playback conflicts, ensuring secure broadcasts. There are no restrictions on the number or types of elements that can be assigned switching relationships; all switching configurations are managed in the design, simplifying safe operation.
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, definable 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. Supports quick navigation with one-click access to set items, reducing the time spent searching for settings among various complex functions in UE. Definable 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.
The system includes:
Win11 24H2 64-bit enterprise edition
Licensing management system
UE5 rendering engine management system
Tracking Hub (Tracking System)
Studio Manager (Studio Management System)
Workstation configuration:
1x 64-bit processor, 12 cores, 24 threads, 4.7-5.6GHz
64GB DDR5 (2x32GB) memory
NVIDIA RTX 4070TI 12G graphics card
Dual Network Cards: 2.5Gb + WiFi6
512GB + 1TB m.2 SSD
1200W hot-swappable dual power supply
4-channel 12G-SDI input/output card
One-year hardware warranty on all components