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Real-Time Video Content for Virtual Production & Live Entertainment: A Learning Roadmap for an Evolving Practice PDF

195 Pages·2022·33.04 MB·English
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Real-Time Video Content for Virtual Production & Live Entertainment Real-Time Video Content for Virtual Production & Live Entertainment looks at the evolution of current software and hardware, how these tools are used, and how to plan for productions dependent on real-time content. From rock concerts to theatre, live television broadcast to flm production, art installations to immersive experiences, the book outlines the various applications of real-time video content – the intersection of gaming and performance that is revolutionizing how flms are made and how video content is created for screens. Rather than render out a fxed video fle, new tools allow for interactive video content that responds to audience activity, camera position, and performer action in real time. Combining software renderers with environmental information, video content is generated nearly instantaneously to simulate depth, creating a new world of Virtual Production. This book provides an overview of the current software and hardware used to create real-time content while also reviewing the various external technologies the real-time content is dependent upon. Case studies from industry experts appear in each chapter to reinforce the tools described, establish industry practice, and provide insight on a complex and rapidly growing discipline. Real-Time Video Content for Virtual Production & Live Entertainment prepares students and practitioners for a future working with real-time technologies and informs current entertainment technology professionals how to rethink their old roles using these new tools. The book includes access to a companion website featuring web-based and video resources that expand on topics covered in the text. Each chapter has a unique page that points to example material, video presentations, and professional studies on chapter topics. You can visit the companion website at rtv-book.com. Laura Frank is a creator advocate and founder of frame:work, a professional organization for the creative video community. She spent her early career as a lighting programmer with projects spanning rock tours with David Bowie and Madonna, to Broadway shows like Spamalot and television events like the Concert for New York City. Laura made the shift to screen content and control with the growth of the media server market. After a decade of refning a media delivery workfow, she established herself as a Screens Producer leading a highly regarded Media Operations team for prominent events around the world. Her shows included the MTV Video Music Awards, The Game Awards, the Turner Upfront, and the CMA Music Awards. Real-Time Video Content for Virtual Production & Live Entertainment A Learning Roadmap for an Evolving Practice Laura Frank Designed cover image: Inside the Interactive Experience at the Al Wasl Plaza, Dubai, 2022. Image Credit: Bild Studios First published 2023 by Routledge 605 Third Avenue, New York, NY 10158 and by Routledge 4 Park Square, Milton Park, Abingdon, Oxon, OX14 4RN Routledge is an imprint of the Taylor & Francis Group, an informa business © 2023 Laura Frank The right of Laura Frank to be identifed as author of this work has been asserted in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice: Product or corporate names may be trademarks or registered trademarks, and are used only for identifcation and explanation without intent to infringe. Library of Congress Cataloging-in-Publication Data Names: Frank, Laura, author. Title: Real-time video content for virtual production & live entertainment: A learning roadmap for an evolving practice / Laura Frank. Description: New York : Routledge, 2023. | Includes index. Identifers: LCCN 2022034077 (print) | LCCN 2022034078 (ebook) | ISBN 9781032073477 (hardback) | ISBN 9781032073446 (paperback) | ISBN 9781003206491 (ebook) Subjects: LCSH: Performing arts—Production and direction. | Digital video. | Real-time data processing. Classifcation: LCC PN1590.P74 F73 2023 (print) | LCC PN1590.P74 (ebook) | DDC 791—dc23/eng/20220930 LC record available at https://lccn.loc.gov/2022034077 LC ebook record available at https://lccn.loc.gov/2022034078 ISBN: 978-1-032-07347-7 (hbk) ISBN: 978-1-032-07344-6 (pbk) ISBN: 978-1-003-20649-1 (ebk) DOI: 10.4324/9781003206491 Typeset in ITC Offcina Sans by Apex CoVantage, LLC Access the companion website: www.rtv-book.com Contents List of Contributors x Acknowledgments xi CHAPTER 1 Introduction 1 We Are Surrounded by Visual Content 1 Creative Video for Live Visuals 1 Live Entertainment Is Forever Changed 3 Real-Time Video Content Is the Engine that Powers Virtual Production 4 What This Book Is Not 5 SECTION 1 EXPLORING REAL-TIME CONTENT 7 CHAPTER 2 Defning Real-Time Video Content 8 Defning the Term “Real-Time” 8 The Master Variable: Time 11 Variable Triggers Combined with Variable Results 13 CHAPTER 3 Foundations Part 1: The Video Image 14 How Do Computers Display Images? 14 What Defnes a Computer Image? 15 Making Real-Time Images: Generative Content 16 Making Real-Time Images: Software and Game Engines 16 CHAPTER 4 Foundations Part 2: Code and Generative Content 18 Generative Content 18 Video Games 19 The Internet 20 VR and AR 21 Case Study – Blair Neal – Trace Your Road 22 CHAPTER 5 Foundations Part 3: Broadcast 27 Studio Image Compositing 27 Camera POV 30 Sports 31 Broadcast AR 32 Background Replacement 32 v Contents Case Study – Bluman Associates – Dave at The BRITS 2020 34 The Project and Use of Real-Time 34 The Challenges 35 The Tests, Research or Development to Provide the Solutions 36 The End Goal (Not Modifed to Be Successful!) and the Result 38 CHAPTER 6 Real-Time Content Generation Applications 39 Custom Code 39 Processing 39 Effects Engines 40 Media Server Effects Engines 41 Node Based 41 Game Engines 42 Beyond Computer Graphics 43 Case Study – Electronic Countermeasures – The Foo Fighters 26th Anniversary Tour 44 CHAPTER 7 A Collision of Technologies 50 What Are All the Tools We Combine? 50 Media Control and Management 50 Projection Mapping and Scenery Tracking 51 Environment Modeling 52 Camera Tracking 52 Content Generation 54 Front Plate and Back Plate 56 Virtual Production Stage Types 56 LED Stages/Volumes 56 LED Stages/XR Stages 57 Modern Green Screen 57 Online Events 57 What Happens Next? 58 Hybrid Audiences 58 Remote Performance 58 AR for Live Events 58 Case Study – Rich & Miyu – AR Livestreamer 58 A TouchDesigner Based Software Solution for AR Applications 58 SECTION 2 REAL-TIME CONTENT ENTERTAINMENT APPLICATIONS 65 CHAPTER 8 Content Production 66 The No-Render Advantage 66 Creative Flexibility 67 Live Signal Manipulation 67 Interactive Content Production 68 Environmental Responsiveness 68 Camera Perspective Generated Content 69 Case Study – Fray Studio – Real-Time Update 69 CHAPTER 9 Augmented Reality 74 Virtual Graphic Imagery 75 Scenic Augmentation 76 vi Contents Human Tracking and Motion Capture 76 Case Study – All of It Now – Coldplay x BTS 77 Project Timeline 77 Technical Considerations 78 Creative Pipeline – The Creative Process 78 On Set Deployment/Challenges 78 Post-Production Challenges 79 A Volumetric Future 79 CHAPTER 10 Background Replacement 82 Scenic Backdrops 82 Depth Simulation 83 LED vs Green Screen 85 Case Study – Fernando González Ortiz – The Lion and The Firebird 88 The New Frontier in Student Filmmaking with Virtual Production 88 CHAPTER 11 Extended Reality and Mixed Reality 92 Front Plate and Back Plate 92 Sync 94 Scenic Extension 95 AR + Depth Sensing 97 Mixed Reality 97 LED vs Green Screen, Part 2 98 Environmental Immersion 98 Lighting and Refections 99 Budget 99 Speed 99 Background Cohesion 100 Camera Frustums 100 Background Quality 101 Case Study – Lux Machina – Worlds 2020 102 CHAPTER 12 The Future of Real-Time Content 106 Developing Industries 106 Developing Technologies 107 Case Study – Bild Studios – Al Wasl – The Interactive Experience 108 How Bild turned Al Wasl Plaza into the world’s largest interactive installation for Expo City Dubai 108 Al Wasl – The Interactive Experience 110 Phase 1 – Technical Feasibility and Creative Exploration 112 Background 112 The Need for a Technical and Creative Feasibility Study 114 Choice of Real-Time Engine 114 Requirements 115 Splitting Up the Real-Time Rendering Power 115 Previz 115 Phase 2 – The App 116 Interactive Audio Setup 119 Phase 3 – Creative Development 120 Phase 4 – Onsite Installation 120 Thoughts by David Bajt, Co-Founder of Bild and Principal Consultant for Al Wasl Expo Projects 121 Thoughts by Expo City Dubai Executive Creative Director, Amna Abulhoul 122 vii Contents SECTION 3 STRATEGIES USING REAL-TIME CONTENT 125 CHAPTER 13 Team Leadership and Structure 126 The Video Umbrella 126 Content Creation 126 Media Operations 126 System Engineering 127 Broadcast Engineering 127 Video Team Leadership 127 Partner Teams 128 Scenic Design/Art Department/Virtual Art Department 128 Lighting Design 128 Audio 129 Clients of the Video Team 129 Director 129 Producers 129 Case Study – Visual Noise Creative – MTV VMAs 2021 129 CHAPTER 14 Inter-Department Communication 134 Crafting Good Collaborative Relationships 134 Case Study – EVOKE Studios – Siemens Hannover Messe Digital 2021 137 Doing Something First, It Can Be Tricky 138 Plan, Plan, Plan! 138 Creating the Solution 140 The End Result 140 CHAPTER 15 Production Planning 143 Client Planning 143 Budget 144 Schedule Planning 145 Review 145 Workfow Outline 145 Scenic and Storyboard Review 145 Creative Discussions 146 Team Resources 146 Build and Publish Content Production Workfow 146 Development and Testing, Review and Reiterate 147 Case Study – dandelion & burdock – Johnnie Walker Princes Street Interactive World Map 147 Overview 147 Brief 147 Preparation 148 Process 148 Delivery + Opinion 151 CHAPTER 16 Obstacles to Success 153 Community Education 153 Inversion of Process 154 Digital Is Perceived as Easy 154 Real-Time Can Be Time Consuming 155 viii Contents Team Growth and Wellness 155 Case Study – Savages – Practice Makes Process 156 A Case for Intentional Practice 156 CHAPTER 17 Creative First 161 When Technology Leads Design Discussion 161 What Is the Creative Goal? 162 Technology Serves Creative Intent 163 Matt Swoboda – Founder – Notch 163 Ashraf Nehru – Founder – Disguise 163 Greg Hermanovic – Founder and President – Derivative 164 Francis Maes – Founder – SMODE Tech 165 Emric and Martin – Co-Founders – VYV 165 Case Study – Luke Halls Studio – Forest of Us 166 APPENDICES Appendix A: Real-Time Content Production Tools and Capabilities 172 Appendix B: VFX Map for Real-Time Content 173 Appendix C: Glossary 174 Index 181 ix

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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.