Technical Session - 3
Date & Time
Tuesday, November 9, 2021, 2:15 PM - 3:15 PM
Calibrating LED fixtures and Video Walls to the camera's chroma signal
- I will cover the shortfalls of the current lighting measurements used by end-users and manufacturers to evaluate, calibrate led lights and video walls to match on camera. I will show how an imbalance can occur in the cameras when the focus of calibration is on color meter readings instead of the actual response of the camera's image sensor. I will show the workflow that has been adopted by many virtual studios that use video walls and led lighting to get a harmonious balance between all of these based on the needs of the camera's image sensors response. I will cover the HS Scope and how it guides the end-user to obtain a calibrated setting that is based on the various camera's chroma responses. I will show the need to calibrate for the various cameras and the shortfalls of using global lighting measurements instead of camera-specific measurements. Video walls are being used for VR sets with LED lighting. There remains a diversity of output quality along with a variety of responses from cameras image sensors. You can see the wide range of mismatching that can occur. I have worked with LEDs and video walls for decades and using my methodology I have been able to get harmony between these elements no matter the camera as I used the chroma signal as my guideline. My methodology has now been adopted by some top VR studios globally. Many gaffers have stated my methodology is the missing link they have been looking for.
360 8K Viewport-Independent VR
- 360 VR has been deployed in the past few years using different techniques. Viewport-independent technology is used on 4K content for delivery to 4K-capable head-mounted displays (HMDs) and smartphone devices, resulting in a disappointing experience. The alternative is using viewport-dependent technology with 8K content on 4K-capable HMDs and smartphones devices, which enables a good experience, but with complexities and limitations in terms of the integration into existing OTT workflows. The 8K viewport-independent technology presented uses off-the-shelf encoding techniques to compress 8K 360 VR content as a single file and to distribute it in CMAF low-latency DASH mode to 8K-capable devices such as the Oculus Quest 2 or Galaxy S20. This paper will present an end-to-end 8K VR workflow, which is entirely cloud based and capable of delivering high-quality 8K VR DRM-protected content compared with 4K content on different devices.
Virtual Session Link