Multiple Cameras
Virtual Placement 7 allows usage of more camera inputs/outputs. Multiple cameras can be disabled in configuration file. Make sure, the camera I/O settings are properly configured. Configuration is described in the Installation Guide document.
You can switch between cameras using the camera selection menu in the application toolbar. Also you can assign Jog/Shuttle controller buttons to perform camera switch (more about action assignment in Function Assignment Customization section.)
Single channel rendering
Graphics is rendered to one camera only. Graphics with tracking set to Screen are rendered to actually selected camera stream. Graphics with other type of tracking are rendered to the camera stream which had been selected in time the Product was selected.
Multichannel rendering
Graphics are rendered to all camera streams. Supported tracking types are Scene, Pitch, Billboard and Billboard Facing. Products using other type of tracking are rendered in one camera only.
Objects on the pitch are rendered in correct perspective in each camera stream.
This enables the user to apply graphics to each camera in order to then switch between views and still maintain the graphics on each camera output.
Multichannel rendering is disabled by default. You can enable rendering to multiple parallel streams in the Config editor (use corresponding configuration preset)
Multiple Camera Output
Virtual Placement 7 has the ability to take a single video source in and then output multiple feeds with different graphics on each output. This workflow enable Virtual graphics to be targeted to a specific region or platform.
To enable multiple outputs within Virtual placement, launch the configuration editor and select the video tab.
Configurations for multiple outputs is supported on either one or multiple I/O cards.
A drop down menu is available by clicking the on the Field under the card that you want to assign the output too.
Within Virtual placement select a product that you want to assign a output channel.
The uses is then able to assign the available output channels to each product. Virtual placement has the ability to assign multiple products to one channel.
The available channels will be listed beside each product.
Once assigned the user is able to switch output channels within the Virtual Placement preview window in order to see which graphic is being displayed. On each of the individual channels.
Multichannel rendering
Graphics are rendered to all camera streams. Supported tracking types are Scene, Pitch, Billboard and Billboard Facing. Products using other type of tracking are rendered in one camera only.
Objects on the pitch are rendered in correct perspective in each camera stream.
Camera Tracking for Sports
Generally, tracking means that when you place a product to a certain place (example: center ellipse of the pitch), it will stay there, no matter where the camera looks. It can also be out of view range. On the other hand, a non-tracked production will stay on it's place relative to the screen (example: always in left upper corner of the screen). When you have tracker product for virtual production, it will automatically correct perspective without need to set the perspective „by-sight“. Just set position.
You may ask, how the tracker knows where the pitch is and which direction the camera moves. That's why we have to calibrate the camera first and determine the relationship between the pitch and the camera. Once the camera is calibrated, the tracker continually recognizes actual camera parameters. As we know the position of the pitch in every moment, you can setup and run production by few mouse clicks. Everything necessary has been already prepared for you in the background.
Once the calibration is done (follow the Camera Calibration section), you can save it to a file. It is not recommended to use older calibrations (from a previous game) for the next match at the same stadium as the probability that all the cameras are at the very same position is very low. In case the cameras are located on a movable spot (lifting floors etc.), it is recommended to watch camera positions during the match (especially before games and after breaks). If a camera position changes and the tracking quality is poor, you may have to recalibrate the concerned camera. We recommend to be ready for such situations (especially in the case of cameras on lifting floors) and let the camera operator know you may need his assistance short before the game.
Last used calibration is automatically loaded after the application is started. In case of system restarts, you do not have to load it manually. Actually loaded calibration is displayed in the application title bar.
Calibrations are saved with current video setting context. You cannot load calibration previously done in different video format.
Virtual Placement is designed to be used in various workflows from upstream to downstream productions. This provides greater flexibility during the production workflow, Pitch and Scene tracking support the downstream workflow. The downstream workflow provides the user with the ability to take a clean or program feed with the various camera angles, and then apply the appropriate graphics to each angle.
There are several options for downstream workflow to suit different infrastructure setups.
- MODEM - An upstream Virtual Placement calibration is embedded in an audio channel and read by downstream Virtual Placement instance
- VANC - Where upstream Virtual Placement calibration is embedded as vertical ancillary data (VANC) and read by downstream Virtual Placement instance
- GPI TONE - A downstream instance of Virtual Placement analyses a spare audio channel where the GPI trigger is present
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Note: |
Downstream workflows require license. |
For more information on downstream workflows please contact: Sports_Product@Chyronhego.com