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SMPTE Motion Imaging Journal最新文献

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Optimizing the Virtual Reality Experience Using a 360° View of Client and Network Data 利用 360° 客户端和网络数据视图优化虚拟现实体验
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024/rlwz3064
Sanjay Mishra, Ravid Hadar, Brian Stevenson, ErinRose Widner
Virtual Reality (VR), and other forms of Extended Reality (XR), are beginning to drive deep immersive experiences for premium entertainment and sports content. In many cases, data is streamed directly to a headset, requiring the underlying network to accommodate constant throughput of over 25Mbps to support UHD 4K and over 50Mbps for UHD 8K. However, these more demanding video requirements are at odds with networks that are already congested and highly volatile. Granted, networks today have a glut of capacity on both wireline and mobile 5G networks, but available capacity along a delivery path may not be equitably shared across users, and can also drastically change over time and thereby stand in the way of smooth, high-throughput delivery.
虚拟现实(VR)和其他形式的扩展现实(XR)正开始推动优质娱乐和体育内容的深度沉浸式体验。在许多情况下,数据流会直接传输到头显,这就要求底层网络能够容纳超过 25Mbps 的持续吞吐量,以支持 UHD 4K,而 UHD 8K 的吞吐量则超过 50Mbps。然而,这些更苛刻的视频要求与已经拥堵不堪、高度不稳定的网络格格不入。诚然,如今有线和移动 5G 网络的容量已经过剩,但传输路径上的可用容量可能无法在用户之间公平共享,而且还会随着时间的推移而发生急剧变化,从而阻碍流畅的高吞吐量传输。
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引用次数: 0
SMPTE at the 2024 NAB Show SMPTE 参加 2024 年 NAB 展会
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024.nxef4577
Russell Poole
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引用次数: 0
SMPTE Spotlight: Linda Tadic: Archiving the Past While Creating a Sustainable Future SMPTE 聚焦:琳达-塔迪奇:在创造可持续未来的同时存档过去
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024.sqcc7835
Russell Poole
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引用次数: 0
MEMORIAM: Fred Pfost: The Birth of the VTR and Its Ampex Inventors 纪念:弗雷德-普福斯特:VTR 的诞生及其 Ampex 发明者
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024/nnil2680
Peter Hammar
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引用次数: 0
MPEG-I Scene Description: A Scene Description Framework for Interactive and Immersive Media Experiences MPEG-I 场景描述:用于交互式和沉浸式媒体体验的场景描述框架
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024/nqqj1648
T. Stockhammer, I. Bouazizi, M. Champel, E. Potetsianakis, Emmanuel Thomas, L. Kondrad, E. Alexiou, G. Martin-Cocher, G. Bhullar, Q. Avril, Q. Galvane, J. Regateiro, P. Hirtzlin
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引用次数: 0
AI Assistants in Media Production and Management: A Survey of Workflow Optimizations for Enhancing Creativity 媒体制作和管理中的人工智能助手:关于优化工作流程以提高创造力的调查
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024/wren8857
Rob Gonsalves, Katherine Li, Stephen Wilson, Néstor Nápoles López, S. Mathur
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引用次数: 0
Using Metahumans in Large-Scale Sports Production 在大型体育节目制作中使用超人类
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024/dmcg7001
Doris Retfalvi, Mahe Dewan, Miguelangel Yabrudes
What if you could accurately simulate a major football match in a virtual environment and view your favourite moments of the game at a level of detail that would have been impossible through a traditional broadcast? With today’s advances in game engine graphics, with realistic 3D humans, or MetaHumans, that future is closer than you’d think. In this technical paper, we will investigate how MetaHumans and digital doubles are changing sports broadcasts today, and explore the possibilities that they’ll bring to future match day coverage. First, the paper will give an overview of broadcasters who are already using real-time virtual production for everything from match commentary to remote interviews in sports productions all around the world. As a case study, we’ll then describe how MetaHumans were implemented during the Qatar World Cup coverage by TelevisaUnivision — the world’s leading Spanish-language media and content company. Together, the Televisa team worked with disguise Creative Services to use MetaHumans as part of their analysis show, TUDN. That meant journalists and former footballers could more accurately analyse gameplay, thanks to real-time data that was fed into 3D digital doubles of the players. This presents interesting possibilities for the future, including the potential to scan players into 3D digital replicas, then mirror their movements using markerless camera tracking technology enhanced by artificial intelligence.
如果你能在虚拟环境中精确模拟一场大型足球比赛,并以传统转播不可能达到的详细程度观看你最喜爱的比赛瞬间,你会怎么想?随着当今游戏引擎图形技术的进步,加上逼真的 3D 人类(或称 MetaHumans),未来比你想象的更近了。在这篇技术论文中,我们将探讨 MetaHumans 和数字替身如何改变当今的体育转播,并探索它们为未来比赛日转播带来的可能性。首先,本文将概述已经在世界各地的体育节目制作中使用实时虚拟制作的广播公司,从比赛解说到远程采访,无所不包。作为案例研究,我们将介绍世界领先的西班牙语媒体和内容公司 TelevisaUnivision 如何在卡塔尔世界杯报道中使用 MetaHumans。Televisa 团队与 disguise Creative Services 合作,将 MetaHumans 用作其分析节目 TUDN 的一部分。这意味着,通过将实时数据输入球员的 3D 数字替身,记者和前足球运动员可以更准确地分析比赛。这为未来带来了有趣的可能性,包括将球员扫描成三维数字复制品,然后利用人工智能增强的无标记相机跟踪技术镜像他们的动作。
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引用次数: 0
Introduction to Immersive and Volumetric Media 沉浸式和体积媒体简介
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024.zmqj6921
V. M. Bove
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引用次数: 0
Advanced Volumetric Video Format for Enhancing Photo-Realistic Lighting Reproduction 先进的体积测量视频格式,增强逼真的照明再现效果
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024/zrbf6236
Yuma Wakahara, Toshie Misu, Kensuke Hisatomi
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引用次数: 0
From the Top: Responding to Your Voices 来自高层:回应您的呼声
Q3 Engineering Pub Date : 2024-05-01 DOI: 10.5594/jmi.2024.rwvs3294
David Grindle
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引用次数: 0
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SMPTE Motion Imaging Journal
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