Asia-Pacific Broadcasting (APB) December 2018 Volume 35, Issue 11 | Page 10

10 Cooke Speed Panchros creates vintage-look Bohemian Rhapsody Cinematographer Tom Sigel chose a full range of Cooke Speed Panchros, with a new housing and updated mechanics from ARRI Rental UK, to shoot the early years of rock group Queen documented in the production of Bohemian Rhapsody. To capture the “idealistic energy” of Freddie Mercury (in red T-shirt) and his “future bandmates” in the 1970, Sigel made use of a vintage set of Cooke Speed Panchros, with a light net at the back of the lens and a LUT for the Alexa SXT that was specifically designed for the period. This set-up was used for the entire first act of the film, with Sigel relying mostly on the 40mm lens, with the 25mm, 32mm and 50mm as secondary lenses. LMG adds Artist and Bolero to rental portfolio The Show Technology division of LMG, a provider of audio-visual equipment in the US, has added Riedel Communications’ Artist 64 digital matrix intercom frame and Bolero DECT-based wireless intercom to its rental equipment inventory. LMG will deploy its initial purchase of 10 Bolero belt packs in standalone mode for smaller live events, and will integrate the wireless intercom with an Artist 64 mainframe for larger corporate projects and live productions, such as awards broadcasts. Shane Smith, director of audio services, LMG, said: “We know we can count on quality products from Riedel, so it was an easy decision to bring in Bolero and an additional Artist frame.” PANELLISTS Dr Ahmad Zaki Mohd Salleh Director Technical Operations TV Networks Media Prima Phan Tien Dung CTO Vietnam Digital Television Mike Whittaker Executive Vice-President and CTO, Asia-Pacific and the Middle East, Fox Networks Group Asia April 2012 2018 December Merging real world with virtual Graphics creation is bound by no rules. Marrying that with digital technologies, it unleashes a whole new world of interactive graphics and experiences. Josephine Tan writes more. I n recent years, interactive experiences — such as augmented reality (AR), virtual reality (VR), or even mixed reality (MR), which combines virtual and real environments — have drawn great awareness in the gaming indus- try. In 2016, the launch of Pokémon Go, an AR mobile game developed by Niantic, showcased to the world how computer-generated graphics can be merged with real-world surroundings. It was also in the same year that Sony launched PlayStation VR, a VR system for its PlayStation 4 console that aimed to take gaming to the next level of im- mersion and transport players into the virtual world of their games. Electronic gaming and eSports are part of the media convergence that is taking place right now with respect to both content and technology, declares Brian Olson, vice-president of product management, at NewTek. He tells APB: “In many ways, eSports is paralleling traditional sports with the formation of leagues and arenas, along with investments to fuel the expansion of this new industry. At the same time, video games are starting to look more like movies with photorealistic render- ing and complex storylines. “Media and entertainment produc- ers now look at a much bigger landscape when they bring creative content to market. There is a lot of crossover in the execution and marketing of movies, TV and video games. That same crossover is occurring with professional sports teams and their eSports corollaries. “As audiences are shrinking for lin- ear live sports, broadcast TV and thea- trical release motion pictures, media companies can recover those viewers by accessing the growing number of gamers and eSports aficionados.” RV Krishnan, vice-president graph- ics for Asia-Pacific, Vizrt, similarly iden- tifies eSports and the gaming industry as a “new opportunity” for media compa- nies to tap into, with gamers targeted as a new pool of audience. He elaborates: “In addressing this opportunity, eSports is helping to shape some of the tech- nologies and workflows in traditional broadcasting as well. These changes are seen in creative, as well as productions and operations. “Billions of dollars are poured into creating games with intensive plots and strategies, excellent graphics and ani- mation that are interactive and highly addictive in terms of great visual quality, and using of tools like AR, VR and MR to enrich the user experience. Visual ap- peal is enhanced with sophistication in creative tools like photorealism, lighting techniques and sophisticated shaders to create real world look and feel.” He highlights that broadcasters have begun to consider some of these tools that were originally intended for gamers and eSports for use within programming of news, sports and general entertainment. This, in turn, is helping to bring about a “big change” in visual quality, and enhance viewer experiences, he adds. “Designers have ❝ Billions of dollars are poured into creating games with intensive plots and strategies, excellent graphics and animation that are interactive and highly addictive in terms of great visual quality, and using of tools like AR, VR and MR to enrich the user experience. ❞ — RV Krishnan, Vice-President Graphics, Asia-Pacific, Vizrt more powerful tools now to work with, including better modelling and animation tools, and higher realism in creating virtual environments. What this represents for producers is better storytelling tools, where visualisation is more impactful and pleasing.” On the other hand, he explains that broadcasters are looking to extend their reach beyond the traditional viewership while using the new tools that originate and appeal to younger audiences, which has not been part of its viewer base earlier. For instance, some broadcast- ers are increasingly covering eSports, and even building dedicated eSports channels to cater to this new viewership. Furthermore, they are bringing “a new level of professionalism and production quality standards and op- erational efficiencies” to live eSports productions, thus enabling and broad- ening the appeal of eSports in general. Krishnan continues: “Visual impact of photorealism is very significant. This is driving developers of graph- ics hardware and software developers to bring high dynamic range (HDR), high-quality physically based rendering (PBR) of textures, global illumination, reflections and drop shadows to create ‘real world materials’. Character mod- elling and animations are being used with telling effects in entertainment and sports. “VR and 360 videos have been slow to take off so far, largely on account of the limitations of the technologies themselves. The challenge for broadcast- ers and broadcast vendors, as always, is to marry technological advancements with workflow efficiencies and ease of use. This will continue to be the focus among broadcasters as they strive to balance between audience engagement and production efficiencies.” While content is moving into new realms, the technology behind video games and eSports is “slowly moving into traditional media production”, NewTek’s Olson highlights, adding more horsepower and lowering costs for producers who want to push the envelope or create environments that will draw non-traditional audiences. However, regardless how immersive or realistic these interactive video games have to offer, it all involves the creation of graphics and combining them with video images — and that can all be done via graphic systems and virtual sets, which have been around in video production for several decades. In an attempt to fuel produc- tion opportunities and content crea-