Brainstorm is a specialist company dedicated to providing industry-leading real-time 3D graphics, augmented reality and virtual set solutions for all broadcast graphics types and workflows, as well as for feature film production and corporate presentations. With more than 2,500 installations worldwide since its foundation in 1993, Brainstorm’s customer list includes many of the world’s leading broadcasters plus smaller and regional stations. Brainstorm’s flagship product eStudio is considered the industry’s fastest on-air graphics and virtual studio engine. With headquarters in Spain and subsidiaries in the US and Asia, Brainstorm is a company with a global reach and committed to innovation.
Announcement of the Produce BaM Award® Winner from the IABM Awards Ceremony 2020.
Watch disguise CSO Tom Rockhill walk in and interact with an xR-enabled virtual environment from a small LED stage space in the disguise office. He can see real-time graphics playing off the LED panels surrounding him, including overlaid AR characters in the foreground. Tom will also showcase a previous broadcast application for Eurosport’s coverage of this year’s US Open, where disguise partners White Light used the xR workflow to deliver a virtual studio where the presenter could virtually interview Novak Djokovic whose live image was teleported into the Eurosport studio from a different studio location.
HDR affects broadcast production especially when the final content requires mixing live signals and rendered elements like CG, graphics, virtual scenery and 3D elements, so they must be taken into account when designing HDR production workflows. This video show how Brainstorm has re-defined its technology both in ingest, render and playout so its graphics, virtual set and augmented reality solutions feature a complete HDR internal workflow, regardless if the output is SDR, HDR, or both.
Augmented reality offers a powerful way of communicating the context, history and operation of cultural and historical artefacts. This talk examines the research into augmented experiences that was done for the WEKIT Project and the exhibition 'Leonardo da Vinci and Perpetual Motion: Visualising Impossible Machines'. It suggests ways to produce meaningful and engaging experiences that enhance exhibits, and how to tackle issues arising from the solo nature of immersive devices in a setting with multiple visitors.
In each coming issue of the IABM Journal, we will be working our way through the nine blocks of the BaM Content Chain®, looking at what the current state of the art is in each block, what the challenges and opportunities are, and what’s coming next. In this edition, we have spoken with 10 IABM members with products in the Create block – which covers a wide range from cameras, lights and mounts to graphics, production systems and virtual sets – anything that’s employed in the creative process.
Haim Halperin (Senior Principle Broadcast Product Manager, Avid) explores how organizations can harness immersive technologies to captivate and retain viewers – from 3D graphics in the studio to delivering the stadium experience at home
Adam Levenson (VP of Business Development, G-Audio Lab) presents an exciting view into how AR Audio and Artificial Intelligence will drive adaptive and precise noise cancellation, enable enhanced speech intelligibility, and more