While the drive to ever-higher resolution video may have taken a back seat to ‘Covid quality’ in recent times, other aspects of imaging and immersive have come to the fore – and we have all been reminded of the importance of high quality audio. In this session, we will look at all the latest developments in imaging and immersive technology – both video and audio.
In this IABM TV interview, we caught up with Daniel Kubitza (Director of Sales at LYNX Technik) to discuss their greenMachine HDR suite of solutions and how customers can use this.
After years of niche applications, consumer adoption of VR has started to accelerate during the coronavirus pandemic, with AR too finding increasing use by broadcast and media companies. Is this a tipping point? UHD adoption was also on the increase – particularly in sports – helped by the increasing number of IP deployments.
This session will explore how 5G offers data rate increases both upstream and downstream, as well as the ability to manage data on the 5G connections in a more sophisticated manner than ever before. The key role 5G plays in reducing latency; through the development of new standards, it is now possible to reduce latency within live video to a matter of seconds by using multicast ABR within the CDN to the edge and leveraging edge processing within the network.
For high profile live sports productions, the stakes are naturally.. high. Whether you’re covering a sports event, music show or broadcasting live news, when time is short and it’s got to be right, broadcasters around the world rely on the precise audio and video alignment analytics offered by Hitomi’s MatchBox solutions.
This session will examine the progress of 4K and the challenges we need to overcome for 8K to become a mainstream format, based on market data.
This presentation will explain how 5G creates a new ball game in many domains. The high-speed network capability of 5G will enable UHD experiences, multi-view in HD, as well as high-quality immersive AR and VR video delivery. The low-latency aspect of 5G networks is crucial to allowing high QoE for VR and AR applications. In addition, the session will explore the edge cloud architecture (MEC) supported by 5G, enabling edge processing for use cases such as sports arenas, cloud VR and gaming.
This presentation will explain how we can deliver new interactive and immersive experiences that will change the way live sports and entertainment are consumed. Attendees will learn about the latest advancements in virtual reality (VR) where the simple 8K viewport-independent VR scheme benefits from the new generation of VR devices and smartphones supporting 8K decoding, as well as the commercial release of 5G networks.
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.
In this paper, we demonstrate how VVC and EVC could be 8K-broadcast enablers in the upcoming years. Based on encoding constraints coming from DVB-T2/S2 and 5G-broadcast transmission scenarios, the relevance of both codecs is assessed based on encoding efficiency and complexity criterions. In addition, we highlight that early 8K-deployment is possible with these codecs since a reduced set of tools is capable of achieving minimal required efficiency.