Crescent 16K Ultra Media Server
In recent years, virtual production using game engines, which enable new visual expressions, has been widely spreading, especially overseas, and companies with advanced perspectives are continuing active efforts in Japan. In the case of virtual production using a game engine, a large number of computer graphics objects are placed in a virtual three-dimensional space created inside a computer, and a virtual camera is used to photograph the virtual three-dimensional space to achieve a hybridization with the real world. While this type of system is particularly advantageous for reproducing locations that do not exist in the real world or locations that are difficult to photograph, it can also be encountered in situations where it is more cost effective to photograph everything because it must be modeled as 3D computer graphics objects. In some cases, CG backgrounds are not the decisive optimal solution when one wants to use live-action images, such as when one wants to utilize backgrounds that exist in the real world as they are, when one wants to reproduce the same scenery over and over again, or when one wants to compose special effects using live-action background images.
Against this backdrop, we have developed the Crescent 16K Ultra Media Server, an ultra-wideband media server that can realize live-action background virtual production with resolutions up to 16K x 8K using Unity, as the core system for incorporating live-action video into virtual production systems. was developed. This media server is equipped with the Unity execution environment and sends out live-action video for 16K8K video playback to on-set LED systems in virtual production.
It was developed with the following in mind: handling ultra-high definition video with a maximum resolution of 16K x 8K, enabling mixing with VFX workflows, supporting HDR, which is already becoming a requirement for many projects, and supporting external sync signals. Particular consideration was given to compatibility with VFX workflows, and OpenEXR was adopted as the system’s input format, allowing for collaboration with VFX work teams without format conversion.