Hi all, really cool that you have taken an interest in this project, a lot of your comments below are very insightful and interesting. I work on the team that deploys this tech on set. We focus on how the video signals get from the video output servers to the LED surfaces, coordinating how we deal with tracking methods, photogrammetry, signal delivery, operator controls and the infrastructure that supports all of thi…
Real-time, in-camera background compositing in The Mandalorian
81–90 of 126 posts
Re: Real-time, in-camera background compositing in The Mandalorian
#82Earlier quoted context omitted.
If it's perspective corrected for the camera, it would probably look very distorted for anyone else on set -- whether there's depth or not And that's certainly not the goal with this. Something along those lines has been around for a while ( https://en.wikipedia.org/wiki/Cave_automatic_virtual_environ... ). This system seems specifically targeted for solving challenges for film production, as it probably should be. I…
They mention they cannot push enough GPU juice to the screens, so they only render the camera focus area in full resolution. Also there is 12 frame lag which prevents moving camera too fast.
Re: Real-time, in-camera background compositing in The Mandalorian
#83Earlier quoted context omitted.
They mention they cannot push enough GPU juice to the screens, so they only render the camera focus area in full resolution. Also there is 12 frame lag which prevents moving camera too fast.
I don’t fully get this. They could just employ different computers to render different parts of their cave. It seems more like a cost savings thing than a technical limitation. And I’m not sure why you’d skimp on a few PC’s if you’re already building a humongous led wall, so maybe there’s something I’m missing.
Re: Real-time, in-camera background compositing in The Mandalorian
#84Re: Real-time, in-camera background compositing in The Mandalorian
#85Re: Real-time, in-camera background compositing in The Mandalorian
#86Earlier quoted context omitted.
They have polarized 3D screens, and with head tracking, you have it.
Was thinking the same, but that'll also work for just 1 PoV
Re: Real-time, in-camera background compositing in The Mandalorian
#87Earlier quoted context omitted.
They mention they cannot push enough GPU juice to the screens, so they only render the camera focus area in full resolution. Also there is 12 frame lag which prevents moving camera too fast.
I don’t fully get this. They could just employ different computers to render different parts of their cave. It seems more like a cost savings thing than a technical limitation. And I’m not sure why you’d skimp on a few PC’s if you’re already building a humongous led wall, so maybe there’s something I’m missing.
Re: Real-time, in-camera background compositing in The Mandalorian
#88Earlier quoted context omitted.
They mention they cannot push enough GPU juice to the screens, so they only render the camera focus area in full resolution. Also there is 12 frame lag which prevents moving camera too fast.
One solution to this would be to put the camera on a fixture that replays the same motions every time, so they can do a 'dry run' and correct the rendering. (Putting a camera on a fixture is not new, IIRC they did it in Back to the Future - https://www.youtube.com/watch?v=AtPA6nIBs5g is a really good yet succinct documentary on it)
Re: Real-time, in-camera background compositing in The Mandalorian
#89This is super interesting stuff and I've been following it for some time. I just wrote it up with a bit more context: https://techcrunch.com/2020/02/20/how-the-mandalorian-and-il... It's not just ILM and Disney either, this is going to be everywhere . It's complex to set up and run in some ways but the benefits are enormous for pretty much everyone involved. I doubt there will be a major TV or film production that do…
Is there any way to read your article if I can’t figure out how to navigate through the legalese and dark patterns of Verizon’s privacy extortion wall?