Sunday, March 26th, 2017

Real-Time Graphics

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April 6, 2016, GPU Technology Conference, San Jose, CA—Erik Beaumont form Ventuz Technology talked about enhancing video feeds with better real-time graphics. Some of the functional areas where enhanced graphics capabilities can be used include broadcast, large events, showrooms, launch event, and video walls.

The various venues can be improved through the use of dynamic images and greater interactivity. For example, large-scale signage can have greater interaction with viewers by adding some real-time engine to change the sings for varying conditions, day, night, etc. Another area is in the ling ribbon displays in sports stadiums and on buildings that can only have letters or simple images crawl across the space. Instead of feeding content into a shift register, directly addressing al of the pixels in real tie can make the display much more interesting.

Some if the challenges in these larger displays is the projection mapping of the images on moving objects. In addition, the displays that are close enough to be touched can be made touch enabled and interactive. These enhanced graphics can help to enforce branding and image.

One challenge is the public expectations versus reality. The movies depicting the future have unrealistic visual representations of computer interfaces. Consider the interactive displays in Minority Report or Iron Man. These displays are too complex and crowded to be able to evaluate the information. Realistic multi-touch screens will enable data visualization versus the raw presentations in the movies.

Nevertheless, interactive displays and graphics can help to tell the story. The current state of the art game engines have the capabilities to generate real-time graphics for displays. The game engines have physic-based rendering, realistic lighting which is needed for a good look, 3-D effects including depth of field, blur, and flare, and 2-D effects like shadows and reflections. Some of the engines can also add particles for visual special effects.

The values of a game engine interface for interactive graphics has to be considered against the use of flexible assets and the large differences in the large number and types of calculations needed for each. An enhanced interactive display needs to be robust and predictable with very few problems with lag, dropped frames, or bad pixels. The interfaces also have to be user and artist friendly compared to the underlying technology and other user interfaces.

The tools and presentation hardware need to be scalable for any venue. An important feature is to be able to include movie clip playback. The overall system must include asset, asset management, and data systems and must be stable under all conditions.
 

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