{"title":"在大型体育节目制作中使用超人类","authors":"Doris Retfalvi, Mahe Dewan, Miguelangel Yabrudes","doi":"10.5594/jmi.2024/dmcg7001","DOIUrl":null,"url":null,"abstract":"What if you could accurately simulate a major football match in a virtual environment and view your favourite moments of the game at a level of detail that would have been impossible through a traditional broadcast? With today’s advances in game engine graphics, with realistic 3D humans, or MetaHumans, that future is closer than you’d think. In this technical paper, we will investigate how MetaHumans and digital doubles are changing sports broadcasts today, and explore the possibilities that they’ll bring to future match day coverage. First, the paper will give an overview of broadcasters who are already using real-time virtual production for everything from match commentary to remote interviews in sports productions all around the world. As a case study, we’ll then describe how MetaHumans were implemented during the Qatar World Cup coverage by TelevisaUnivision — the world’s leading Spanish-language media and content company. Together, the Televisa team worked with disguise Creative Services to use MetaHumans as part of their analysis show, TUDN. That meant journalists and former footballers could more accurately analyse gameplay, thanks to real-time data that was fed into 3D digital doubles of the players. This presents interesting possibilities for the future, including the potential to scan players into 3D digital replicas, then mirror their movements using markerless camera tracking technology enhanced by artificial intelligence.","PeriodicalId":49512,"journal":{"name":"SMPTE Motion Imaging Journal","volume":"115 3","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Using Metahumans in Large-Scale Sports Production\",\"authors\":\"Doris Retfalvi, Mahe Dewan, Miguelangel Yabrudes\",\"doi\":\"10.5594/jmi.2024/dmcg7001\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"What if you could accurately simulate a major football match in a virtual environment and view your favourite moments of the game at a level of detail that would have been impossible through a traditional broadcast? With today’s advances in game engine graphics, with realistic 3D humans, or MetaHumans, that future is closer than you’d think. In this technical paper, we will investigate how MetaHumans and digital doubles are changing sports broadcasts today, and explore the possibilities that they’ll bring to future match day coverage. First, the paper will give an overview of broadcasters who are already using real-time virtual production for everything from match commentary to remote interviews in sports productions all around the world. As a case study, we’ll then describe how MetaHumans were implemented during the Qatar World Cup coverage by TelevisaUnivision — the world’s leading Spanish-language media and content company. Together, the Televisa team worked with disguise Creative Services to use MetaHumans as part of their analysis show, TUDN. That meant journalists and former footballers could more accurately analyse gameplay, thanks to real-time data that was fed into 3D digital doubles of the players. This presents interesting possibilities for the future, including the potential to scan players into 3D digital replicas, then mirror their movements using markerless camera tracking technology enhanced by artificial intelligence.\",\"PeriodicalId\":49512,\"journal\":{\"name\":\"SMPTE Motion Imaging Journal\",\"volume\":\"115 3\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"SMPTE Motion Imaging Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5594/jmi.2024/dmcg7001\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"Engineering\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"SMPTE Motion Imaging Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5594/jmi.2024/dmcg7001","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"Engineering","Score":null,"Total":0}
引用次数: 0
摘要
如果你能在虚拟环境中精确模拟一场大型足球比赛,并以传统转播不可能达到的详细程度观看你最喜爱的比赛瞬间,你会怎么想?随着当今游戏引擎图形技术的进步,加上逼真的 3D 人类(或称 MetaHumans),未来比你想象的更近了。在这篇技术论文中,我们将探讨 MetaHumans 和数字替身如何改变当今的体育转播,并探索它们为未来比赛日转播带来的可能性。首先,本文将概述已经在世界各地的体育节目制作中使用实时虚拟制作的广播公司,从比赛解说到远程采访,无所不包。作为案例研究,我们将介绍世界领先的西班牙语媒体和内容公司 TelevisaUnivision 如何在卡塔尔世界杯报道中使用 MetaHumans。Televisa 团队与 disguise Creative Services 合作,将 MetaHumans 用作其分析节目 TUDN 的一部分。这意味着,通过将实时数据输入球员的 3D 数字替身,记者和前足球运动员可以更准确地分析比赛。这为未来带来了有趣的可能性,包括将球员扫描成三维数字复制品,然后利用人工智能增强的无标记相机跟踪技术镜像他们的动作。
What if you could accurately simulate a major football match in a virtual environment and view your favourite moments of the game at a level of detail that would have been impossible through a traditional broadcast? With today’s advances in game engine graphics, with realistic 3D humans, or MetaHumans, that future is closer than you’d think. In this technical paper, we will investigate how MetaHumans and digital doubles are changing sports broadcasts today, and explore the possibilities that they’ll bring to future match day coverage. First, the paper will give an overview of broadcasters who are already using real-time virtual production for everything from match commentary to remote interviews in sports productions all around the world. As a case study, we’ll then describe how MetaHumans were implemented during the Qatar World Cup coverage by TelevisaUnivision — the world’s leading Spanish-language media and content company. Together, the Televisa team worked with disguise Creative Services to use MetaHumans as part of their analysis show, TUDN. That meant journalists and former footballers could more accurately analyse gameplay, thanks to real-time data that was fed into 3D digital doubles of the players. This presents interesting possibilities for the future, including the potential to scan players into 3D digital replicas, then mirror their movements using markerless camera tracking technology enhanced by artificial intelligence.
期刊介绍:
The SMPTE Motion Imaging Journal is the key publication of the Society, consistently ranked by our members as the most valuable benefit of their SMPTE membership. Each issue of the Journal explores a theme in great depth, with peer-reviewed technical articles from leading academics, researchers and engineers working at the top companies worldwide.
You''ll expand your knowledge on topics like image processing, display technologies, audio, compression, standards, digital cinema, distribution and machine learning and much more. For additional coverage of each month''s topic, the Journal features more exclusive articles online.