Real-Time Video Content for Virtual Production, Mixed Reality and Live Entertainment
A Learning Roadmap for An Evolving Practice
This website contains video & image references in support of the textbook by Laura Frank
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Chapter 1
Introduction
•We Are Surrounded by Visual Content
•Creative Video for Live Visuals
•Live Entertainment is Forever Changed
•Real-Time Video Content is the Engine that Powers Virtual Production
•What This Book Is Not
Section 1: Exploring Real-Time Content
Chapter 2
Defining Real-Time Video Content
•Defining the Term “Real Time”
•The Master Variable: Time
•Variable Triggers Combined with Variable Results
x
x
Chapter 3
Foundations Part 1: The Video Image
•How Do Computers Display Images?
•What Defines a Computer Image?
•Making Real-Time Images
X
X
X
Chapter 4
Foundations Part 2: Code and Generative Content
•Generative Content
•Video Games
•The Internet
•VR and AR
Case Study – Blair Neal – Trace Your Road
Chapter 5
Foundations Part 3: Broadcast
•Studio Image Compositing
•Camera POV
•Sports
•Broadcast AR
•Background Replacement
Case Study – Bluman Associates – Dave at The BRITS 2020
Chapter 6
Real-Time Content Generation Applications
•Custom Code
•Effects Engines
•Game Engines
•Beyond Computer Graphics
Case Study – Electronic Countermeasures – The Foo Fighters 26th Anniversary Tour
Chapter 7
A Collision of Technologies
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•What Are All the Tools We Combine?
•Front Plate and Back Plate
•Virtual Production Stage Types
•What Happens Next?
Case Study – Rich and Miyu – AR Livestreamer
Section 2: Real-Time Content Entertainment Applications
Chapter 8
Content Production
•The No-Render Advantage
•Creative Flexibility
•Live Signal Manipulation
•Interactive Content Production
•Camera Perspective Generated Content
Case Study – Fray Studio – Real-Time Update
Chapter 9
Augmented Reality
•Virtual Graphic Imagery
•Scenic Augmentation
•Human Tracking and Motion Capture
X
X
Case Study – All of It Now – Coldplay x BTS
Chapter 10
Background Replacement
•Scenic Backdrops
•Depth Simulation
•LED vs Green Screen
X
Case Study – Fernando Gonzalez Ortiz – The Lion and The Firebird
Chapter 11
Extended Reality and Mixed Reality
•Front Plate and Back Plate
•Scenic Extension
•AR + Depth Sensing
•Mixed Reality
•LED vs Green Screen, Part 2
Case Study – LuxMC – Worlds 2020
Chapter 12
The Future of Real-Time Content
•Developing Industries
•Developing Technologies
Case Study – Bild Studios – Al Wasl – The Interactive Experience
Section 3: Strategies Using Real-Time Content
Chapter 13
Team Leadership and Structure
•The Video Umbrella
•Video Team Leadership
•Partner Teams
•Clients of the Video Team
Case Study – Visual Noise Creative – MTV VMAs 2021
Chapter 14
Inter-Department Communication
•Crafting Good Collaborative Relationships
•Six Steps
Case Study – EVOKE Studios – Siemens Hannover Messe Digital 2021
Chapter 15
Production Planning
X
•Client Planning
•Workflow Outline
Case Study – dandelion & burdock – Johnnie Walker Princes Street Interactive World Map
Chapter 16
Obstacles to Success
•Community Education
•Digital Is Perceived as Easy
•Real time Can Be Time Consuming
•Team Growth and Wellness
Case Study – Savages – Practice Makes Process
Chapter 17
Creative First
•When Technology Leads Design Discussion
•What Is the Creative Goal?
•Technology Serves Creative Intent
Case Study – Luke Halls Studio – Forest of Us