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The On-Set Virtual Production Initiative

Camera and Lens Metadata

Meeting Calendar

Rapid Industry Solutions for On-Set Virtual Production Publishes Camera and Lens Metadata Project for Public Comment

WHITE PLAINS, N.Y. – April 24, 2023 – SMPTE®, the home for media professionals, technologists, and engineers, today announced the initial release of their Rapid Industry Solutions (RIS) On-Set Virtual Production Camera and Lens Metadata project. The RIS On-Set Virtual Production initiative seeks the interoperability of all on-set equipment and improving the consistency of Camera and Lens Metadata is an important step in meeting that goal.

The initial metadata release targets the use of traditional VFX as a step toward future releases that will cover camera and lens metadata for on-set virtual production and camera tracking metadata. The work is hosted in a public repository where SMPTE members and the public can provide comments and feedback. Reference code is also provided that converts the output of camera makers tools into a normalized JSON format.

Read the announcement  here.

Readers can access information about the Camera and Lens Metadata project.  here.

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The Complex Challenges of On-Set Virtual Production (OSVP)

Developing the tools to understand and implement this convergence of 

Our in-depth discussions with all aspects of the OSVP pipeline uncovered a number of hurdles preventing many from deploying these new content creation technologies that we wish to tackle, including:

  • Interoperability and Connectivity Difficulties. With an ecosystem still in technical and creative flux, input/output difficulties among components, the fact that a majority of systems are proprietary, and a lack of recommended engineering standards, addressing these are the first and foremost priorities.
  • Lack of Resources. The scarcities of available trained crew and stages, as well as hardware, software, components and content are another large stumbling block.
  • Education and Training Gap. There is a large lack of education for both media and entertainment professionals, and game engine technicians, as well as cross-training between the two disciplines.  Business leaders may also lack an understanding of the costs, benefits and resources involved.

Results of this effort will be made freely available to the industry.  Join us!

Those interested are welcome to join us in this work. 

Want to participate? Join us!

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