Responsive Strategy and Planning
Distortion Creative Group (DCG) are applying for funding, in partnership with CAMERA (University of Bath), for a feasibility study into the integration of volumetric capture - a technique that captures a three-dimensional moving object - into Extended Reality (XR) and Virtual Production (VP) workflows. Over the last 6 months, we have discovered that existing volumetric capture solutions are not fit for purpose in the commercial environment. It is this R&D gap that we are intending to fill with this funding. The study will build on new forms of production we've spearheaded over the last 3 years, which have taken the events, music, film and television industries by storm.
XR and VP techniques allow us to bring real-time graphics engines such as Unreal Engine into the world of live events and film production. XR and VP is the integration of 3D camera tracking using devices such as 'RedSpy' to understand where the camera is in 3D space. In addition to this, we calibrate the software to understand the exact flow of light through different lenses to create the perfect workflow to enable the game engine to move content around a virtual environment, always keeping in line with the camera and its lens.
DCG has been using this technology in our commercial projects since 2020 starting with the application of the technology into the events industry with our award-winning project for CVC Capital Partners. We have since used the technology in our VP workflow doing everything from university lectures to narrative films.
In 2022, we were challenged by OnePlan, an official partner to the Paris 2024 Olympics, to integrate volumetric video capture of live 3D humans into these real-time environments. After researching the market we found there was not a viable solution.
This funding will enable us to work in partnership with the University of Bath's CAMERA programme to advance the integration of these technologies and test the capability of incorporating real human interaction into these virtual worlds or 'metaverses'. Live interaction is imperative to the success of these new immersive experiences. This feasibility study will become part of our world-leading studio in Bristol, the heart of the South West, to elevate the regional reputation as a centre of excellence for this new development in the creative industry.
The landscape of the creative industries has changed forever. We are a robust innovative industry but the restriction of people attending cinemas, events, film shoots, meetings, music festivals, theatre, opera, concerts has potentially damaged if not changed the landscape forever.
We propose to research and develop a world leading XR studio. An XR studio is a mix of virtual, augmented and mixed reality technologies. Most recently you would have been seeing XR studio shots in Disney's blockbuster series The Mandalorian. It is a small studio with an LED wall backdrop and floor with a camera that is tracked in space in realtime. As the camera moves in space, the content on the LED or green-screen is 'manipulated' in realtime using high powered computing power and applications such as Unreal Engine, Unity or Notch to name a few.
By integrating all of these elements it is possible to create vast virtual worlds that extend beyond the physical confines of the studio. Tracked cameras can freely navigate the space, panning and orbiting around the virtual world, which can change dynamically based on the camera position. With the addition of LED walls and floor the performers can actually "see" the environment they are working in, and by tracking the position of the cameras, the director, and online audience can move around and interact with the environment in a completely seamless fashion.
In a time of social distancing, the studio can be run by a bare minimum of technicians and content can be created from home working. The whole thing could potentially be remotely operated. We see the building of a permanent studio in the following ways:
* Streaming hub for events. You could have a central sole host that manipulates the environment with PIPs (Picture in Picture) of people joining the virtual event for presentations and panels from their homes.
* Creation of work for the area's animation and design companies, including 100s of freelancers that have lost all their work.
* Forwarding the development of nascent virtual studio technology to support Bristol and the South West film and television producers.\`
* Exploration 'sandbox' for interrogating mixed and extended realities use in the arts and media, for performance and audience interactivity.
* Further pushing the boundaries by integrating VR and XR, by creating virtual performance and broadcasting environments that can be experienced both using traditional broadcast mediums, such as PCs, TVs, mobile devices, but also using VR headsets.