Video: SMPTE Technical Primers

The Broadcast Knowledge exists to help individuals up-skill whatever your starting point. Videos like this are far too rare giving an introduction to a large number of topics. For those starting out or who need to revise a topic, this really hits the mark particularly as there are many new topics.

John Mailhot takes the lead on SMPTE 2110 explaining that it’s built on separate media (essence) flows. He covers how synchronisation is maintained and also gives an overview of the many parts of the SMPTE ST 2110 suite. He talks in more detail about the audio and metadata parts of the standard suite.

Eric Gsell discusses digital archiving and the considerations which come with deciding what formats to use. He explains colour space, the CIE model and the colour spaces we use such as 709, 2100 and P3 before turning to file formats. With the advent of HDR video and displays which can show bright video, Eric takes some time to explain why this could represent a problem for visual health as we don’t fully understand how the displays and the eye interact with this type of material. He finishes off by explaining the different ways of measuring the light output of displays and their standardisation.

Yvonne Thomas talks about the cloud starting by explaining the different between platform as a service (PaaS), infrastructure as a service (IaaS) and similar cloud terms. As cloud migrations are forecast to grow significantly, Yvonne looks at the drivers behind this and the benefits that it can bring when used in the right way. Using the cloud, Yvonne shows, can be an opportunity for improving workflows and adding more feedback and iterative refinement into your products and infrastructure.

Looking at video deployments in the cloud, Yvonne introduces video codecs AV1 and VVC both, in their own way, successors to HEVC/h.265 as well as the two transport protocols SRT and RIST which exist to reliably send video with low latency over lossy networks such as the internet. To learn more about these protocols, check out this popular talk on RIST by Merrick Ackermans and this SRT Overview.

Rounding off the primer is Linda Gedemer from Source Sound VR who introduces immersive audio, measuring sound output (SPL) from speakers and looking at the interesting problem of forward speakers in cinemas. The have long been behind the screen which has meant the screens have to be perforated to let the sound through which interferes with the sound itself. Now that cinema screens are changing to be solid screens, not completely dissimilar to large outdoor video displays, the speakers are having to move but now with them out of the line of sight, how can we keep the sound in the right place for the audience?

This video is a great summary of many of the key challenges in the industry and works well for beginners and those who just need to keep up.

Watch now!
Speakers

John Mailhot John Mailhot
Systems Architect for IP Convergence,
Imagine Communications
Eric Gsell Eric Gsell
Staff Engineer,
Dolby Laboratories
Linda Gedemer, PhD Linda Gedemer, PhD
Technical Director, VR Audio Evangelist
Source Sound VR
Yvonne Thomas Yvonne Thomas
Strategic Technologist
Digital TV Group

Webinar: Enabling intelligent media and entertainment

This webinar brings together Support Partners and Microsoft to explain the term ‘intelligent cloud’ and how this can help creative teams produce higher quality, more innovative content by augmenting human ingenuity, manage content better and grow audiences while increasing advertising and subscription revenue.

The panel will cover:
– Haivision’s SRT Hub, intelligent media routing and cloud-based workflows
– Highlights from partners such as Avid, Telestream and Wowza.
– New production workflows for remote live production, sports and breaking news.
– Connected production: A process that helps with production collaboration and management, removing traditional information and creative silos which exist today, while driving savings and efficiencies from script to screen.

Register now!
Speakers

Jennifer Cooper Jennifer Cooper
Global Head, Media Industry Strategy,
Microsoft
Trent Collie Trent Collie
Senior Partner Development Manager,
Microsoft
Harry Grinling Harry Grinling
Chief Executive Office,
Support Partners
Lutful Khandker Lutful Khandker
Principal SDE Lead,
Microsoft

Video: Mitigating Online Video Delivery Latency

Real-world solutions to real-world streaming latency in this panel from the Content Delivery Summit at Streaming Media East. With everyone chasing reductions in latency, many with the goal of matching traditional broadcast latencies, there are a heap of tricks and techniques at each stage of the distribution chain to get things done quicker.

The panel starts by surveying the way these companies are already serving video. Comcast, for example, are reducing latency by extending their network to edge CDNs. Anevia identified encoding as latency-introducer number 1 with packaging at number 2.

Bitmovin’s Igor Oreper talks about Periscope’s work with low-latency HLS (LHLS) explaining how Bitmovin deployed their player with Twitter and worked closely with them to ensure LHLS worked seamlessly. Periscope’s LHLS is documented in this blog post.

The panel shares techniques for avoiding latency such as keeping ABR ladders small to ensure CDNs cache all the segments. Damien from Anevia points out that low latency can quickly become pointless if you end up with a low-latency stream arriving on an iPhone before Android; relative latency is really important and can be more so than absolute latency.

The importance of HTTP and the version is next up for discussion. HTTP 1.1 is still widely used but there’s increasing interest in HTTP 2 and QUIC which both handle connections better and reduce overheads thus reducing latency, though often only slightly.

The panel finishes with a Q&A after discussing how to operate in multi-CDN environments.

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Speakers

Damien Lucas Damien Lucas
CTO & Co-Founder,
Anevia
Ryan Durfey Ryan Durfey
CDN Senior Product Manager,
Comcast Technology Solutions
Igor Oreper Igor Oreper
Vice President, Solutions
Bitmovin
Eric Klein Eric Klein
Director, Content Distribution,
Disney Streaming Services (was BAMTECH Media)
Dom Robinson Dom Robinson
Director,
id3as

Video: Understanding esports production

Esports is here to stay and brings a new dimension on big events which combine the usual challenges of producing and broadcasting events at scale with less usual challenges such as non-standard resolutions and frame rates. This session from the IBC 2019 conference looks at the reality of bringing such events to life.

The talk starts with a brief introduction to some Esports-only terms before heading into the discussions starting with Simon Eicher who talks about his switch toward typical broadcast tools for Esports which has helped drive better production values and story telling. Maxwell Trauss from Riot Games explains how they incubated a group of great producers and were able keep production values high by having them working on shows remotely worldwide.

Blizzard uses the technique of using a clean ‘world feed’ which is shared worldwide for regions to regionalise it with graphics and language before then broadcasting this to the world. In terms of creating better storytelling, Blizzard have their own software which interprets the game data and presents it in a more consumable way to the production staff.

Observers are people who control in-game cameras. A producer can call out to any one of the observers. The panel talks about how separating the players from the observers from the crowd allows them to change the delay between what’s happening in the game and each of these elements seeing it. At the beginning of the event, this creates the opportunity to move the crowd backwards in time so that players don’t get tipped off. Similarly they can be isolated from the observers for the same effect. However, by the end of the game, the delays have been changed to bring everyone back into present time for a tense finale.

Corey Smith from Blizzard explains the cloud setup including clean feeds where GFX is added in the cloud. This would lead to a single clean feed from the venue, in the end. ESL, on the other hand choose to create their streams locally.

Ryan Chaply from Twitch explains their engagement models some of which reward for watching. Twitch’s real-time chat banner also changes the way productions are made because the producers have direct feedback from the viewers. This leads, day by day, to tweaks to the formats where a production may stop doing a certain thing by day three if it’s not well received, conversely when something is a hit, they can capitalise on this.

Ryan also talks about what they are weighing up in terms of when they will start using UHD. Riot’s Maxwell mentions the question of whether fans really want 4K at the moment, acknowledging it’s an inevitability, he asks whether the priority is actually having more/better stats.

The panel finishes with a look to the future, the continued adoption of broadcast into Esports, timing in the cloud and dealing with end-to-end metadata and a video giving a taste of the Esports event.

Watch now!
Speakers

Simon Eicher Simon Eicher
Executive Producer, Director of Broadcast, eSports Services,
ESL
Ryan Chaply Ryan Chaply
Senior Esports Program Manager,
Twitch
Corey Smith Corey Smith
Director, Live Operations Broadcast Technology Group,
Blizzard
Maxwell Trauss Maxwell Trauss
Broadcast Architect,
Riot Games
Jens Fischer Jens Fischer
Global Esport Specialist and Account Manager D.A.CH,
EVS