AE Live has been at the forefront of remote and centralised production for some years now and has developed a range of flexible solutions that enable us to slot into any of the varying production workflows being implemented in this fast-growing space. Our systems have been architected in such a way that our operational teams can be remote both from the main production and the graphics render engines themselves.
In addition to providing our services in clients’ own production hubs, we have developed Graphics Operation Centres (GOC) located at our headquarters in the UK and India, both of which are on-net with major media connectivity partners. This enables us to deliver our services to any well-connected venue or production hub, offering a range of rendering options, including pre-installed engines in prominent hubs and facilities, delivery of NDI video from our GOC or cloud-based rendering solutions.
Although there has quite clearly been an acceleration towards remote production workflow in recent times this was not a standing start for AE Live as we have well established solutions employed across multiple territories. For example, in India our team delivers remote solutions for Star Sports’ coverage of the Pro Kabaddi League, including generating augmented reality graphics at a central hub in Mumbai using camera tracking data transferred from each match venue.
For the IPL, whilst AE Live’s core team is onsite at each match venue generating the world feed graphics, we have implemented a workflow that automatically generates up to 8 additional multilanguage graphics channels in a remote production hub. For both the 2015 and 2019 Rugby World Cup tournaments, AE Live developed a solution that facilitated the automatic and simultaneous generation of multiple graphics feeds at the IBC facility. Additional feeds included multilanguage, DR backups and UHD graphics channels.
Our R&D processes in Remote have focused heavily on the reliable transfer of data that is paramount to successful delivery. This is particularly true of camera tracking data that enables the generation of augmented reality graphics at a central location. We have proven this workflow in a number of different scenarios including the 2017 FIFA Confederations Cup in Russia using Spidercam Vector data transmitted and synchronised at the IBC facility in St Petersburg.