Speaker: Heinrich Fink
Broadcasting studios used to employ highly specialized and expensive equipment to inscribe graphics into video material for live TV. As commodity hardware became more powerful and as file-based workflows became widely adopted, a recent trend in broadcasting hardware is to operate one or more TV channels with only a single PC-like machine. All stages of the broadcasting workflow are performed by one or more software components on this single computer. This talk presents a thesis that will focus on the renderer component of such a system and that will propose an implementation with the OpenGL API.
While OpenGL has built-in support for targeting image formats of consumer devices, working with image standards used in broadcasting video requires special attention. Higher bit-rates, studio color spaces and specialized image coding have to be considered. It is suggested that the use of compute shaders, now available in the OpenGL 4.3 pipeline, can be used to address the special requirements when render ing studio material more efficiently than before. This talk gives an outlook to the proposed thesis and summarizes the key challenges that are expected to arise when implementing a renderer for a broadcasting video pipeline.