Disguise Endorses StarTracker For XR
disguise production gallery.
StarTracker is Mo-Sys’s precision 6-axis camera and lens tracking system, designed for use with XR stages, LED volumes, and green/blue screens, for broadcast or for film VFX production.
“We are delighted that not only has disguise selected StarTracker for demo usage in its local offices,” said Mike Grieve, Commercial Director of Mo-Sys, “but also that their customers are adopting StarTracker technology for XR shows, events, and virtual production.”
Virtual production, according to multiple industry reports, is set to grow substantially throughout 2021. Key cost savings over traditional production workflows include savings on locations, as these can be scanned using photogrammetry techniques and re-created as highly detailed real-time 3D environments. In addition, by capturing VFX shots in camera, post-production compositing is either reduced or removed entirely.
Tom Rockhill, COO of disguise, commented, “It’s important to us that disguise offers customers flexibility as they embark on a journey with our XR technology. Mo-Sys StarTracker is a great choice for customers looking to get into XR or virtual production. It’s a robust and well liked solution and many of our clients have made an investment in StarTracker to support their stage and LED volume builds.”
You might also like...
Expanding Display Capabilities And The Quest For HDR & WCG
Broadcast image production is intrinsically linked to consumer displays and their capacity to reproduce High Dynamic Range and a Wide Color Gamut.
NDI For Broadcast: Part 2 – The NDI Tool Kit
This second part of our mini-series exploring NDI and its place in broadcast infrastructure moves on to exploring the NDI Tools and what they now offer broadcasters.
HDR & WCG For Broadcast: Part 2 - The Production Challenges Of HDR & WCG
Welcome to Part 2 of ‘HDR & WCG For Broadcast’ - a major 10 article exploration of the science and practical applications of all aspects of High Dynamic Range and Wide Color Gamut for broadcast production. Part 2 discusses expanding display capabilities and…
Great Things Happen When We Learn To Work Together
Why doesn’t everything “just work together”? And how much better would it be if it did? This is an in-depth look at the issues around why production and broadcast systems typically don’t work together and how we can change …
Microphones: Part 1 - Basic Principles
This 11 part series by John Watkinson looks at the scientific theory of microphone design and use, to create a technical reference resource for professional broadcast audio engineers. It begins with the basic principles of what a microphone is and does.