disguise Acquires Polygon Labs To Enable Cloud-based Workflows

disguise has announced its acquisition of broadcast data and content visualisation solutions platform, Polygon Labs. This marks another milestone in disguise’s move towards cloud-based production that will enhance its workflow to better address user needs in the fast-growing media production and broadcast markets.

With 20-years of experience in powering the world’s biggest and most complex live shows and concert tours, disguise broke new ground two years ago when it released its Extended Reality (xR) technology platform, efficiently removing many key challenges faced by broadcasters today. disguise xR, together with LED screens, graphics engines such as Unreal Engine, camera tracking, combines augmented and mixed reality elements to deliver spectacular, photorealistic virtual graphics during live broadcasts. This new workflow has already elevated the virtual production quality and capacity of broadcasters such as Turner Broadcast, Eurosport, ITV Sport, CCTV China, KBS and TV Tokyo in Japan, and KBS Korea to bring immersive visual experiences to captivated global audiences.

Through its suite of software solutions and creative services, Polygon Labs offers a powerful cloud-native platform and turn-key services that have been trusted by world-leading broadcasters such as CNN, Univision, The Weather Channel and TV Globo. Polygon Labs dynamically controls and delivers high-end Unreal Engine graphics with real-time data visualisation via their cloud or on-prem solutions for some of the highest profile events including the US elections, Olympics and World Cup.

By adding Polygon Labs to its workflow, disguise will build integrations that enable xR studios to have access to a wider range of broadcast workflows which empower remote production and cloud-based collaboration. Users of both disguise and Polygon Labs will be able to benefit from easy-to-manage, data-driven graphics workflows running fully native Unreal Engine, as well as extended design and production capability for graphics.

You might also like...

Designing IP Broadcast Systems - The Book

Designing IP Broadcast Systems is another massive body of research driven work - with over 27,000 words in 18 articles, in a free 84 page eBook. It provides extensive insight into the technology and engineering methodology required to create practical IP based broadcast…

Demands On Production With HDR & WCG

The adoption of HDR requires adjustments in workflow that place different requirements on both people and technology, especially when multiple formats are required simultaneously.

NDI For Broadcast: Part 3 – Bridging The Gap

This third and for now, final part of our mini-series exploring NDI and its place in broadcast infrastructure moves on to a trio of tools released with NDI 5.0 which are all aimed at facilitating remote and collaborative workflows; NDI Audio,…

Designing An LED Wall Display For Virtual Production - Part 2

We conclude our discussion of how the LED wall is far more than just a backdrop for the actors on a virtual production stage - it must be calibrated to work in harmony with camera, tracking and lighting systems in…

Microphones: Part 2 - Design Principles

Successful microphones have been built working on a number of different principles. Those ideas will be looked at here.