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...

HDR & WCG For Broadcast: Part 3 - Achieving Simultaneous HDR-SDR Workflows

Welcome to Part 3 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 3 discusses the creative challenges of HDR…

IP Security For Broadcasters: Part 4 - MACsec Explained

IPsec and VPN provide much improved security over untrusted networks such as the internet. However, security may need to improve within a local area network, and to achieve this we have MACsec in our arsenal of security solutions.

IP Security For Broadcasters: Part 3 - IPsec Explained

One of the great advantages of the internet is that it relies on open standards that promote routing of IP packets between multiple networks. But this provides many challenges when considering security. The good news is that we have solutions…

The Resolution Revolution

We can now capture video in much higher resolutions than we can transmit, distribute and display. But should we?

Microphones: Part 3 - Human Auditory System

To get the best out of a microphone it is important to understand how it differs from the human ear.