cloud based live production
TRANSCRIPT
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Cloud Based Live ProductionMike Cronk, VP of Advanced Technology at Grass Valley
January 21st, 2021
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The Big Picture
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What This Means
REVENUE COST
Better align cost structure with revenue
Need for more efficiencies
Need to get more out of your current assets
Need to generate new revenue streams
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Key Challenges
Generating new revenue opportunities is hard as technology is too static / inflexible or requires too much investment upfront.
Integrating SW is hard, especially if multiple vendors are involved. Add cloud and it’s even harder.
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Broadcast Adoption of Elastic Compute
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Technology Adoption Lifecycle
Early Adopters
13.5%Innovators
2.5%Early Majority
34%Late Majority
34%Laggards
16%
LIVE PRODUCTION
LINEARPLAYOUT
OTT, STREAMING,
VOD
Chasm
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Obstacles to Adoption
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• Latency?
• I/O Scaling?
• Integration with on-premise ops?
• Business Model?
• Functional Sufficiency?
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Addressing Latency with Intelligent Timing Management
○ Source Time Alignment
○ Low-Latency, High Quality Monitoring
○ Low Latency Control
○ System Level Timing Management
You can’t cheat physics……but you can manage it
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Addressing I/O Scale
○ Software Optimization
○ Scale Up
○ Scale Out
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Production Scale
Camera Count
Pro
duct
ion
Com
plex
ity
4 8 20 100
Low
High
Capability as of December 2020
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Addressing Integration with On-Premise Ops
○ Transport Integration• SDI
• ST 2110
• NDI
○ Control Integration• NMOS IS-04/05
○ Monitoring
○ Intercom
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Addressing the Business Model
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○ Model Flexibility
○ Total Cost of Ownership
○ Driving Efficiency
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Addressing Functional Sufficiency
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○ Production Switching
○ Audio
○ Graphics
○ Replay
○ Camera Shading
○ Probing/Monitoring
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Addressing Functional Sufficiency
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○ Production Switching
○ Audio
○ Graphics
○ Replay
○ Camera Shading
○ Probing/Monitoring
Easily Customizable UI’s per User
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Addressing Functional Sufficiency
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○ Production Switching
○ Audio
○ Graphics
○ Replay
○ Camera Shading
○ Probing/Monitoring
System Monitoring/Visualization
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Cloud Based Live Production Use CaseseSports
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Activision Blizzard
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Electronic Arts
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The Need
○Flexible, agile way to enable true, worldwide home/away format drives fan engagement
○Ability to experiment with eSports broadcasts for games without a significant broadcast revenue stream (yet)
○Efficient way to handle regional branding and advertisement opportunities
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The Need
○ Completely Distributed Remote Production Capability (“work from home”)
○ Broadcast Production Quality Storytelling
○ Geographically Pivotable Scalability
○ Extensive Probing/Monitoring Capabilities
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(many locations)(2 locations)
CASTERS Operational Crew
(individual homes,
apartments)- Distributed HTML5 based control- Low Latency Video/Audio
Monitoring
PCR-2 AWS EC2
PCR-1 AWS EC2
- Switcher- Multiviewer- I/O & Routing
- Clip Players- HTML5 Render- Music Player- WebRTC
Monitoring
Graphics
PCR-3 AWS EC2
Analyst Show PCR
- Switcher- Multiviewer- I/O & Routing
- Clip Players- HTML5 Render- Music Player- WebRTC
Monitoring
Distributed LocationsCloud
Main PCR
ENGLISH & REGIONAL FEEDS
LOW LATENCY INTERCOM
Zixicontribution
Zixicontribution
AMPP low-latency contribution
Zixicontribution
backup
MASTER CONTROL AWS EC2S
- Switcher- Multiviewer- I/O &
Routing
- Clip Players- HTML5 Render- Music Player- WebRTC
Monitoring
main
Main PCR
- Switcher- Multiviewer- I/O & Routing
- WebRTCMonitoring
Observer Station sub-switch
- Screen Capture- Contribution
(4 locations)
OBSERVER STATIONS
- Low LatencyVideo/Audio Monitoring
(3 locations)
ANALYSTSvMix
Replay
(1 location)
Powered by GV AMPP
Master Control
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October EA Apex Production Scope
○ 8 virtual cameras (observer stations)
○ 8 contribution links for talent○ Live switching, graphics,
audio, clip playback○Contribution from EMEA, US,
APAC
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100% Cloud Based Processing
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December EA Sports FIFA Production Scope
US-East
Virtual K-frame
Sacramento
Control Monitoring
○ Scale: 20+ sources
○ Production Value: Korona switcher panel
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2020 Cloud Production Checklist
○ Fully elastic, globally pivotable production○ Ultimate distributed remote production○ Significant list of functionality○ Capable of doing a 20+ camera show in 1080p60
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Areas to Improve
○ Continued Scalability○ More tools
• Replay• Audio Mixing
○ Broader Ecosystem○ Capable of doing a 20+ camera show in 1080p60
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Conclusions
○ 2020 was a breakthrough year in proving that the fundamental challenges to broadcast grade cloud production can be solved
○ We are at the beginning of an adoption curve and there remains much to do to address a wider range of use cases