Playback and Real-time Media Formats

<< Click to Display Table of Contents >>

Navigation:  »No topics above this level«

Playback and Real-time Media Formats

Although not essential, is it recommended that all playback (pre-rendered) media have the same resolution and format.

Playback RGB(A) / colour frame sequence

Delta supports the following formats, depending on the performance specification of your server:

DPX 10 and 12-bit RGB 4:4:4 or 10-bit YUV 4:4:4

TGA 24-bit RGB or TGA 32-bit RGBA

.7th 10-bit 4:4:4 or .7th 10-bit 4:4:4:4 or 10-bit 4:2:2 or 8-bit 4:4:4 or 8-bit 4:2:2

Playback and real-time depth frame sequence format

Depth information is required as a TGA 24-bit RGB, or .7th 444 image sequence for 16-bit depth. For 8-bit depth information an 8-bit TGA should be used.

DeltaRealTime currently supports 8, 16 or 24-bit depth data per pixel. 8-bit depth data should be delivered as an 8-bit greyscale TGA sequence, giving 256 levels of depth. 16-bit depth data should be stored in the Blue and Green channels of a 24-bit TGA, giving 2562 (65,536) levels of depth. 24-bit uses R, G and B, giving 2563 (16,777,216) levels of depth. When RGB and Depth media sequences are played together, we have a depth value and RGB colour value for every pixel in the playback media frame.

Real-time Depth values are packed in R, G and B

8-bit-depth-sm16-bit-depth-sm24-bit-depth-sm

* Most/Least Significant Bit

The packing format and scale of the real-time and playback depth video feeds must match that of the playback RGB image media. See Playback depth frame sequence format for depth definitions.

Real-time video formats

All real-time inputs are captured into Delta Media server from a remote real-time rendering cluster. Delta Media Server can support Display Port, HDMI, 12-G,3-G SDI inputs at 8 or 10 bits per pixel.

Real-time RGB feed

The real-time colour feed should contain all real-time generated assets only. The remainder of the pixels in the frame should be black (0,0,0).

Real-time RGB(A) feed can also be from a shared texture (Spout) resource when real time engine is running on Delta Media Server.