Show Creation

Delta has a full, frame accurate, multi-timeline based show creation GUI which allows the operator to place media, controls and complex events on any of the 32 built-in timelines, fading each into view as required.

The GUI is an intuitive drag & drop user interface, with direct access to multiple resources, multiple timelines and multiple servers from the single instance of the Delta GUI program.

The powerful GUI also provides direct access to detailed configuration of the server, warp & blending of all projection channels, display configuration & management, spline editing, mesh editing and even dome projector layout design.

For some applications, full timeline editing is not required, and in this case, there are Playlist resources where the operator can simply drop media into a playlist container which repeatedly plays them in order until stopped.

The playlist items can be set to repeat once, multiple times, or wait on external control triggers – for example a video/audio holding loop is played until the customer’s equipment commands it to move onto the main show.

Delta GUI also provides simple dialogue-based wizards to create a slide show, 3D Stereo show, warp & blend layout for flat screen or dome display systems.

Playback

Delta Media Server is designed first and foremost as a rock-solid, frame-accurate source of the highest quality media available.

Delta has been used in many of the world’s prestigious audio-visual attractions including theme park dark rides, digital planetariums, high-end theatre productions, mass audience live events, museums and visitor attractions.

Delta is frequently chosen for its uncompressed, perfect quality media playback allied with its flexibility in matching any display surface, whether flat, cylindrical, fulldome, half dome or 3D objects such as vehicle, building or odd-shaped screens.

Delta achieves frame-accuracy across multiple servers using Ethernet and genlock (hardware) based timing, necessary in blended projection systems where any temporal difference is easily noticed by the audience. Supporting multiple video (up to 16) and audio (up to 64) outputs per server dramatically lowers the cost of purchase, power consumption and rack space utilisation without compromising on quality of output – all outputs are uncompressed.

Delta’s range of servers also incorporates cutting edge playback, with hundreds of 4K and 8K media servers already fielded, our hardware design supports high resolution (8K x 4K and beyond) and high frame rate (up to 120fps) playback, coupled with the necessary real-time interaction necessary for our customer’s demanding system designs.

Live Capture

Delta Media Server supports capture devices as a source of media, allowing customers to show live camera feeds, captured imagery from other computers or streamed media from the internet.

Live capture resources act like any other visual media within Delta, so they can be sized, mixed, warped and have Delta’s many special effects applied to them.

Capture interfaces include;

  • SDI (1.5G, 3G & 12G)
  • DVI (Single & Dual Link)
  • HDMI (1.1, 1.3, 1.4, 2.0 supported)
  • sVideo / Composite
  • DisplayPort 1.2

Some capture devices, especially non-SDI interfaces, support custom EDID programming, which allows the operator to program non-standard capture resolutions which are particularly useful in dome environments – for example in fulldome planetaria or live events, the full-resolution fisheye media is often complemented by live capture from a real-time space simulation, and in this case the external space system is captured at high resolution (e.g. 4096 x 4096 @ 60fps) and placed on the fulldome canvas in fisheye mode.

The operator can then simply crossfade within Delta Media Server from playback media to the captured live simulation at any time.

Recording

Delta has two modes of recording content back out – non real-time recording is typically used to carve large media down to smaller parts for playback, for example an 8000 x 8000 fisheye movie can be recorded out to channel-specific movie for playback if it is too large to playback natively.

Non real-time recording is not suitable where there are live capture windows on the timeline as these will not be recorded out with a high enough frame rate.

Non real-time recording is also useful to minimise server load and essentially “flatten layers” down to a single movie for playback.

You can choose the output channel, output movie format, resolution and more in this mode.

Real-time (Preview) Recording is a separate, largely external control driven mechanism in which you pre-configure the record parameters (GUI – Config – Preferences – Preview), then start & stop the recording process from external control. The recording starts immediately and is real-time, so can record live capture windows to disk as well.

Real-time recording can take place simultaneously with playback, so for example, a live camera feed is mixed with playback content and the composition is recorded back to disk for later playback of the combined movie media/live camera feed.

Backup and Restore

Backup and Restore provides the ability to backup all 7thSense Applications with its settings and data into a single file, allowing users to restore if required. This backup file can then be copied or moved to a different location for redundancy purposes.

Designed for larger installations with multiple servers and ideal for control room monitoring with high uptime requirement, this feature enables users to conduct backup and restore across all systems from a single location.

For more information, please visit our Online Portal here.

Features:

  • Backup and Restore server(s) configuration from a remote web page.
  • Flexible backup locations including local folders, USB drives or Network locations (NAS)
  • Restore a backup fully or partially for flexibility.
  • Backup or Restore multiple servers simultaneously.
  • Allows for a generic hot spare to be configured to replace another server quickly and efficiently.

Quickly and easily manage backups of all servers

Simply restore to server source backup file on demand

Full control over what’s restored

Advanced Timeline Programming

Advanced timeline programming uses multiple types of media and transforms animators to manipulate media positions and rotations across multiple timelines.

Delta can work with a wide range of media and capture types including Movies, Audio, Images, Text, Video capture, Spout (shared GPU textures), numerous IP Video feeds, Webpages (Chromium based), Real-time effects (Notch, custom OpenGL fragment shaders), all directly from the timeline.

DeltaRealTime

DeltaRealTime merges the high-fidelity playback of Delta Media server with real-time interactive assets to create real-time high fidelity, interactive 3D scenes, whether for a game, exhibit, simulation environment or themed attraction. It provides the functionality to;

  • Composite high resolution, high frame-rate, uncompressed playback with high quality real-time assets in a 3D environment, with per-pixel 3D depth information from platforms such as Unity and Unreal.
  • Composite multiple real time sources together in a 3D environment, with per-pixel 3D depth information from platforms such as Unity and Unreal. This allows the rendering load of real time sources to be spread across multiple nodes.

The result is achieved by matching camera definitions for pre-rendered playback media and real-time frames, and then compositing pre-rendered and real-time content based on depth and mathematical definition (stencil) information, on a per pixel basis

Approaches to Interactive Environments

Interactive environments are becoming more and more popular with the advent of platforms such as Unity and Unreal Engine. These platforms provide an easy to use powerful set of tools to create 3D scenes – whether for a game, simulation environment or visitor attraction. The applications are endless, but the demands on computing power are very high, depending on resolution, complexity and the quality sought.

Approaches such as Level of Detail (LOD) management simplify models dynamically the further they are away in a scene, appear less important, or have a lower viewpoint-relative speed. This sacrifices texture resolution or frame rate.

But what if we don’t want to make these sacrifices?

What if we can have full HDR, high-fidelity display of both pre-rendered playback media and interactive real-time imagery?

With DeltaRealTime, 7thSense Design takes a different approach and provides a fully-comprehensive mixture of high resolution real-time and playback media, making available the use of lighting, blooming, shading, occlusion and particles.

By pre-rendering the parts of the 3D scene that are known to be consistent, and require no real-time interaction, it is possible to focus the real-time graphics generation on the parts of the scene that are required to be truly interactive. The playback media (pre-rendered) and real-time parts are composited dynamically by Delta Media Server, using depth information generated by the real-time engine. In this mode, pixels that are occluded, or exist in the pre-rendered frame, are culled so that no unrequired pixels are added to the frame load.

Functionality is also provided for multiple real-time feeds to be composited together in 3D to enale real time scenes rendering across multiple render nodes.

DeltaRealTime adds another dynamic factor with its real-time stencil feed. Here, the R, G and B channels are utilised to carry information for the real-time assets, to add dynamic lighting, shading and transparency effects.