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Virtual Eye
Virtual Eye
Virtual Eye
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Virtual Eye, the Sports division of New Zealand based Animation Research Ltd (ARL), is a world leader in real-time 3D Sports Graphics on land, sea and in the air.
2021 Showreel 👊
2:15
2 года назад
Fox Cricket discuss the DRS
12:58
4 года назад
Cricket Graphics: Nov-Dec 2019
5:01
4 года назад
Cricket Graphics 2018-2019
4:40
5 лет назад
Mount Panorama - Top 10 Shootout
1:00
5 лет назад
The Ashes 2017-18 - Adelaide DRS
4:34
6 лет назад
Hallelujah
3:06
7 лет назад
Virtual Eye Golf in 2016
6:28
8 лет назад
Virtual Eye at the 116th US Open
1:42
8 лет назад
Virtual Eye at Rio Sambadrome 2016
0:54
8 лет назад
Quantum Key West Race Week - 2013
1:12
8 лет назад
Virtual Eye Cricket 2015-2016
2:26
8 лет назад
Volvo65  Satellite animation
0:31
8 лет назад
Комментарии
@VirtualeyeTv
@VirtualeyeTv 11 лет назад
At Virtual Eye our approach has always been that technology should be used to enhance viewer comprehension of a sport, and to deliver viewpoints that television cameras cannot. When Virtual Eye first ventured into ball-tracking Cricket in 2006, explaining the game being played between the bowler, his captain and the batsman was our main objective. The cameras we used in 2006 operated at 120 frames a second, which was more than adequate for the television coverage of the time. With the advent of the Umpire's Decision Review System, and the use of 'predictive path', the demands are higher. During the 2010/11 Ashes series (where we're known as Eagle Eye) four cameras are tracking balls at 230 frames per second, providing points of reference available to the third umpire to make a decision. Our computer works out, like the umpire, where the ball would have gone had it not hit the pad. The more frames, or points of reference we can give it to do that - the better the prediction. We see our function in this instance as providing Umpires with tools they can use to assist them when they need it. The Virtual Eye Cricket package allows cricket commentators to track every shot played by any player in a match in full 3D with matching animations of the players, all in an exact replica of the ground the match is being played at. Commentators can track every ball bowled as well as where the batsman plays it. All Fielders are displayed in their real positions on the field, and are also tracked, allowing a captain's decision making to be examined in depth. Commentators are also able to move the virtual fielders to desired positions while explaining the process, a new twist on telestrator graphics. 'Wagonwheel' graphics are used to display a batsman or team's innings data, showing where on the field they've hit and scored their runs - Wagonwheels are also used by commentators to summarize batting tactics against a particular bowler and/or fielding formation. Other features of the Virtual Eye Cricket package include 3D flyovers of the stadium and surrounds, Deviation graphics (which make use of a virtual protractor to show the angle of a ball's deviation from the bounce), live video playback on screens in the 3D stadium model, and a wide range of data that can be presented in overlay form - for instance, with the batsman wagonwheel we can additionally overlay the percentage of balls landing at each length, runs scored off each length, the percentage of batsmens total runs scored off each length and the strike rate of each length. virtualeye.tv/index.php/the-sports/virtual-eye-cricket