Outer Rim Archives
Archives · 2020 · 20200183968

Application (pre-grant publication)

TECHNIQUES FOR AUTOMATICALLY EXPOSING 3D PRODUCTION ASSETS TO AN EDITORIAL WORKSTATION IN A CONTENT CREATION PIPELINE

Number
20200183968
Published
2020-06-11
Filed
2019-02-04
Assignee
DISNEY ENTERPRISES, INC.
Inventors
BREYMANN; Michael, BINDER; Evan A., ACCARDO; Anthony M., NAVARRE; Katharine S., SWERDLOW; Avner, FARRE GUIU; Miquel Angel
CPC
G11B27/031; G06T19/00; G06F16/583; G06F16/54; G06T1/20
Verdict
Set aside production asset pipeline tooling, business
Source
Google Patents · FreePatentsOnline

Abstract

Various embodiments of the invention disclosed herein provide techniques for automatically exposing 3D production assets to an editorial workstation in a content creation pipeline. A production asset management system transmits, to an editorial workstation, a first content library that includes first metadata associated with a 3D production asset that is included in an editorial cut. The first metadata allows a user to see what versions of the 3D production asset are available for incorporation into the editorial cut. The production asset management system retrieves second metadata associated with a second version of the 3D production asset from a production database. The production asset management system retrieves, based on the second metadata, the second version of the 3D production asset from the production database. The production asset management system transmits the second version of the 3D production asset to the editorial workstation for incorporation into the editorial cut.

Background

BACKGROUND OF THE INVENTIONField of the Invention

The present invention relates generally to distributed media production and, more specifically, to techniques for automatically exposing 3D production assets to an editorial workstation in a content creation pipeline.Description of the Related Art

Media productions, also referred to herein as “productions,” can include any form of audio and video content for use in feature films, computer games, television broadcast, commercials, online media, and so on. Media productions typically involve live action, animation, or a mix of live action and animation. Media productions that involve animation often include two-dimensional (2D) and three-dimensional (3D) computer-generated production assets (also referred to herein as “elements”), where each such asset contributes a visual and/or audio component to the media production. Such production assets can include computer-generated characters, virtual sets, light sources, and virtual cameras.

Production assets used in media productions typically are generated by members of a production team that can include computer artists, animators, lighting designers, set designers, and so on. Production assets usually are generated in an iterative fashion, where one or more production team members generate an initial version of a production asset and then modify that production asset multiple times before finalizing the production asset for use in a given media production.

Th

Claims

1. A computer-implemented method for automatically exposing three-dimensional (3D) production assets when generating editorial cuts in a content creation pipeline, the method comprising: transmitting, to an editorial workstation, a first 3D production asset and a first content library that includes first metadata associated with the first 3D production asset, wherein a first version of the first 3D production asset is included in an editorial cut, and the first metadata allows a user to see what versions of the first 3D production asset are available for incorporation into the editorial cut; retrieving second metadata associated with a second version of the first 3D production asset from a production database; retrieving, based on at least a portion of the second metadata, the second version of the first 3D production asset from the production database; and transmitting the second version of the first 3D production asset to the editorial workstation for incorporation into the editorial cut. 9. A non-transitory computer-readable medium including instructions that, when executed by a processor, cause the processor to perform the steps of: transmitting, to an editorial workstation, a first 3D production asset and a first content library that includes first metadata associated with the first 3D production asset, wherein a first version of the first 3D production asset is included in an editorial cut, and the first metadata allows a user to see what versions of the first 3D production asset are available for incorporation into the editorial cut; retrieving second metadata associated with a second version of the first 3D production asset from a production database; retrieving, based on at least a portion of the second metadata, the second version of the first 3D production asset from the production database; and transmitting the second version of the first 3D production asset to the editorial workstation for incorporation into the editorial cut. 16. A computing device, comprising: a memory that includes instructions, and a processor that is coupled to the memory and, when executing the instructions, is configured to: stream, via a streaming service, a first 3D production asset and a first content library that includes first metadata associated with the first 3D production asset to an editorial workstation, wherein a first version of the first 3D production asset is included in an editorial cut, and the first metadata allows a user to see what versions of the first 3D production asset are available for incorporation into the editorial cut; retrieve second metadata associated with a second version of the first 3D production asset from a production database; retrieve, based on at least a portion of the second metadata, the second version of the first 3D production asset from the production database; and transmit the second version of the first 3D production asset to the editorial workstation for incorporation into the editorial cut.