Virtual NASCAR Racing Simulation

Highlights

  • Race systems used for horse racing in Unreal Engine 5 applied to NASCAR style car racing.
  • Added configurable starting grid actor.

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Event Video Processor

Highlights

  • Developed macOS app to automatically extract individual videos and images from a single video capture several hours long containing hundreds of rendered events.
  • Developed Unreal Engine 5 plugin to display event metadata during video capture.

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Virtual Horses – Hurdles Racing Simulation

Highlights

  • Extended the real-time horse racing in Unreal Engine with hurdles racing specific additions.
  • Upgraded the project to Unreal Engine 5.
  • Added crowd instancing system supporting dynamic placement of thousands of crowd members.
  • Added artist positionable hurdles that the horses automatically jump with realistic variation.
  • Added configurable walking start.
  • Enhanced the development only drone camera for easier animator debugging.
  • Assisted animator with fixing and optimising the horse animation blueprint.

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Virtual Horses – Flats Racing Simulation

Highlights

  • Extended the real-time race engine developed for greyhounds in Unreal Engine with horse racing specific additions.
  • Added artist configurable time and weather scenarios within a single race track map.
  • Created chase style camera for simulating dynamic vehicle and aerial footage, inheriting existing tracking imperfection simulations.
  • Implemented configurable animation request system to add the appearance of random yet controlled runner actions, such as; jockey movements, whips, horse head shakes.
  • Added variable runner support, with production runs from 6 runners (120 events) through 14 runners (2184 events). Capable of handling up to 24 runners with existing art assets, but limited by available hardware and audio assets.

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Virtual Greyhounds Racing Simulation

Highlights

  • Designed and implemented real-time race engine using Unreal Engine from scratch.
  • Dynamically generated outcomes for all runners and winning places with determinate repeatable performances.
  • Simulated realistic race ebb and flow as runners gain and lose position with multiple variations for the same final result, combined with natural greyhound behaviour.
  • Simulated human camera operators with dynamic and realistically imperfect tracking, panning and zooming.
  • Created race track builder to programmatically model and distribute the track surface and associated fixtures (guard rails, fences, lights, lure rail).
  • Created dynamic special effects for particulate kick-up and surface footprints.
  • Created video post-processing solution to automatically cut the captured races, while checking for run-time issues in the footage.

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Virtual Race Audio Commentary Generation

Generated commentary combined with externally created visuals

Highlights

  • Replaced the previous outsourced commentary solution that had poor quality and required extensive QA.
  • Built the replacement from scratch in short timescales, resulting in commentary of reliably higher quality, increased flexibility, diagnostic reports and far less QA effort required.
  • Algorithmically generated race commentary audio by combining race metadata of runner positions with pre-recorded audio clips of runner numbers, positions and phrases.
  • Rejection of phrase choices with number position changes, preventing incorrect reads without failing previously valid results.
  • Automatic retry of races that failed all section retries, using alternative phrase combinations.
  • Ensured whole system remained deterministic despite the apparent random generation of the audio content.

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Virtual Match Sports Video Compositing

Highlights

  • Replaced manual use of Adobe After Effects with custom solution using multi-threading and Core Image, providing an elapsed time performance improvement from 20 times real-time processing to 2 times real-time, compositing around 250,000 image frames for all variations of a 15 video second clip.
  • Composited multiple image layers with masking using a matrix of team combinations to efficiently generate over a hundred variations from the source renders of a single clip.
  • Abstracted the core composite engine to support the layer combinations rendered for multiple sport types.

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Virtual Football Highlight Streaming

Highlights

  • Created match highlight sequences based on a match results message and a pool of hundreds of thousands of pre-rendered video clip variations.
  • Combined video clips with dynamically composited match status overlays (score, replay) and transitions into a single video stream in real-time.
  • Balanced processing load between the start-up phase and deferring into the live streaming in order to enable quick playback start without overloading the streaming server.

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