Chroma and luma keying – edge correction

Edge Correction is an additional correction that improves the keying quality.

Click on the icon Edge Correction in order to open a window.

The Brightness function is responsible for correction of the semitransparent areas (like a correction of hair tips that should be darkened/brightened), affecting the image’s natural effect.

The Shrink function is responsible for reducing the object’s contour by softening it.

This is especially important for certain types of cameras, image from which can produce a white line around the object. It is possible to remove it with the Shrink function. You can also use it in the cases where keying is difficult in some places, due to the properties of the object’s edges or lighting. Be careful
not to trim the edges of the object too much, so that it doesn’t look unnatural.

Chroma and luma keying – spill correction

Functions in the Spill Correction section eliminate from the object a reflection effect of the keyed background color. The picture below shows an impact of green color on the object – view before the spill correction.

Click on the icon Spill Correction to open the spill correction window. Despill Color and Despill Coarse functions are the functions used for preliminary elimination of unwanted color on the basis of RGB (red, green, blue) plane.

When you move the Despill Color slider to position 0 (to the left), the algorithm will automatically subtract the green color component, in the case when green is a keyed color (similarly blue when a blue background is used). Whereas moving it to a position 1000 (to the right) will cause adding color red with blue (when green is a keyed color) or red with green (in the case when a blue background was used) automatically by the algorithm.

You can control the value of the algorithm with Despill Coarse function. In the case of green background color, the Despill Coarse function entirely excludes a green component from the object in the RGB (red, green, blue) plane when it goes beyond a certain threshold, resulting in a shift of color to the purple
(magenta) area.

The next function enables more accurate improvement of the correction described above.

When you use the Despill Fine function, the color of the keyed background is excluded, but this time on the basis of chrominance components. Below you can see the Despill Fine slider.

After using the Despill Coarse function, which is an initial correction, the next step is to operate on the precise values. In the case where the Despill Coarse function was set at a high level, any changes in Despill Fine function settings may be of little significance to the algorithm.

Chroma and luma keying – tolerance correction

As was shown in the previous picture, widening the scope with the White level function usually makes the plane, that formerly had a uniform black color, return to the light gray color scale.

In this case, to correct this gray, the two following functions from Tolerance Correction section are necessary.

Click on the button Tolerance Correction to open the tolerance settings window.

The first function – Luminance – improves the structure of the white mask’s uniform color.

The second function – Color – means returning to a single structure of the black background.

In particular, it improves visibility of an object, when there is a big difference in luminance between the object and the background. In this case, semitransparent objects, like a glass or eyeglasses, become more distinct.

Color function also fulfills a different task. It allows you to eliminate unnatural contours when you disable Show Alpha Matte and return to the actual image. You can remove these contours by improving the limit value between the keyed color and the object.

Chroma and luma keying – matte control

Click on the button Matte Control to set the initial keying parameters. It is done with the Show Alpha Matte function which, when enabled, shows a mask’s window in black and white. Parts of the mask’s image for which the colors are closer to white will be opaque, and those closer to the dark – transparent.

A view after clicking on the Show Alpha Matte icon.

The expected result is getting a black color of the mask’s background as perfect as possible. In order to achieve it, you have to move the markers on the Black/White slider up until you get as uniform distribution of the black color on the mask’s background as you can.

A view after the Black level correction

Moving the slider to the extreme positions will make the remaining objects lose their properties becoming opaque. Therefore, you have to carefully balance the extent to which you use this function, in order to reach a point where there are still some slight but noticeable differences in the distribution of the black background. The next step is to obtain a uniform distribution of white color on the objects that are to remain completely opaque. This non-uniformity may result from the fact that some of the object’s colors may have color components close to the keyed color. In this case, you can make adjustments using the White slider’s marker.

You can obtain a perfect distribution of a white color on the object by moving the slider towards the maximum value on the left.

A view after the White level correction.

In many cases, the option of White level setting is used together with the Black option, in order to obtain the most efficient settings possible of the black background – without losses in white objects and vice versa.

Chroma and luma keying – chroma key mode

After selecting the operating mode of the key, the next step is to choose a background color. Click on the button Chrominance Keyer below the Mode button.

A window will appear, as shown below. Now you should choose a background color. There are two options: blue and green. You can change the background color by clicking on a rectangle with a green color. The color of the rectangle also changes then.

In the case of uneven color of the keyed background, you have a button: Detect Color at your disposal. It calculates LRGB parameters of the background on the basis of automated averaging. If reception of these parameters is not successful, the user is notified via a message window and then the default color is set. The Default Color button is used to select the default color.

Chroma and luma keying – selecting the keying mode

Click on the highlighted square button Mode to choose the keying mode.

There is a choice between four options:

  • Chroma Key – precise setting of the key,
  • Simple Chroma Key – quick setting of the key,
  • Luma Key – setting of the key on the basis of luminance,
  • Disable Key – working with the key off.

Chroma and luma keying

Keying is a special filter that in the Reckeen 3D Studio system can be used for camera inputs. The principal of its operation is to remove the areas of a specific color (e.g. green) from the image. The green color is removed after you turn the keying on and set its parameters. This way a figure of a presenter filmed on a green background can be placed against any virtual decoration.

The key can operate in either luminance (luma-keying) or chrominance (chroma-keying) mode. Setting the parameters of the key is done in a few simple steps, through which a special wizard can lead you. Thanks to this solution, selection of optimal key parameters is achievable even for the inexperienced users. And the results are impressive.

Media tray – mirror image on the PGM monitor

In the course of making the program, an inverted view from the monitor displaying the Program (PGM screen) is often needed. This facilitates the work of people facing the camera (their view is a mirror image on the PGM screen). To set such a PGM monitor preview, click on the Options icon at the top left of the production screen and select Configuration from the drop-down menu.

Click on the General in the window that opens. Then, check the Mirror on PGM Monitor option under the Program caption. The image on the monitor will change after pressing the OK icon in the lower right corner of the window.

Media tray – setting the displayed content on the monitors

After connecting the monitors to the Reckeen 3D Studio system, the displayed content can be set on the screens.

For this purpose, after opening the 3D Production module, click Options on the top Menu bar, then click on the Layout and select the previews’ layout that suits your needs from the dropdown menu.

There are the following options depending on the number of the monitors connected:

  • One Screen,
  • Two Screens (Production + Multiviewer),
  • Two Screens (Production + Program),
  • Two Screens (Production + Preview),
  • Three Screens (Production + Multiviewer + Program),
  • Three Screens (Production + Multiviewer + Preview) .

After setting the previews’ content on the screens, you can also specify which preview from the already selected will appear on which specific monitor. For example, if you have two monitors and the screens already selected (Production + MultiViewer), you can set, which exact monitor will show the specific content. To do this, click again on the Options icon at the top left of the production screen and select Configuration from the drop-down menu.

Click on the Screens icon in the window that opens. In the opened Monitor configuration window, you can set what Monitor1 and Monitor2 will show (Production + MultiViewer or MultiViewer + Production).

Media tray – additional monitors support

The Reckeen 3D Studio system operates on multiple input and output signals. To ensure even better preview of these signals, you can use additional monitors connected to your workstation. By using a separate monitor, you are able to obtain a preview larger than the one on the screen in the 3D Production application.

A second monitor can be used to display the Multiview view. Clear interface shows the previews available in the 3D Production module.

There are the following previews in the Multiview view:

  • PREVIEW – presentation of the item selected to be broadcasted next,
  • PROGRAM – presentation of the currently broadcasting signal (system output),
  • previews of the virtual cameras V/C 1, V/C 2, V/C 3, V/C 4,
  • a preview of all the media loaded into the virtual players,
  • a preview of the cameras CAM1, CAM2 , CAM3 , CAM4.

The third monitor, after the appropriate configuration, may display a full screen image from PREVIEW or PROGRAM output. Previews on the extra monitors retain their proper aspect ratio. Aspect ratio is consistent with the chosen format, in which the system’s broadcasting output operates.

In the picture – a Multiview view on a separate monitor for the Reckeen 3D Studio system.