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Video Processing Pipeline

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Video Processing Pipeline

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Navigation:  Pandoras Box > Device Control >

Video Processing Pipeline

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This chapter explains the fundamental video processing pipeline in Pandoras Box V5. It is separated in two render passes
- the (layer) composition pass, most important for the creation process
- the output pass, most important for the technical setup

Step 1, the Creation Process:

Here you do your layer composition - setting the media, the video playback, position, rotation and scale parameters as well as the visual effects. The render history is determined by the Z Position respectively, if it is not set, by the layer arrangement whereas the topmost layer in the Device Tree tab is rendered first and thus overlaid by other layers.
The end of step 1 is determined by adjusting the camera’s perspective onto your 3D composition.

Step 1 includes:
Video Layer Control
Graphic Layer Control
Camera Control

At the very end of the composition pass, the "Output to Texture" process generates a so called render target. There is a render target for each camera. If you have a Dual Server for example, there would be two render targets. These textures are forwarded...
- to the next pass if the output's render state is not set to bypass
- to the graphic card's output, thus your connected display if the output's render state is set to bypass
- to be send through the matrix patch (note that the output's render state may not be set to bypass)
- to be rendered for the video export


Camera setup


Render Target 1


Render Target 2

Step 2, the Technical Setup:

Here you match the texture to your technical setup.
The source media is determined by the render target or by a video / graphic layer's media if the layer is set to not be included in the composition pass (and as a result they are not part of the render target). This can be set up in the layer's Inspector. As this is not the default setting, the layers in the left image are marked with a star (*).

In the output pass you may set up:
- a warping object if the texture is projected on a bended screen,
- softedge or keystone adjustments,
- a color correction on the whole output (via FX)
- blacklevel compensation

Step 2 includes above mentioned video / graphic layers controls if a layer is only rendered in this pass, and the Output Control.

At the end of the output pass, the "Output to Display" forwards a texture to the so called back buffer respectively to the graphic card and thus your connected display.
For the above depicted example to possible outputs could be:


for output 1, a warp object has been applied and softedge settings were used


for output 2, keystone and softedge settings were used