PixelStorm
The VMediaBoard sources screen: the fleet of engines, the MediaHub with its sources and destinations, the console log, and the rendered virtual sports set with a presenter beside a 3D player graphic
The VMediaBoard routing graph: host, camera, Unreal Engine instance, surface, preview with a stadium feed, media output and TVU route, linked by coloured connections
The VMediaBoard audio mixer with a channel strip per source and the master on the right
The VMediaBoard rundown: clocks, the Opening segment on air, the Live guest segment next, timeline lanes and the program output

The platform

Inside the control room.

Sources, scene routing, audio and the rundown, as they appear in VMediaBoard. Each work area is explained below, with the controls that matter pointed out.

Sources and monitoring

Sources and monitoring

Connect the sources and watch them arrive.

Engines, hosts and media routes are managed in one place. The live preview shows each feed before it enters the scene.

The VMediaBoard sources screen: the fleet of engines with CPU and GPU load, the MediaHub with its sources and destinations, the console log, and the live rendered set with a presenter beside a 3D player graphic
  1. 1
    Fleet

    The hosts and Unreal Engine instances behind the show, with their load and state.

  2. 2
    MediaHub

    Ingests, transforms and delivers media between sources, destinations and outputs.

  3. 3
    Sources and destinations

    TVU, SRT and platform endpoints declared once and reused in every route.

  4. 4
    Live output

    The rendered set as it leaves the engine, with the source, its format and frame rate.

  5. 5
    Console

    What the engine and media layers report, as it happens.

Scene and routing

Route each source into the scene, then to Preview or Program.

The graph shows how a camera feed reaches a surface in the 3D set, which engine renders it and where the program goes out.

The VMediaBoard routing graph: nodes for the program output, the Unreal Engine instance, a surface in the set, a preview panel showing a stadium feed with a mascot, a media output and a TVU route, linked by coloured connections
  1. 1
    Program

    The rendered output that goes to air.

  2. 2
    Unreal Engine instance

    The engine with its host, main camera, surfaces and controls.

  3. 3
    Surface in the set

    The object in the 3D scene that receives a video feed.

  4. 4
    Preview

    Check the composition before it goes to Program.

  5. 5
    Media output

    The program published to a route: SRT, WebRTC or a platform.

  6. 6
    Destination route

    A TVU route or an output that carries the program to the transmitter or the platform.

Audio

Mix the sound next to the pictures.

Every source arrives with its own channel. Gain, equaliser, dynamics, level and pan sit on one strip, and the master feeds the program.

The VMediaBoard audio mixer: source thumbnails and status at the top, then for each track the input gain, equaliser, dynamics, a level fader with meters, pan and an audio-follow-video switch, with the master strip on the right
  1. 1
    Source status

    SRT, NDI or media file, with live, no-signal and stalled states shown where you mix.

  2. 2
    Input gain

    Left and right gain for each channel.

  3. 3
    Equaliser and dynamics

    Tone and compression per channel.

  4. 4
    Level

    A fader and meters in dB for each track.

  5. 5
    Pan and audio follow video

    Place the sound, or let it follow the camera that is on air.

  6. 6
    Master

    The program mix and headphone monitoring.

Rundown and playout

Keep the show on time. Let playout run the schedule.

The rundown lists the segments with their cameras, audio and assets, and shows what is on air and what comes next. Playout plays scheduled content and streams the program to the selected platforms.

The VMediaBoard rundown for an evening news show: clocks for planned start, elapsed and remaining time, the Opening segment on air in red, the Live guest segment next in green, timeline lanes for program, preview, audio and assets, and the program output showing a live-commerce presenter
  1. 1
    Clocks

    Planned start, elapsed time and the time remaining on the segment on air.

  2. 2
    Running order

    Opening on air, Live guest next, Closing after. Durations against the budget.

  3. 3
    Segment on air

    Red means program. The cameras and audio of the current segment.

  4. 4
    Lanes

    Program, preview, audio, assets, antenna and notes on a timeline.

  5. 5
    Next segment

    Green means prepared. Its cameras are already set for the take.

  6. 6
    Program output

    The picture as the audience sees it, with its live status. Playout keeps the channel on air between live sessions and sends the program to several destinations at once.

AI copilot

A technical task can start with a sentence.

The copilot works through the same controls as the operator. It prepares scene changes, explains settings and points at the cause of a problem. Nothing reaches the program output without you.

  • Create and modify scenesAdd, move or replace objects and graphics in the 3D set from a plain-language request.
  • Operate the productionFind a control, prepare the next change, understand what a setting does.
  • Diagnose an issueGet the likely cause and the next thing to check when a source or an output misbehaves, with human support when it is needed.
CopilotA scene change, then a diagnosis
  1. You
    Put the sponsor board behind the presenter, slightly to the left.
  2. Copilot
    Added Sponsor board to the sports set, 1.2 m behind the presenter and offset to the left. It is in Preview. Program is unchanged.
  3. You
    Why did Camera 2 stall?
  4. Copilot
    The SRT feed on port 42101 stopped sending frames 12 seconds ago. Check the encoder on location. Camera 1 is still live, so the rundown can continue on it.
Preview: sponsor board addedProgram: Camera 1Copilot: waiting

The copilot prepares; the operator decides what goes to air.

The presenter in a virtual sports set beside a 3D player graphic with season statistics

Sports set

Live graphics beside the presenter.

A 3D player graphic and its statistics, lit by the set.

The same presenter in a virtual newsroom overlooking a city skyline at sunset

Newsroom set

The same take, in a newsroom.

Skyline, desk and lighting from the 3D scene.

The presenter with a tablet in the lit green-screen studio where she is filmed

Camera input

What the camera sees.

The presenter on green, lit for the key.

Rendering

One camera feed. Any set.

PixelStorm's video integration makes the presenter react to the scene's lighting and shadows, with colour handled separately from the virtual set, so the person belongs in the picture.

  • Unreal Engine on Linux, controlled remotelyThe engine runs natively on Linux servers and takes its instructions from the control room.
  • Resources allocated through Kubernetes on AWSInstances are started for the production and released after it.
  • One connected video pipelineFrom the incoming sources to the final outputs, the same pipeline carries the pictures and the sound.

Where the product stands

What a demonstration shows today.

VMediaBoard is a working product. The next step is a full production validated in a customer's own conditions.

Working product since October 2025

Unreal Engine on Linux with PixelStorm's video integration, controlled from VMediaBoard.

Bench-tested in September 2026

Media transitions and live source recovery, with two program outputs recorded and reviewed.

Next: your conditions

A pilot measures stability, return latency and recovery on your actual connection before commercial use.

See the control room with your own sources.

A demonstration walks through the four work areas with a scene and an output that match your production.

Request a demo