Ancillary data processing, Graphics processing – Grass Valley XG Vertigo Configuration Guide v.5.0 User Manual
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Vertigo XG Configuration Guide
Overview of the Vertigo XG’s Hardware
Ancillary data processing
The Vertigo XG reserves some hardware functionality for the extraction, processing, and
insertion of ancillary data into the output video signal, for example, Vertical Ancillary (VAnc)
data and Vertical Blanking Interval (VBI) data.
The ancillary data space can be used as a transport mechanism for data to be extracted by
the Vertigo XG for triggering keyers, squeezes (DVEs) or other graphics events. Metadata
embedded upstream of the Vertigo XG is extracted and processed by the control application
to control these actions.
Graphics processing
The Vertigo XG is a multi-layered graphics engine that supports loading of multiple graphics
scenes on independently-controlled, dynamic layers. The number of layers to be controlled
is defined in the control application (Xplay, Xplay Pro, or Xpanel).
Figure 2-6. The Vertigo XG supports the production of multi-layered graphics
The engine supports a large number of graphics objects, including input video, images,
clips, cel animations, text, crawls, rolls, all within a single graphics layer. Graphics output is
created by positioning objects within a graphics scene using the authoring tool set, and
loading the scene onto the Vertigo XG.
Digital video effects (DVEs) are created, loaded, and controlled as standard graphics. The
video object supports a wide variety of integrated transitions, as well as a full animation
timeline to create custom moves.
The Vertigo XG supports hardware and software bypasses for video inputs in the case of
power loss and hardware or software failure.