Broadcast News
18/05/2026
Zero Density Showcases Rendering Flexibility, Traxis Hub 3.0 And AI News Tools At NAB 2026
A technology preview of Reality 5 demonstrated multiple rendering options running side by side: Chaos Vantage for real‑time ray tracing, NVIDIA's Gaussian splatting and Unreal Engine 5. Talent tracking data automatically kept presenters in focus, placed them accurately within 3D sets, and delivered correct reflections and virtual shadows. Visitors welcomed the ability to design virtual studios in existing 3D tools such as Blender and 3ds Max for use with Chaos Vantage, as well as 3D‑scanned environments rendered via Gaussian splatting.
On the Reality 5 XR Video Wall Stage, using a Grass Valley LDX180 camera, any of the renderers could be projection‑mapped to the wall. Automatic 3D colour profiling of the LED displays in around a minute, plus automatic colour matching for XR productions, was shown in action.
Zero Density also previewed Traxis Hub 3.0, which will be available free of charge, aiming to make camera, object and talent tracking — including automatic lens profiles — accessible to productions of all sizes. With the new Automatic Lens Profiler, users can create lens profiles within minutes, replacing what was once a highly specialised, labour‑intensive calibration process. The platform supports third‑party FreeD camera tracking rigs (including cranes with mechanical tracking, robotics and PTZ cameras) and runs on a standard Windows 11 PC with a Blackmagic DeckLink SDI I/O card.
A dedicated AI‑Assisted Workflows pod showcased local AI models that run without an internet connection to keep data on‑premises. Journalists and producers saw AI‑driven proof‑reading, summarisation, text extraction, image description and translation in more than 100 languages. Live demos included dictation in 25 languages using a webcam or microphone inside Reality Hub, real‑time transcription of live audio with NVIDIA Parakeet ASR, and subtitle translation powered by Google Gemma 4 Translation models.
The graphics and playout pods outlined a modern, template‑driven pipeline spanning on‑air, video walls, AR and virtual studios. Workflows combined Unreal Engine environment design and motion graphics templates with no‑code, state‑aware logic for multi‑channel productions that can vary look, data and behaviour. Lino Playout unified delivery across on‑air, AR, VS, XR and video walls, with a multi‑channel playout architecture and flexible Programme and Preview for channels, including AR and video wall graphics. Newsroom integration covered MOS support with leading NRCS platforms, real‑time journalist preview via MOS plug‑in, automation via CII, MOS, REST and RossTalk, plus a ticker module and channel branding.
A "vibe coding" section offered a forward‑looking glimpse of rapid control‑surface creation. Non‑coders built bespoke control apps that connected external data to graphics templates, while teams developed custom modules for Reality Hub using the Reality Hub Module SDK, JavaScript API, REST API and MCP.
Recurring themes on the show floor included render‑engine flexibility and the freedom to choose real‑time technologies, with strong interest in 3D Gaussian splatting and real‑time path tracing alongside game‑engine workflows. Conversations also explored how vibe coding and AI are reshaping broadcast production. Zero Density sees AI increasingly embedded within products to automate tasks and streamline operations, boosting performance and reducing latency for people‑led workflows such as real‑time transcription, translation and summarisation.
www.zerodensity.io/
On the Reality 5 XR Video Wall Stage, using a Grass Valley LDX180 camera, any of the renderers could be projection‑mapped to the wall. Automatic 3D colour profiling of the LED displays in around a minute, plus automatic colour matching for XR productions, was shown in action.
Zero Density also previewed Traxis Hub 3.0, which will be available free of charge, aiming to make camera, object and talent tracking — including automatic lens profiles — accessible to productions of all sizes. With the new Automatic Lens Profiler, users can create lens profiles within minutes, replacing what was once a highly specialised, labour‑intensive calibration process. The platform supports third‑party FreeD camera tracking rigs (including cranes with mechanical tracking, robotics and PTZ cameras) and runs on a standard Windows 11 PC with a Blackmagic DeckLink SDI I/O card.
A dedicated AI‑Assisted Workflows pod showcased local AI models that run without an internet connection to keep data on‑premises. Journalists and producers saw AI‑driven proof‑reading, summarisation, text extraction, image description and translation in more than 100 languages. Live demos included dictation in 25 languages using a webcam or microphone inside Reality Hub, real‑time transcription of live audio with NVIDIA Parakeet ASR, and subtitle translation powered by Google Gemma 4 Translation models.
The graphics and playout pods outlined a modern, template‑driven pipeline spanning on‑air, video walls, AR and virtual studios. Workflows combined Unreal Engine environment design and motion graphics templates with no‑code, state‑aware logic for multi‑channel productions that can vary look, data and behaviour. Lino Playout unified delivery across on‑air, AR, VS, XR and video walls, with a multi‑channel playout architecture and flexible Programme and Preview for channels, including AR and video wall graphics. Newsroom integration covered MOS support with leading NRCS platforms, real‑time journalist preview via MOS plug‑in, automation via CII, MOS, REST and RossTalk, plus a ticker module and channel branding.
A "vibe coding" section offered a forward‑looking glimpse of rapid control‑surface creation. Non‑coders built bespoke control apps that connected external data to graphics templates, while teams developed custom modules for Reality Hub using the Reality Hub Module SDK, JavaScript API, REST API and MCP.
Recurring themes on the show floor included render‑engine flexibility and the freedom to choose real‑time technologies, with strong interest in 3D Gaussian splatting and real‑time path tracing alongside game‑engine workflows. Conversations also explored how vibe coding and AI are reshaping broadcast production. Zero Density sees AI increasingly embedded within products to automate tasks and streamline operations, boosting performance and reducing latency for people‑led workflows such as real‑time transcription, translation and summarisation.
www.zerodensity.io/
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