Creating Seamless Digital Environments at Scale for
Immersive Entertainment Destinations 1
March, 2024
INTRODUCTION
COSM DELIVERS SHARED REALITY
Cosm is redefining the way the world experiences content by bridging the virtual and physical worlds
and bringing fans together. Cosm is rolling out category-defining experiential venues at a global scale,
leveraging decades of technical and media expertise to deliver live sports & entertainment like never
before.
NO
ULTRA HIGH LIVE HEADSETS
DEFINITION Better Immersive feel
than broadcast provided without
8k+ immersive
level latency glasses, amplifying
production and
LED displays social experience
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FAN EXPERIENCE
Fans want to connect. They want the energy of the watch party experience, and they have proven it time, and time again
across all sports, even taking the NFL Draft to another level. Cosm is the world’s best watch party and provides fans the
best experience possible.
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COSM VENUES
LOS ANGELES, CA DALLAS, TX
Q2 2024 Q3 2024
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FLOW CHART
From the couch … TO THE COSM
Cosm Immersive is driving further
utility of immersive feeds far beyond
the headset. Whether the feed is
produced by Cosm Immersive or by a
third-party, we offer an expanded
map of content distribution
opportunities.
Produce one immersive feed and
distribute to multiple relevant
platforms – white-label headset app,
your existing mobile and web
products, third-party platforms,
broadcast, and into Cosm Venues.
Cosm powers the full technology
stack to unlock and enable this
approach.
SELECT
PARTNERS:
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C O S M – C 3 6 0 C a p t u r e
The Evolution of Immersive
Capture Technologies
Traditional Capture Systems:
• Fixed movements, limited setup positions, large footprint
• Manual repositioning with operators adjusting for viewing angles
C360 Capture Systems:
• Specialty cameras in strategic fixed locations surpassing
traditional perspectives
• Ultra-high 10.5K resolution resolution video capture
• 180-degree or greater wide field of view coverage
• Innovative design for full multi-dimensional capture
• No need for a physical operator
• GPU-Enabled dewarp for Digital PTZ handoff to linear
broadcasters
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COSM
8K and 10.5K LIVE Camera Capture
Positions: Typically 4 to 6 cameras for any live event, with immersive lenses
capturing 180 degree HFOV.
RED V-Raptor: 8K live camera with fisheye lens capturing 180 degrees horizontal.
C360 Ultra : 59 Megapixel (10.5K) machine vision camera with custom image pipeline.
Production Rack: Rolling rack with GPU-heavy CCUs per camera with Time Machine
(broadcast virtual cameras), custom graphics machines and encoders.
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C360
Capture Pipeline
Live capture of 59 Megapixel (~10.5K equivalent) to a tiled HEVC-based Cosm Encoded Video format
Capture Pipeline evenly distributed across NVIDIA Time Machine Virtual
A16 GPUs or Single NVIDIA RTX 6000 Ada Cameras and Live SRT
Output
CTileStage CTileStage CTileStage CTileStage
CTileStage
Uploads to CTileStage
Uploads to CTileStage
Uploads to
CTileStage
Uploads to
Frame Grabber CTileStage
Uploads to CTileStage
Uploads to CTileStage
Uploads to
CTileStage
Uploads to
GPUTiling Stage GPUFlat Stage Color Stage
GPU Encode Stage
GPU Rec
To Storage
Uploads
GPU to Uploads
GPU to Uploads
GPU to Uploads to
GPU encode
Uploads to GPU Noise Removal Debayer, gain, NVENC Saves to local
GPU GPU GPU
color balance,
GPU storage
Packed contrast, ...
10-bit Bayer
9280x6300 Unpacked (10 bits stored in 16 bits) NV12 HEVC
Unpacked (10 bits stored in 16 bits) 4672x3182 4672x3182
(59 Megapixels) 10-bit Bayer
10-bit Bayer
4672x3182
4672x3182
Time Machine Pipeline
Real-time re-rendering of immersive 59 Megapixel capture for Broadcaster handoff of virtual cameras (1080p)
Live from Encode Stage Output
CTileStage
Replay from Storage
SDI Output to
Player CTileStage Warp Stage Enhance Stage Broadcaster
Uploads to
CTileStage Blur subtraction
Chooses which Mux Stage Uploads to Anti-alias and
Decode Stage
GPU filter to enhance
content to load Switch Between Uploads to
GPU decode
NVENC
ptz-based
from storage GPU subview edges Display
Live & Replay wrapper
Output to
TimeMachine UI
HEVC NV12 8-bit RGBA
4x 4672x3182 4x 4672x3182 1920x1080
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C360
Use Case: The University of Texas at Austin
Camera Coverage Notes
Mid-Court
C1 Captures the entire court
High Wide
Left Below Covers inside the key
C2
the Rim (BTR) and 3-point line
Right Below Covers inside the key
C3
the Rim (BTR) and 3-point line C2 C3
Mid-Court Covers mid-court and
C4
TV Table players checking-in
• Live and replay controls integrated in broadcast
production
C4
• Operated by students
C1
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COSM
Time Machine with Digital PTZ
C360 pylons are used by major broadcasters for broadcast and replay reviews.
Ultra cameras are deployed in unique positions without operators and can be used for in-house and broadcast production - as both a
live and a replay camera source.
Live and Replay Controls Ultra Example
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COSM VENUES CROSS SECTION
TH E DO M E
TH E DE CK
TH E H AL L
KEY STATS (AS SHOWN):
• Total capacity of up to ~2,000* with Dome capacity of ~750+
• Square Footage: 65,000
• Screen Resolution: Up to 12K+
• 27-meter Diameter LED Dome
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HOLLYWOOD PARK
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COMPLETE SOLUTION
CX Engine is the foundation of SOFTWARE AND DISPLAY
Digistar, the world’s leading
planetarium system with over 40 TECHNOLOGY
years of history driving real-time
experiences, along with fulldome
and Giant Screen Cinema video.
Each GP drives a portion of the STRUCTURAL ENGINEERING,
display with NVIDIA RTX6000 DESIGN & BUILD
Ada generation GPUs.
Our proprietary sync, blending
and calibration provide a picture
quality that far exceeds other PRODUCTION, LIVE
LED displays. CONTENT CAPTURE &
DISTRIBUTION
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COSM
Live production tooling that incorporates flexible immersive and rectilinear video playback
with real-time graphics based on Unreal Engine.
Immersive Environments
Real-time Unreal Engine environments for
background, cap, and canopy. Widgets
Additional Unreal Engine-powered widgets
enable additional video, stats and graphics
to be added into the scenes.
Immersive Video
Cosm Encoded Video playback allows for
greater than 8K live streams – real-time
rendered for proper perspective.
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COSM
Environments are designed and run real-time in Unreal Engine, taking advantage of the full
dome to create complementary graphics, especially in the Cap and Canopy.
Designed to match the stadium, arena or appropriate surroundings. Animations and Sports Data integrated to create
a reactive experience
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COSM
Immersive Environment
Real-time lighting and
motion graphics
surrounding the live
straming video
Live Scores and Stats Virtual Jumbotrons
Team graphics and player Integrated broadcast
stats in box scores feed with announcers
and immersive audio.
Immersive Video
8K, 10.5K and higher live
streaming video using
Cosm Encoded Media.
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2024 Footage Courtesy of ESPN 18
COSM
IS
COMING