Showing posts with label Multicamera. Show all posts
Showing posts with label Multicamera. Show all posts

CPG Outlines its 2D-3D Vision

The Cameron Pace Group (CPG) wants to demonstrate its technology in Europe covering a football match to prove its vision of simultaneous 2D and 3D production. Vince Pace, co-founder and CEO of CPG insists that he and partner James Cameron share a fundamentally different view to most European 3D broadcasters of how TV coverage can be enhanced.

“I designed our technology with soccer in mind,” Pace told TVB Europe. “I would love to do a soccer game and CPG will get us to that effort. Until CPG gets the tools into their [broadcaster’s] hands it is hard for us to change prevailing perceptions. It would be great to collaborate with Sky on rugby or soccer and they could get a chance to see those differences.”

Pace was responding to the somewhat sceptical reaction among key European 3D sports producers of Pace and Cameron’s vision (evangelised at NAB) that all TV productions should be able to derive a 3D feed from 2D editorial and camera positions.

Darren Long, Director of Operations at Sky Sports admits to feeling “incredibly surprised by [Cameron’s] comments, bearing in mind how knowledgeable he is about 3D, because I don’t see how you can treat every production the same. It’s true to an extent that some sports can be done in 2D and 3D. But there are certain sports where a normal 2D cut with lots of jumping around will simply not work for the viewer in 3D.”

Sky is trialling dual 2D/3D operation but picking its sports carefully, Long revealed. “Darts works. Boxing is totally possible, snooker also, and other sports where the action is constrained in one area and we’re not swinging cameras around. With football though, you will get away with some joint editorial, but not all. How can a director focus on getting the excitement into 2D and 3D if there is one cut and one set of cameras?”

Pace acknowledges the difference of opinion. “The prevailing view is that 3D is a standalone product which is getting 2D to convert to a 3D methodology, but that is not our direction,” he said. “We recognise that 2D is the revenue stream and we don’t want to be disturbing that. Our view of the broadcast challenge is to concentrate on enhancing the viewing experience without treating 3D as a different product. When people went to see Avatar they enjoyed a good film, which 3D enhanced but wasn’t solely responsible for that enjoyment.”

CPG’s headline grabbing launch at NAB and its declaration that it would target broadcasting were heavyweight messages intended to shake up the 3DTV space, but it’s not as if PACE (his previous company) were not already active in it.

PACE has completed over 40 live 3D sports broadcasts (and several non-sport events), working closely with ESPN, Fox Sports and the NBA and designing and building two dedicated 3D trucks for NEP Visions. PACE recently won a Sports Emmy Award with CBS Sports the 2D/3D production of the 2010 US Open Tennis Championship.

“Although I think the direction is fundamentally different for us we’re not just the Hollywood guys shouting at broadcast with loudhailers,” said Pace. “We have learnt from working with ESPN and we continue to learn. Our approach to designing technology is to use as many of the 2D assets as we can, to tell the story of sports with a 2D foundation and elevate the viewing experience to another level.”

For Pace the best way of telling the story of a live sports game has already been devised by 2D producers, so why change the wheel?

“I used to say, like many others, that 3D is the best seat in the house. But I now realise that the person sitting in the best seat in the house is the 2D camera guy and the 2D director. That’s how it has been planned so we have to find ways of working with that, not against it.

“Another example - there is a lot of value in the colour and commentary of a 2D sportscast with which people are familiar. Are we going to have to condition people to accept separate commentaries?”

The experience of the Sony/HBS production of the FIFA World Cup and also of Sky Sports’ 3D coverage of English Premiership Football leans toward a slower pace of cuts, judicious use of Steadicams at pitchside, slower pans and a belief that the Camera One gantry position doesn’t provide the depth of field to add anything for the 3D viewer. Sky is negotiating with English soccer stadia to locate its rigs on lower positions.

This editorial philosophy is at odds with that of CPG, and Pace recognises that he has a fight on his hands to convince broadcasters to alter their perceptions.

“The technology feels like it is restricting the editorial vision at this point – that you can’t move cameras fast, that you have to frame differently in 3D, that the high up angle is flat,” he said. “When you are dealing with tools at a basic level it pushes you into an interpretation of 3D that is unfair. This is what happens when you don’t have the right tools to experiment with. The technology should be working with the subject matter, not against it.”

Pace points to the Shadow system (a combination of rig and software) which was used by CBS Sports to produce 2D and 3D coverage of the US Masters golf tournament in April as an asset CPG believes can be used to deliver 2D and 3D shared technical and editorial operations.

The Shadow D rig stacks a 3D camera next to a longer 2D camera lens and allows one camera operator to control and drive both cameras with one set of controls, capturing 2D and 3D images simultaneously. This allows 2D camera operators to capture 3D without learning new production techniques, reduces 3D production costs and says Pace, solves the conflict of 2D and 3D camera placement around a sports venue.

“The key is camera balance,” says Pace. “If you have continuity in stereo you will have continuity in 3D storytelling so that when cutting between 8 or 18 cameras you are aware of how all the cameras complement each other.

“With Shadow Vision I can read a distance to a subject, read focal length and adjust my framing based on that information. I can either take the 2D shot or I can decide to adjust my shot for 3D by keyframing the difference between the 2D and 3D frame.”

In practice Pace says he finds that often the standard 2D shot is the optimal one for 3D.

“On tennis for example we initially decided to be close up on the player’s face for 2D because 2D likes reaction shots, and we keyframed for a wider shot on the player for 3D. But after a while we decided to match 2D exactly and it worked perfectly. The reason was that 2D was going for the reaction shots, which is critical to a viewer’s understanding of the flow of the game regardless of the format you are watching in.”

There is, in fact, a great deal of common ground between Cameron - Pace and, say, the BSkyB position, not least in the drive to reduce operational costs by using technology to streamline production and eradicate the number of convergence and 3D technicians as far as possible.

“I had six cameras on the US Masters event with one person supervising camera performance and overall creativity - no operators. You can divest yourself of the expense of travel, hotel, salary and food costs for additional and unnecessary crew today," said Pace.

“The problem is that we are all discussing the 10-30% difference between 2D and 3D when we should be working on the 60% that is positive and the same. I think the viewer wants an enhanced viewing experience, yet we get so caught up on how this camera pan won’t work, or this cut won’t make it in 3D – shots which wind up being 5% of the total show. As an industry we are fixated on that 5% instead of the real heart of the production. If we can elevate 2D production into an entertainment experience people are willing to pay for then we will have accomplished our goal.”

By Adrian Pennington, TVB Europe

Question Marks over ESPN’s 3D Future

ESPN’s 3D channel is half way through a one year trial with which to prove a business case or it may be pulled from the air. The network, which launched in June carrying 25 FIFA World Cup matches and plans to produce 94 live events in its first year, will have its future reviewed in early 2011.

“We committed to a full year of trial of ESPN 3D and we’re preparing for a second year, but whether this is something we repeat or continue or cut is something that at this point we have very little indication on one way or another,” ESPN Senior Director of Technology, Jonathan Pannaman, told the Sports Broadcast Europe conference.

“We’re still not sure what makes sense for 3DTV and we don’t yet see a proven ROI,” Pannaman said. “At the same time the buzz is huge and we are hopeful of a huge push by the consumer electronics association ahead of Christmas to market 3DTV sets and services, and we’re seeing more stereo 3D movies and 3D Blu-ray discs come to market.

“Regardless of whether we continue as an event-based network or go to a 24/7 network switch to VoD, we definately have to make production efficiencies to make it work. We’ve also got to get more eyeballs looking at 3D to get some idea of acceptance in the marketplace.”

Pannaman is leading the sportscaster’s 3D task force whose premise he said is to find technology that will allow it “to do ubiquitous production of 3D with an absolute minimum of additional cost” over 2D production.

“That’s a tall order,” said Pannanman. “The current approach is based on the film model but it’s our focus to reduce and change that. We have to bring in more automated rig correction, even to the point where there is a single workstation which can manage many tasks. Currently we are fielding a convergence operator for each camera position. That economy can’t be allowed to continue.”

The broadcaster is using ESPN Wide World of Sports, a new theme park experience at Disney World and the largest multi-sport facility in the US, to organise a week long test session for 3D technology in December. All major rig manufacturers and 3D acquisition suppliers will be invited to set up their systems on a variety of sports events for a side by side shoot out.

“This is a big bang theory to test how each manufacturer’s rigs and conversion technologies work,” said Pannaman. “ We will test everything.”

ESPN is also to conduct a major study into depth metadata and depth analysis.

“This is major topic which impacts events downstream. For example we need to think very carefully about how we place closed captions and graphics in stereo. Do we need to develop some automated alarm which will alert us before we go to air whether a graphic is going to occlude the image? These are monumental challenges which are vital to enable us to produce good 3D.”

By Adrian Pennington, TVB Europe

Yankees-Mariners to Serve as Testing Ground for 3D Transmission

Like most live 3D telecasts thus far, this weekend’s 3D production of two New York Yankees-Seattle Mariners baseball games will be an exercise in experimentation. However, unlike previous sporting events broadcast in 3D, the YES Network-FSN Northwest production will be transmitted out to a total of eight distribution partners, the most of any 3D sports telecast yet.

On Wednesday, Blue Ridge Communications, Cablevision, Comcast, Cox, Service Electric Broadband Cable, and Time Warner Cable joined the previously announced DirecTV and Verizon FiOS as 3D carriers for the July 10 and 11 games. DirecTV will run fiber directly from Safeco Field in Seattle for transmission and use the satellite uplink as a backup; the other carriage partners will receive the feed via satellite.

“This is obviously very historic,” says John McKenna, chief engineer, YES Network. “It’s the first 3D baseball game that anybody has done, and we’re pretty proud to be involved in doing it. “It’s definitely a milestone in a lot of careers for the people involved.”

The 3D capture end of the production alone will be a massive undertaking, but the transmission side will be just as challenging. Two discrete left-eye/right-eye 720p 16×9 feeds will run into NEP’s SS31 3D production truck. Both will be fed into a Miranda Imagestore processor, which will insert YES 3D branding graphics and provide a full-screen YES 3D graphic to be displayed instead of black screen before the game and during commercial breaks.

From there, the signals will be fed into a SENSIO 3D encoder provided by PACE. The SENSIO encoder takes the 720p left- and right-eye signals and merges them into a 720p side-by-side picture. The newly merged signal is then sent through a Harris NetVX series encoder and on to the uplink truck. YES and FSN Northwest are using the AMC1 satellite and 18 Mbps bandwidth to distribute the signal to their affiliates. The feed will be transmitted directly from Seattle; YES headquarters in Stamford, CT, will not play a role in the transmission process.

“We don’t have 3D parallel or 3G capability here in Stamford,” says McKenna. “We had not expected at this point to need that kind of bandwidth yet. So we figure, it’s easier to go right from the site because there’s nothing we can do with it [in Stamford]. It’s all coming right from the site to the affiliates.”

The production team will run a “3D dress rehearsal” during tonight’s Yankees-Mariners game to gain some live-game insight and give distribution partners a chance to optimize their 3D capabilities.

“The [Friday-]night game will be a dress rehearsal for 3D, and we’ll put it up on the satellite for the affiliates to have a six-hour window to tune and tweak and make sure everything is working,” says McKenna. “Anything we glean from that, we’ll be able to apply to the next game or anything after that.”

The real deal will start on Saturday night, when the Yankees and Mariners take the field at 10 p.m. ET. Sunday’s game will begin at 4 p.m. ET. DirecTV and Panasonic will be presenting sponsors of the two 3D telecasts.

“It’s a very steep learning curve for everybody,” McKenna acknowledges. “We know that, when 3D is good, it’s great, but, when it’s bad, it’s absolutely horrible. We have to start off on the right foot.”

By Jason Dachman, Sports Video Group

Yankees, Mariners Step into 3D Spotlight

This will be another historic weekend in sports broadcasting: the YES Network, FSN Northwest, and DirecTV will broadcast two games between the New York Yankees and Seattle Mariners in 3D. For hardcore baseball fans, it signals a new day in enjoying the game at home, and, for hardcore sports-production professionals, it signals a new challenge: is baseball 3D-friendly?

“It’s a learning experience,” says Ed Delaney, VP of operations for YES Network. “We want to put the best broadcast we can on the air, and there is a lot to learn.”

NEP’s recently refurbished SS31 production unit will be on hand for the broadcast. Similar to its original incarnation, SS31 is a single-expando with a front-to-back control room and a Calrec Q2 audio console. The truck also features a Sony MVS-8000A production switcher, EVS XT[2] servers, support for 10 tape machines, and the ability to support 14 PACE 3D camera rigs in a variety of configurations. Chyron graphics will be used for the games, and a B unit will house the stereographer and convergence operator, with 3D expert/PACE CEO Vince Pace and his team on hand to oversee the production.

Tonight’s game will be produced in 3D as a full rehearsal to enable the team of nearly 40 personnel to iron out some of the kinks. Delaney says the technical side of the operation is in great shape, with six 3D camera positions to be complemented by 2D cameras whose signals pass through HDlogix 2D-to-3D converters.

“We did a test with HDlogix during spring training and had some success with it,” says Delaney.

Five hard cameras will be in place: one each at low home, low first, low third, centerfield, and high home. A sixth camera, a handheld 3D beam-splitter rig, will also be used for game coverage. And shots in the announce booth will be captured with the Panasonic AG-3DA1 3D camcorder, a unit that is quickly earning the nickname “Wall-E,” given its uncanny resemblance to the animated robot of Pixar fame.

Delaney expects the shots from low home to deliver the best 3D impact. The high-home camera position, however, remains a concern because it will be shooting through the screen behind home plate. During tonight’s rehearsal, the quality of those images will be evaluated, and, if necessary, the camera will be moved to an alternative position that is not behind the net.

“We will learn a lot during the rehearsal,” says Delaney.

The biggest challenge during the broadcast will rest on the shoulders of the director since baseball broadcasts typically involve a lot of cutting from one camera to the next.

“The pace of the game and how it is cut is an issue, and it isn’t going to go away,” says Delaney. “It isn’t cut like football, hockey, or basketball, where the action goes side to side and you can stay wide with a shot. Baseball is about cut-cut-cut. With 3D, that can blow people’s heads off. So that is going to be the biggest learning curve.”

Delaney is already assembling a 3D wish list for future broadcasts, including the desire for a low camera position that is closer to the dugout and can give the viewer the sense of watching the game from the top of the dugout: “It would be like having the best seat in the house.”

By Ken Kerschbaumer, Sports Video Group

All Mobile Video Looks to Harness the Future of 3D

As the demand for live sports and entertainment productions to be captured in 3D continues to increase, compatible facilities to support this are now becoming readily available. Major sports productions like the FIFA World Cup tournament as well as a number of entertainment events in theatres are driving this demand.

All Mobile Video (AMV), a veteran mobile production company based in New York City that has been at the forefront of a number of industry transitions (they built the first all-digital, standard definition truck ‘Celebrity’ in 1998), is meeting the challenge with a new 3D-centric truck that promises to not only help producers bring 3D to homes and theatres across the United States, but will also serve as a teaching tool.

Called Epic 3D, the new 54ft-long ‘test bed’ expands along 47ft of its curb-side and 33ft on the roadside to more than 15ft wide, and can support standard HD recording with the improved colour recording of the highest quality 4:4:4 colour sampling at multiple frame rates. In a standard high definition 4:2:2 recording, half of the colour information seen is discarded before recording. Using 4:4:4 colour sampling, more colour information is captured, and thus the resulting image is that much more brilliant, making for a captivating 3D experience.

What makes Epic 3D unique, among the handful of similar trucks now becoming available from a number of production companies, is that it was built from the ground up to be 3D-capable, handling the entire production chain, from acquisition through to transmission.

“The idea with Epic 3D is that it is a complete turnkey solution for 3D acquisition,” says Eric Duke, president of AMV. “You won’t need any other vehicle to produce and distribute the finest 3D available today.”

When it hits the road this month, Epic 3D will carry a full complement of Sony HDCAM SR (4:4:4 processing) recording equipment, 18 Sony HDC 1500 HD cameras, six camera rigs made by 3Ality Digital (both side-by-side and beam splitter rigs, each holding two Sony HD cameras and including computer assisted convergence capability), a Sony MVS-8000X production switcher, and a Studer Vista 8 Digital audio console (250 input, 62 fader) for producing full 7.1 surround sound mixes.

On-board Signal Monitoring
The new truck includes a spacious Production area, where the front row accommodates the director, TD and producer, while a back row features six ‘convergence’ positions, one for each 3D camera rig in use. The front wall features 16 Sony LCD displays running off a number of Kaleido-X16 3D multi-viewers from Miranda Technologies.

These monitor wall displays combine stereoscopic 3D sources coming from dual 1.5 Gbps signals from each camera rig (the truck is outfitted with a redundant 3 Gbps infrastructure), and it can also show frame-compatible formats — left and right images side by side, or top and bottom — in a single HD window. Stereoscopic 3D sources can be combined on the same display with HD and SD sources, with full flexibility regarding layout configuration. Each area of the truck, namely Engineering, Production, Audio, Camera Shading and Tape, has its own Kaleido-X16 multi-viewer and layout. The multi-viewer outputs are connected directly to Sony stereoscopic 3D LCD displays, hung in both portrait and landscape orientation.

The Kaleido-X16 multi-viewers allow up to 128 inputs to be displayed across the front wall inside the truck. The control and layout characteristics in stereoscopic 3D are the same as with 2D video, and the Kaleido-X16 can display 3D and 2D signals simultaneously. In addition, HD-SDI outputs from each multiviewer can provide a copy of the multi-viewer display, which can be fed to the router for distribution throughout the truck, and outside for commentary or other requirements. By using high quality stereoscopic 3D monitoring during production, AMV’s convergence crew can fully assess the quality and compare perspectives before switching between two stereoscopic 3D cameras.

In addition to the stereoscopic 3D multiviewers, AMV has also installed interfacing equipment from Miranda, including the new 3DX-3901 3D signal processor, used to convert among the many types of stereoscopic 3D signals on board the truck. The processor also provides correction and electronic alignment of images coming from the 3Ality Digital 3D rigs. When the truck is used for 2D events, the 3DX-3901 can be used as a traditional 3Gbps/HD frame sync and up/down/cross converter, avoiding the cost of extra equipment in the truck.

“We really like what Miranda has developed in terms of 3D monitoring and signal processing,” Duke says, adding that the crew will wear polarised glasses during a production to view the converged 3D sources. “Our crews love the Kaleido-X16 multi-viewers because they are so flexible and can be set up differently for different directors, depending upon how they like to work.”

Making 3D Practical
In order to save clients money, AMV engineers are working on a solution that will enable the truck to produce projects simulcast in both 3D and 1080i or 1080p HD.

“We don’t know yet how it’s going to work for every show, but we will have a solution that will be cost-effective for producers.”

One idea is to have a second production switcher on board (on the back row) to handle the 2D show, using left or right eye only camera sources. However, this adds cost to the client, and 3D production is expensive when compared to a traditional HD project.

To be cost-effective for AMV, the truck had to support the multitude of signal types now requested in HD, plus the new stereoscopic formats. This includes: 1920x1080 resolution up to 60P (progressive frames) per second and standard 4:2:2 colour sampling for HD and stereoscopic 3D (S3D) 1920x1080 progressive or interlaced HD production at 23.98p, 24p, 29.97p, 50i and 60i frames per second; Dual-link (left eye/right eye all to one tape) with standard 4:2:2 colour space sampling to HDCAM SR tape; and the 720/60p HD format.

“Currently, the cost of doing a 3D production is rather high, even by early HD standards,” Duke says. “When we went from SD to HD, maybe we added one more person to the truck. With 3D,we’re adding one person per rig, plus a stereographer, plus a processing engineer. So you could be up to ten people on top of the standard crew that is necessary to produce a standard HD event. And if we do a 2D/3D simulcast, we need a second production switcher and TD. There’s a big difference between 2D and 3D in terms of acquisition and making it all fit into an overall production that today’s viewers have come to expect.”

AMV is also dealing with the challenges of the cumbersome 3D rigs and how they can be positioned to get the most benefit for viewers at home without taking up too many seats within a venue. A 3D hockey game produced and televised by Madison Square Garden Network, in New York City, in March reportedly ‘lost’ about 700 seats to 3D camera positions.

“For years we’re been striving to make HD camera positions smaller and smaller, now we have these large 3D rigs, which must be placed closer to the field,” Duke says. “Now, we have to figure out how to make it work for everyone, because if you take money away from the house, they won’t be so receptive to accommodating a 3D production. That’s the only way this will succeed.”

For now, AMV is excited to get the truck in action and see what happens. Apparently, so is the rest of the industry, which is looking at what AMV is doing to plan their next moves and learn from their experiences. Everyone agrees that 3D production is still in the development stage and events like the FIFA World Cup will go a long way to working out the kinks.

AMV is also outfitting one of its studios in New York for 3D because it feels it can manage the signal processing in the studio a lot easier.

“We tend to go into new territory ahead of everyone. We try to set the standard and stay ahead of the curve. No one knows how 3D is going to be received in the marketplace but we see a great future for 3D projects.”

By By Michael Grottecelli, TVB Europe

Orange Opens with 3D

With a content business growing in the double digits each year, and a stated aim to be more than just a utility to its customers, Orange is one of the few IPTV operators to be taking 3DTV seriously enough to be putting it into operation now — rather than adopting a ‘wait and see’ approach. However the launch of its new 3DTV channel is not without caveats.

“We don’t have enough content to launch a full 3DTV channel and that’s why we are calling it a dedicated 3D service,” explains Ghislaine Le Rhun Gautier, Orange 3D project director. “The objective is to show occasional events such as football, live performances like circus or ballet, documentaries and a 3D promo reel as the market builds.”

Movies will come later after the rights to air new 3D feature film content come to VoD after their release on Blu-ray.

The telco’s 8.9 million broadband customers in France have the potential to view this 3D content for free, delivered via DSL and fibre, so long as they have a 3DTV and at least 8Mbps which pretty much excludes those without the higher downstream speeds facilitated by fibre connections.

Raoul Roverato, executive vice-president of New Growth Businesses at Orange indicated that of the other markets where Orange is present, Poland could be the next target for 3D rollout. This won’t happen this year he said, but suggested that the Euro 2012 football tournament hosted in Poland and the Ukraine could be the perfect launch pad for such a channel. Importantly for the company it has beat rival Canal+ to market. Canal+ signalled its intent to launch around Christmas 2010.

The channel’s debut coincided with coverage of the French Open Tennis Grand Slam. With all the matches on the main Philippe Chatrier court aired this laid claim to be the first European multi-day sporting tournament to be broadcast live in 3D.

3D Operation at Roland Garros
Intriguingly the workflow applied by Orange, in partnership with host broadcaster France Télévisions, through the UK’s Can Communicate, was virtually identical to that planned for the stereoscopic broadcast of the World Cup in South Africa. Perhaps that’s no surprise given that Can are technical consultants to both 3D projects. Orange said that they had worked with NHK and 3ality on previous trials.

At Roland Garros the court was covered with five 3D camera positions, four of them featuring HDC1500s and Canon lenses mounted on Element Technica Quasar rigs.

“We had three mirror rigs shooting through with a full body 1500 and under the mirror with a T-block configuration,” explains Can Communicate stereographer Richard Hindley who is one of two lead stereographers for HBS in South Africa. “Another Quasar was arrayed side by side overlooking the court where there’s more room.”

The signals were each fed through an MPE-200 3D Processor for lens alignment with the images viewed on monochrome monitor by one of four convergence pullers. In the dedicated 3D truck, Hindley and Can Communicate colleague John Perry monitored the output, directed the convergence pullers and advised the director. A pair of EVS machines provided 3D replays, post correction by the stereographers.

“We were working within a 2.5% depth budget for shots pulled behind the screen plane and about .5% for shots in negative parrallax,” explains Hindley. “We have to be a little conservative because we are conscious of consistency for both small and large screens.”

The men’s final was broadcast live in 3D to select cinemas by the Federation Francaise de Tennis and France Televisions though Orange was not involved.

All that technology is the same as is being applied to the World Cup 3D coverage. The one significant difference was the use of Panasonic’s twin-lens AG-3DA1 integrated 3D camcorder. Orange Labs’ R&D division had been playing with prototypes for a month and originally intended to test on ENG material at Roland Garros but ended up placing it as one of the five main courtside positions.

“We worked with Panasonic to develop new functions for the camera,” explains Orange TV’s Jerome Fournier. “These include an in-camera notification to the camera-operator of the limits within which they could pull focus on foreground and background objects without creating eye discomfort.”

A tracking shot using the lightweight camcorder suspended from an aerial cable tracking 28m above the court was also trialed.

“We were surprised by how good these were considering the movement on the cable,”says Roverato. “We were impressed by the stability and clarity of the images which is why we used them for some of the live action.”

Nonetheless aerial shots during the tournament were converted from 2D from a conventional HD aerialcam using JVC’s IF-2D3D1 box.

The on-court AG-3DA1 was positioned facing a VIP section of the crowd, capturing cut-away reaction, because it was not initially deemed suitable for coverage of the match in action. However during the second week of the tournament the crew did experiment with shots of the on-court action using the AG-3DA1 and some of these were transmitted.

“We had some problems matching the colorimetry on the Panasonic with that of the other four cameras, but other than that it’s worked really well,” Hindley says.

The broadcast was transmitted in a side-by-side configuration at 1080i. Japanese broadcaster Wowwow and Al Jazeera also took the 3D feed from Orange.

“We are investing €2 billion between now and 2015 on deployment of 100Mbps FTTH and we associate 3D with that superior experience,” adds Le Rhun Gautier. “We are an innovating group and in 3D we have been pioneers.”

Orange owns rights to French Ligue 1 and delivered a live broadcast in 3D of the Ligue 1 match between OL and PSG last year, beating BSkyB’s live 3D football premiere by a year. However Roverato said that Ligue 1 would not be covered in 3D next season because the costs were prohibitive.

“3DTV is at least five years from becoming mainstream,” he says. “The new channel is more of a marketing initiative to show the platform’s potential and accustom consumers to the idea of watching content in 3D.”

He added that Orange is investing a few million euros each year in commissioning and delivering 3D content. It may also swap content with BSkyB.

“They have content, we need content and they may want some of ours so it makes sense for us to co-operate to create a new market by exchanging content,” says Le Rhun Gautier. “It’s Important for us to be in the market now in order to try and create the market by bringing live events and other highlights to people and showing them the difference 3D can make.”

By Adrian Pennington, TVB Europe

3D Production: FIFA World Cup 2010

In December 2009, FIFA and Sony announced plans for 3D coverage of 25 FIFA World Cup matches. Integral in the selection and adoption of the technologies were Peter Angell, HBS director of production & programming, who served as FIFA special 3D project leader, and Duncan Humphreys, 3D consultant to HBS for the World Cup and partner in UK-based 3D production company Can Communicate.

The aim was to deliver to TV-viewing soccer fans a new experience of their sports and to cheer even more about the World Cup. The tournament should help to kick off what TV makers, networks – and advertisers – hope to become a new dimension in home sports viewing and sports viewing in cinemas. Just as high-definition TV improved sports viewing by adding a sharper, wider field of vision, 3D adds depth to the field, increasing the illusion that you are watching the event in person but closer to the action.

For the 3D production of the 2010 World Cup, Sony has developed a 3D platform that combines processor, switcher, lenses and camera rigs. The company’s system integration facility in Basingstoke was fitting a 3D layer onto the T16 HD truck from UK outside broadcast supplier Telegenic as well as onto the Car8 HD truck from the French production company AMP. Both units were air-freighted directly to South Africa with Antonov aero planes. The AMP truck handles productions in two stadiums, Ellis Park and Soccer City in Johannesburg while the Telegenic unit does matches in Durban, Cape Town, and Port Elizabeth.


AMP Car8 being air-freighted with an Antonov to South Africa


The 3D Layer OBVans from AMP and Telegenic
The Sony MVS-8000 production switcher in the AMP Car8 and in the Telegenic T16 were upgraded with a 3D software package and in the monitor wall 24- and 42-inch LMD series 3D displays were installed. PVM 23-inch monitors were utilized to view camera setup and stereo channel balance. A convergence area was implemented where eight MPE-200 multi-image processors with MPES-3D01 stereo image processing software help the convergence engineers to maintain camera alignment and to control the rigs. Each box takes in two video streams along with lens metadata from camera left and right outputs and provides electronic picture correction. It can correct horizontal and vertical image shift, toe-in correction, tilt and rotation, zoom synchronization, color misalignment and any inversions caused by the use of mirror rigs.


3D Camera Layer with MPE-200 (click to enlarge)


The MPE-200 is designed to give outside broadcasters the ability to produce quality 3D without necessarily the expense and additional time required for use of fully motorized rigs. The box calibrates the optical centers of the two lenses throughout the entire zoom range. After alignment, a convergence operator can set the required interaxial distance of the rig, and the software will calculate and correct for any misalignment during production. He can also monitor and adjust the signals to ensure they do not go beyond the depth budget boundaries.


MPES-3D01 stereo image processing software (click to enlarge)


At the FIFA World Cup the HDC-1500 cameras are working with Canon HJ22ex7.6B lenses, but Fujinon lenses are likely to be supported as well. Same is true for the rigs: At the World Cup the MPE-200 is controlling 3D rigs from Element Technica, however there is no reason why it won’t be able to control 3ality-, P+S- or Swiss-rigs at some point. The product combines hardware based on the Sony Cell processor found in the PS3 and 3D software developed at the Sony R&D center in Basingstoke.

In later versions of the software it is also planned to deliver enhanced graphics manipulation and digital effects. The processor includes a histogram displaying how much convergence is being pulled and also provides a variety of 3-D monitoring methods, including 50 percent mix, above/below, anaglyph, difference and side by side. To each camera pair a convergence puller is assigned, responsible for alignment, set up of cameras and rig, and pulling convergence live.


Telegenic T16 3D Layer
The vast majority of coverage is captured in native 3D by mixing the signals from the eight HDC-1500 pairs, but certain shots are up-converted in order to deliver the best possible presentation of the action. Peter Angell explains: “Our primary goal is to tell the story of the match as well as possible, but that doesn’t mean littering the coverage with 2D shots. If there’s a particular incident which has only been captured on a 2D camera, or a 2D camera has the best angle, then, editorially, that shot is critical to the story, and we would be penalizing the viewer if that weren’t included.”


Telegenic T16 (click to enlarge)


After weeks of tests in the run up to the World Cup, the team finally decided to go with JVC’s IF-2D2D1 2D to 3D conversion box, although some specific shots being adapted for 3D using the Sony MVS-8000 vision mixer. The video effects function of the MVS-8000 switcher can be used to split the image and create, what Angell terms, a “pseudo-3D” image from 2D cameras.


Convergence operator (click to enlarge)


AMP Car8 3D Layer
For the inclusion of 3D live graphics HBS is working with FIFA’s graphics supplier deltatre for the positioning of graphics on the Z-axis depending on the shot selection. In South Africa both outside broadcast vehicles are housing XT[2]+ servers which enable dual feeds to be recorded and played back instantly in full timecode synchronization.

The combination of hardware and software (XT[2]+ and MulticamLSM) renders all existing capabilities of MulticamLSM available for live 3D productions including instant replay, loop recording, live clipping, playlist management, live slow motion, cuing and highlight editing.

Each of the two 3D OBVans is housing six XT[2]+ servers under control of an LSM remote device for the production of the matches. All the 25 matches are recorded in HDCAM SR (SRW-5800) with full bandwidth left- and right-eye signals on a single tape.


AMP Car8 (click to enlarge)



Production area (click to enlarge)



Convergence area (click to enlarge)


The Positioning of the 3D Cameras in the Stadiums
For coverage of all the 25 3D games in South Africa the Quasar rigs from Element Technica are used with Sony’s HDC-1500 cameras and Canon HJ22ex7.6B zoom lenses. There are 16 Quasar rigs in total, eight with each of the two 3D OBVans from AMP and Telegenic.

Each game is covered with eight camera pairs, with four positioned on slightly lower main camera shooting platforms (compared to 2D) and four at the field level. In each stadium there are four positions for Quasar side-by-side configurations: Main camera wide, main camera tight, and goal line left/right. The side by side camera pairs are far enough away from the action that they are not likely to converge.

There is nothing coming very close and there are no deep-background elements as opposed to the positions on the pitch where the action might be 5-20 meters away with deep background elements in between 50-100 meters. Therefore four under/thru configurations are positioned at bench left/right and behind the goal left/right. These are mirror rigs because the action gets close to them. The cameras have to get closer together than the side by side ones. The under/thru rigs also allow the cameramen to have a full viewfinder and the lens controls in the back as normal.


3D Production Camera Plan (click to enlarge)


Any camera operator can go to the back of the camera and know how it works. With the level of integration through the Quasar rigs, the Canon lenses and the Sony cameras with the Sony MPE-200 processor box and the CCU, there is one fibre running from the truck to the rig, so all image data, communications, rig control, lens control, metadata — everything including power — is now going through a single SMPTE fibre. For instance, interocular and convergence can now be set with the Sony box or locally at the rigs. And full metadata information is available to the convergence pullers and stereographers in the 3D OBVan for analysis of the two images.

The camera positions in each of the five 3D venues (Durban, Cape Town, Port Elizabeth and Johannesburg with Ellis Park and Soccer City) are pretty identical and similar positions make it easier for the production crews to work in different venues without having to massively adjust production philosophies.


AMP 3D Cameras at Ellis Park
The ability to quickly break down and set up the 3D production gear has been almost as important as the new skills related to the production. The team quickly realized that color coding all of the equipment for a given rig made it much easier to ship and assemble. About an hour of optical adjustment is all that is required to get the cameras ready for the match.

Also helping with the quality of the production is the decision to match a camera operator with a convergence puller. HBS even made the teamed-up camera and convergence operators swap roles to understand how the other half lives and allowing them to learn how things they do in their regular position can lead to problems for their partner.



The convergence puller must intuitively follow objects, like the football, out of the screen and make a decision to pull convergence in a split second. It’s a bit like a camera operator reacting to an event but the key thing is to understand the impact of what the convergence will achieve. While some people argue that convergence pullers should be replaced by automated convergence technology for financial reasons, the lesson learnt in South Africa so far is that for convergence pulling you need a human brain.


Telegenic 3D Cameras at Cape Town


Click to enlarge



Click to enlarge


The 3D Creative Aspect
While the first of the World Cup matches were focused on just using 3D to create uniform game coverage, the crews have now graduated to making the productions more sophisticated with better cutting and timing. With each match, the productions improve. Many of the veteran 2D crew members are relearning their craft at the World Cup.

For example, the crews have learned that shooting in 3D allows the production to "cross the line" more often by allowing the cutting to cameras on both sides of the field. With 2D video, if the action is moving from left to right all the camera cuts need to be from the same side of the field to prevent the viewer from getting disoriented. Not so with 3D. With 3D, it is easier for viewers to orient themselves, and there is an increased perception of where the camera is on the field.

Another lesson learnt is the need to frame the main stadium 3D cameras a bit tighter on game action. However, the camera operators face a delicate balance because if they are too tight on the shot it requires more panning. That can lead to quick movement, which can introduce motion blur and compression artifacts into the picture. It is a delicate balancing act for the camera operators, however already the coverage of the first game South Africa – Mexico presented stunning results.

During breakaway and wide-angle shots, the 3D effect was more subtle, as if you were watching from the stands. But in replay and other close-ups of individual players, the 3D effects almost put you into the action. The post-goal close-ups of celebrations of fans in the stands and players on the field brought home the energy of the event. Ironically, while the cameras in the stand are going a little tighter, the cameras on the field are going a little wider. Wider shots from the field level introduce more elements that can add depth to a scene.

The quality of game coverage remained high throughout the broadcast, with few if any transmission glitches or convergence problems. The highlights were the replays, with the replay of the South African goal when the ball seemed destined to fly out of the screen and hit the viewer, topping the list. Most of the game coverage shot from the traditional soccer upper-level camera positions also provided enough depth, giving viewers a sense of the distance between players and the speed of the action.


The Coverage of the Games in 3D: The Directors View
When Bruno Hullin, one of the two directors working on the 3D World Cup productions, sat down for his first 3D production on June 11 for the game between Mexico and South Africa, he knew the challenge ahead of him: how to take his skills from years of directing in 2D and apply them to 3D. And it’s a challenge that dozens of directors around the globe will face in the near future.

“The secret in 3D is that you start wide and zoom while, with the lower-pitch cameras, you need to be very wide and have players in the front of the image,” he says.

Telling the story of the match is paramount, and Hullin says, when relying primarily on cameras that are close to the action, the production team needs to learn new ways to follow the action.

“In 2D, I always cut by looking at the men on the pitch because that tells me what is happening,” says Hullin. “But, when I am on a 3D camera on the pitch, I have to look at the eyes of the players to understand what is happening and where to cut.”

One of the top tools in the 2D productions at the 2010 World Cup have been ultra-motion camera systems. Shooting at upwards of 300 frames per second has given viewers a great view of tightly shot with emotional facial reactions. For the moment, however, those shots don’t work for 3D.

“With 3D,” Hullin notes, “we need layers of objects and, with low, tight shots from ultra-motion systems, we only have one layer, which is the player or the coach on the background, so there is no depth.” That said, he does believe there is a role for those shots within a 3D production because the images are so impressive.

One of the issues still to be sorted out for all 3D broadcasts is the number of cameras. Does 3D need the same number as a 2D broadcast, or can it get by with fewer? Hullin says that eight cameras is enough for the 2010 World Cup but more cameras located at a lower level would help tell the story even better since pitch cameras are the primary tool for telling the story of the match in 3D.

“You can direct it like a 2D game, but it will not be interesting,” he says. “To be interesting, you need to find the spirit of 3D, because there are things that are possible in 3D that cannot be done in 2D. For example, you can stay with a wide shot in 3D while, in 2D, you would force the cut and force the view. But, in 3D, you allow the viewer to choose what they want to look at.”

On the creative side, 3D enables camera operators to finally leave the 4:3 “safe area” and use the full 16:9 screen area, as there is no letterboxing in 3D. In 3D, graphics can be pushed to the true edge of the picture and the full screen can be utilized for game action.


The 3D Master Control and Playout at the IBC
All the 3D productions in the stadiums were supervised by Peter Angell and Duncan Humphreys in a small 3D control environment at the IBC in Johannesburg direct next to the 3D playout rack.

“Ninety-nine percent of people will see the World Cup in 2D HD so we can’t do anything to risk that coverage,” stresses Angell. “As long as 3D is a premium event proposition, it will face issues in the short term at any stadium which is already full of cameras and paid seating. If we were starting from scratch it would be straightforward but the 3D element adds another eight positions to the 32 per World Cup venue already dedicated to the 2D host coverage so it is difficult to get space.”


Click to enlarge


One rule to have emerged about 3D outside broadcasts is that coverage requires fewer cameras than 2D, with cut-aways and replays not as necessary to tell the story. Nonetheless no specialty cameras have been included in the 3D mix for the World Cup with HBS looking to convert occasional 2D shots from the armory of its other cameras to augment the 3D.

“We have to be judicious about it,” Angell insists. “The goal is to tell the story as well as possible but that doesn’t mean littering the coverage with 2D shots. Ideally we need a means of cross conversion that retains enough of the 3D image so that it makes sense in the story we tell.”

Angell and Humphreys concluded that a conservative approach to 3D would be the best option, which meant devising a depth budget that wouldn’t jar the audience’s perception.

“We needed to decide exactly how to manage the depth budget and also how we decide to break it,” explains Humphreys. “Having it fixed at the beginning of production is fine but it’s important that you know how you can break that budget for effect and when it makes sense to do so.”

Footballs randomly booted into the stands and toward a 3D camera would make an obviously stunning 3D shot but decisions need taking about what the outer limits of the convergence should be. For the World Cup games the convergence was settled broadly on a depth budget of 2-2.5% positive parallax (into the screen) and 0.5-1% negative (out of the screen).


Click to enlarge


The FIFA World Cup 3D coverage will be delivered to cinema screens and to 3D TV sets. The position and size of graphical elements needed consideration for both types of viewing environment.

“Graphics can contribute to the overall 3D impact but if you play with them too much they become enormously distracting,” says Humphreys. “We initially put the clock and score as far into the screen corner as possible only to find it was more a problem in the cinema than it was for TV.”

“We are working out a set of values for where the graphics are best positioned on screen to give maximum effect without being completely overpowering,” says Angell. “The graphics will generally sit just in front of the screen plane, but if a player runs towards a camera we have the possibility of shifting it so we don’t end up with a situation where the graphic appears in front of the action when in 3D terms is should be behind. It’s a subtle trick to pull off.”

Recording is on HDCAM SR dual stream VTR (SRW5800) on-site and at the IBC in Johannesburg, as well as to an EVS XT[2] server controlled by IPDirector and one EVS XF[2] (removable storage) at the IBC for long term archive.



Discreet left and right eye channels of 1080i50 HDSDI are sent from the 3D OBVans to the IBC over a JPEG2000 contribution network compressed to 300Mbps. From the IBC two redundant 3D signals will be sent via satellite to European theaters and homes via London, the site of FIFA’s distribution partner GlobeCast, using eight International Datacasting encoders (two at each of four venues) with integrated Sensio Technologies 3D processing.

From London the 3D contend will be distributed to signal providers such as Eutelsat for transmission to cinemas across Europe.


The 3D Cinema Experience
It is not just at the IBC FIFA HD Cinema that the FIFA World Cup is being delivered in stunning 3D. Ten broadcast networks and 400 theaters are distributing the World Cup 3D feed, including ESPN, Al Jazeera, SBS Korea, SBS Australia, SogeCable in Spain, TF1 and Canal+ in France and SKY Perfect JSAT in Japan.

The 3D feed is being screened around the world as cinemas are being turned into impromptu ‘stadiums’ for 3D broadcasts. Cinema chains in Brazil, Mexico, the United States, Italy, Belgium, the UK, France and Spain Korea and Japan have signed up to receive the live 3D broadcast of the 2010 World Cup. The remaining four matches from the half finals onwards will be broadcasted to large screens including Gaumont and Europalace in France; Kineopolis in Belgium; Movieplex and Cine Cite in Italy and Digital Cinema Media in the UK, which has signed a deal with SuperVision Media to show both semifinals and the final in 40 screens across the Odeon, Cineworld, Vue and Empire chains. In the United States, Sensio is working with digital cinema delivery group Cinedigm.

By Reinhard Penzel, Live Production

Turner Debuts 3D NASCAR Race Companion

This weekend, auto racing will join the growing list of sports to be produced live in 3D. NASCAR Media Group and Turner Sports are producing two 3D feeds from Saturday’s Coke Zero 400 at Daytona International Speedway, one focused on the track and one on pit row. The feeds will be available online, through TNT RaceBuddy on NASCAR.com, and on air, through DIRECTV, Comcast, Time Warner Cable, and Bright House Networks.

“The whole idea behind this follows the RaceBuddy philosophy that we have with our regular 2D coverage,” explains Tom Sahara, senior director of IT and remote operations for Turner Sports. “It’s a TV companion. RaceBuddy 3D follows in that philosophy, providing camera angles that allow viewers to see aspects of the race that they would not normally see on the broadcast. This allows them to tune into specific areas as a side-by-side companion with the TV broadcast.”

Turner will produce two feeds for the 3D coverage, utilizing a combination of six TS-2 beamsplitter rigs and TS-4 side-by-side rigs from 3ality Digital. The cameras will be split between the front and back stretch of the track and pit row.

“We are looking at getting these cameras into positions that we feel will bring across the speed and excitement of the race,” Sahara explains. “The idea is to give the viewer a nice feel of what it’s like at the track. When we went to HD, the clarity of the picture really was a big step closer to being there and now 3D continues that process of bringing the venue to the viewer.”

Bexel has rebuilt its BDS1 mobile unit to make it 3D-friendly, and Turner will base all of its 3D operations from that unit.

“Convergence, graphics, and switching will all take place from BDS1,” Sahara explains.

For graphics, Turner will be utilizing a pre-release version of Chyron’s Lyric 8.0 software, which is 3D enabled, working off of a Duet HyperX 3. All of the content will be recorded to hard disk using an 8-channel Abekas Mira production server.

“We did a whole transmission and test of the cameras, converters, and other hardware from our Sonoma race, and there were no surprises there,” Sahara says. “I think it was just a confirmation of what we expected. The result that we saw from each camera is very good, so we were pleased with the performance.”

To get the 3D views out to fans, both feeds will be multiplexed into a single MPEG4 stream that will be sent up via satellite. Distributors DIRECTV, Comcast, Time Warner Cable, and Bright House Networks will then take that feed and put it onto their distribution networks.

“It’s relatively straightforward,” Sahara says. “It goes up as a 1080 side-by-side and the distributors take that and push it out onto their cable or satellite systems.”

One of the biggest challenges with today’s live 3D productions is that 3D-specific equipment is still being developed, so 2D equipment must be utilized in ways it was not necessarily intended to be used. For this production, Turner is utilizing less than top-level equipment.

“This is a small production so we don’t have the big Grass Valley Kalypso or Sony 8000 switchers, or any of the heavy hardware,” Sahara says. “We’ve got a Broadcast Pix Granite that’s in a custom configuration to switch the 3D. One challenge is bridging the gap between getting the signal from the cameras into the switcher, from the switcher into transmission, and where all the conversion takes place.”

The biggest challenge, Sahara says, is monitoring. With a number of different displays and display technologies available, including both passive and active, production teams have many questions to answer before their show goes on the air.

“We need to work out all of the issues of where people need to see 3D, how they need to see 3D, and how to create that format,” Sahara says. “Monitoring, we’re finding, is bigger than all of the other challenges.”

Fans can go to www.nascar.com/racebuddy3D to get more information about the hardware and software used to view the 3D production online.

By Carolyn Braff, Sports Video Group

HBS 3D Efforts Continue to Evolve During World Cup Tourney

The 3D buzz at the World Cup continues to build and, more importantly, find new believers both among the broadcasters who have seen the productions and the production team themselves as Host Broadcast Services (HBS) continues to refine its 3D production technique every game.

For Peter Angell, HBS director of the 3D project, and the rest of the production crew, that means that by the time they finish producing the World Cup Final in 3D on July 11 they will all be among the world’s most experienced 3D production professionals. A total of 25 games will be shot and distributed around the world in 3D and the production process has already seen significant improvements, according to all involved.

The early matches were focused on broad, basic refinements like getting comfortable of the front bench and beyond with cutting from cameras, balancing game coverage vs. maximizing the 3D effect, and more.

“Now it’s about making the production slicker, working on the quality of cutting and the timing,” says Angell. “Now we have more affinity with the 3D world…less convergence errors, less short cut.”

Approximately 10 broadcast networks and 400 theaters are distributing the World Cup 3D feed, including ESPN, Al Jazeera, SBS Korea, SBS Australia, SogeCable in Spain, TF1 and Canal+ in France.

There are two 3D production units in use for the broadcasts: a vehicle from Telegenic and another from AMP. The AMP trucks handles 3D productions in two stadiums, Ellis Park and Soccer City in Johannesburg while the Telegenic truck is handling matches in Durban, Cape Town, and Port Elizabeth.

“The positions in each venue are pretty identical so we were lucky,” says Angell. Similar positions make it easier for the production crews to work in different venues without having to massively adjust production philosophies.

The eight-camera shoot includes four cameras positioned on the main stand, lower than the main 2D camera positions, along with four on the field level. Two are behind the right hand goal, on the near and far sidelines while cameras on the left side of the field are near the player bench and behind the left hand goal.

One of the interesting discoveries is that shooting in 3D allows the production to “cross the line” of the middle of the pitch. In 2D productions if the action is moving from left to right all the camera cuts need to be from the same side of the field to prevent the viewer from getting disoriented.

“With 3D it is easier for viewers to orient themselves and there is an increased perception of where the camera is on the field,” says Angell. “So we are cutting a lot to the cameras on the reverse side of the field from the main [game] cameras.”

Lessons learned from game one include the need to frame a bit tighter into the action by shooting less wide from the main game cameras in the stands. But the challenge is making sure that the camera isn’t too tight which, in turns, requires more panning to follow the action and introduces more motion blur and compression artifacts.

“Gradually we are pushing in a little more,” says Angell.

Ironically, while the cameras in the stand are going a little tighter the cameras on the field are going a little wider. Wider shots from the field level introduce more elements that can add depth to a scene.

“We are doing safe, calm, and easily viewable 3D,” adds Angell. “We are trading some 3D value but we don’t want to overdue the 3D to the point where viewers don’t have a good time. People are biologically linked to the experience.”

Production gear used includes Canon HJ22ex7.6B portable HD ENG lenses with Sony HDC-1500 cameras brought together in Elements Technica 3D rigs which the HBS team was first exposed to at last year’s IBC in Amsterdam.

“It’s been working out really well,” says Angell. “It is flexible enough to adapt to our needs and now we can set the rigs up in two hours.”

That ability to quickly break down and set up the 3D production gear has been almost as important as the new skills related to the production. The team quickly realized that by color coding all of the equipment for a given rig it was much more easy to ship and assemble.

“Mechanically the Element Technica rigs hold their alignment very well,” says Angell. About an hour of optical adjustment is all that is required to get the cameras ready for the match.

Also helping with the quality of the production is the decision to match up a cameraman with a convergence puller. HBS even made the teamed up cameraman and convergence operators swap roles to understand how the other half live and allowing them to learn how things they do in their regular position can lead to problems for their partner. “They need to develop a close relationship,” says Angell.

The directors for the broadcasts are Bruno Hullin and Jean Charles Van Kerkoven, great 2D football directors who also are relearning their craft. Duncan Humphries, a 3D consultant, has also played an integral role in shaping the coverage.

“For the directors it is really about leaving aside their instincts and having much calmer coverage where they get down to the field-level cameras as early as possible,” says Angell. “That’s where the interesting 3D shots are.”

By Ken Kerschbaumer, Sports Video Group

Champions League Final in 3D on Sky UK

In addition to the coverage in HD (by MediaPro) the showpiece was produced in 3D by the Belgium production facility Outside Broadcast and the signal was distributed via Sky UK to the 3D pubs in the UK and Ireland and to two 3D cinemas in Spain.

The 3D signal was generated by six stereo camera pairs and eight up-converted 2D sources. The main camera pair (4) was positioned high consisting of two side by side mounted LDK-8000s with Canon 22x lenses (box style), while the other LDK-8000 camera pairs (2, 3, 5, 6) were positioned on play ground level mounted on Swiss Rigs. The Polecam (1) featured two side by side mounted HD mini cameras from Toshiba.


General layout of the 3D production (click to enlarge)


Via a router a maximum of three out of eight 2D HD camera feeds (including two Steadicams, one SuperSloMo, two Beauty-Shots and one Spidercam) were converted to 3D using the JVC IF-2D3D1 stereoscopic image processor. This was giving the production director access to nine 3D camera signals on the Grass Valley Kayak 450 vision mixer plus three playback channels from the EVS XT2 servers and the signal from the graphics generator to produce the 3D transmission signal.

It became clear that the mixing of the six 3D camera signals with the three 2D to 3D converted camera signals immediately was obvious to the viewers: In 3D the viewers need to live inside the frame, which takes a lot of thought and careful planning. This means slowing down the shots and instructing the crew to pay attention to a whole series of details they don't have to think with producing a 2D HD signal.

The other finding was: What works on a 3D 52” TV screen not works in a 3D cinema with a 60m² screen. To produce a 3D live signal for a cinema needs even more careful thought and planning than for a TV screen – because 3D effects that work on the TV screens and give viewers that feeling to life inside the frame kicks the viewers in the cinema out of the frame.


Two LDK-8000 mounted on Swiss Rig


2D and 3D Productions Have to Be Carried Out Separately
Unlike during the transition from SD to HD, the industry must learn different techniques and a whole new production language for 3D. Although the sports production community would like to find a way to cost-effectively produce a 3D live signal with a single truck that can also produce the 2D version, it probably won't be practical for several years.

For the production of 3D, cameras really have to be in different positions than with 2D HD. That's a struggle for each production because of the availability of additional camera positions at most of the venues. However a 3D production can't have fans jumping up and down in front of a 3D rig. It will drive viewers crazy. There is a great deal of attention to detail during a 3D telecast that starts with the camera positions, then extends to the director, the camera operators, the convergence/stereoscopic operators and the rest of the crew. Trying to accomplish this, while thinking about a 2D production in parallel, is a lot to consider.

The switch from SD to HD didn't change the way live sports productions were carried out that much, but 3D really is different – it currently is the ultimate science project. The language of 2D television has evolved over the course of 50 years, based on the fact that the average viewer was watching on a 20” TV screen. He loved to see extreme close-ups combined with wide shots to establish what the venue felt like. Interestingly, a lot of those shots don't have a lot of depth information. So the production crew has to teach the viewers the new language of watching sports in 3D – because they are going to see things in ways they never could before.

While the finances to produce 3D are still uncertain, the real challenge is producing a compelling 3D experience while covering the game. The "wow" factor goes away when the viewer gets lost in the 3D frames and no longer understands what's going on during the game.

Biggest Sky Sports 3D Challenge Yet
Besides all these considerations the 3D pioneer Sky Sports has broadcasted three major finals from three countries across two different sports – all in 3D on May 22nd. The eight solid hours of live 3D sport begun at Wembley with the stadium’s first live 3D broadcast as Blackpool sealed a Premier League place after an enthralling win over Cardiff City. The action continued in France with Biarritz vs. Toulouse in the Heineken Rugby Cup Final and it culminated at the Bernabeu Stadium in Madrid with the UEFA Champions League Final between Bayern Munich and Inter Milan. The 3D hat-trick was available to customers in pubs and clubs in the UK and Ireland.

Commenting on the triple bill, Barney Francis, managing director of Sky Sports said: "This Saturday's offering was another first from Sky Sports and our biggest 3D challenge yet: three major finals including the richest prize in sport, the finale to club rugby's biggest competition and European football's club showcase. Football and rugby union are just the first of many live sports set to be available in this ground breaking format, which we will roll out domestically later in the year. We've already tested camera positions around the ground and we think the results are impressive, particularly shots close to the ground. Given the progress we've made with 3D in the last few years, by 2018 who knows what football will look like. It's as exciting as when we began broadcasting live football.”

Source: Live Production