3ality Digital tackles live 3-D HD stereoscopic interview for IBC2008

IBC2008 in Amsterdam next month will feature a unique satellite interview of DreamWorks Animation CEO Jeffrey Katzenberg conducted in Los Angeles. While the content of the interview promises to be interesting, the truly remarkable thing about the exchange is that it will be shot and presented in 3-D using an HD stereoscopic setup in Los Angeles and satellite transmission services provided by Arqiva.

3ality Digital will use its 3-D HD stereoscopic camera rigs to shoot the interview. This week, “HD Technology Update” discusses the project with Steve Schklair, founder and CEO of 3ality Digital.

3ality will shoot a 3-D stereoscopic interview of Jeffery Katzenberg in Los Angeles that will be viewed live in Amsterdam at the RAI during IBC2008. What technical challenges are presented by a live 3-D shoot?
Leaving the broadcast side out of this for the moment, there are technical challenges presented by 3-D shooting of live action in general, because in the real world, lenses don’t match each other, cameras don’t match each other, image blocks don’t match each other, and for 3-D to really work, everything has to match perfectly.

You are using two cameras, and color has to match and shading has to match; geometry has to match absolutely perfectly in order for it to work. Normally, in 3-D live action, we solve those problems, then you go through post production to fix any of those geometric aberrations that might appear when shooting, especially when shooting with zoom lenses. No matter whose zoom lenses they are, no zoom lenses track on center.

When you’re shooting live, real time for broadcast, you don’t have the luxury of post production. So what had to be invented was a lot of technology that lets you shoot live action 3-D, and it’s either corrected by the camera system or electronics so that everything is geometrically absolutely perfectly aligned pixel for pixel right out of the back of the system.

So for the first time ever, we are shooting dead-on pixel accurate in a real-world environment. That’s a challenge.

Is that technology 3ality Digital developed?
Yes, 3ality developed a lot of tracking technology, a lot of color correction technology at the camera level, and a lot of geometric correction technology to take out any of the issues that used to be associated with 3-D, even mistracking of zoom lenses. If you are zooming in on a subject with two lenses, they never match because one is not built for that. We had to build technologies that would then track individual lenses by serial number and make adjustments based on look-up tables of what each of those lenses would do at every point along the zoom range.

And then correct for those on the fly?
Yes, we make those corrections in real time. We are only one frame behind the action, and that’s mostly because some of the rigs use mirrors, and we need the whole frame in order to flip it. We can’t flip the image to correct for the use of the mirror until that last scan line has drawn itself.

Does the distance covered by the satellite transmission introduce any challenges?
The way we do it, there are no other problems introduced. What we do is multiplex the signals into a single 2-D picture, and at least as far as the hardware is concerned, it is only looking at a 2-D picture. So we will multiplex the images and then run through standard MPEG-2 or MPEG-4 satellite encoders and put it up onto a satellite and back down from the satellite all on a 2-D path. When it gets to the projector or monitor at the backend, we then decode it and put it back into the 3-D images.

There have been experiments tried with sending two synchronized signals — one for the left eye and the other or the right — but that introduces all kinds of issues, especially if you are going over fiber and suddenly you are routed down some other path to arrive at the backend. It throws things out of sync. We like to be in sync up to the scan line. Close to a frame isn’t enough.

This is a two-camera shoot — two HD stereoscopic camera rigs, each with two cameras. Why introduce the second camera rig and what complexity does that create for switching between the sources? Is there such a thing as an HD stereoscopic video production switcher?
Again, because we are multiplexing into a 2-D signal, while we do have a switcher that will switch dual signal paths, we are just using a standard 2-D switcher and path. The reason for using two cameras is because visually, if we only had one camera, you’d be looking at zoom in, zoom out, recompose. That’s not very interesting.

Yes, I understand the production aesthetic, but I thought perhaps you chose the setup to demonstrate that it’s possible to switch between two 3-D camera rigs.
We’re always interested in showing that it’s possible, but actually we’ve done this enough times now that we don’t question whether it’s possible. We just wanted the two cameras because we have two camera rigs available that aren’t tied up on other shows. Because this is a two-person interview, I thought about just bringing three cameras — a wide shot and two isos. But two cameras should be enough.

I understand for this project you will multiplex the signals from each camera in the two-camera rig and switch that with a conventional switcher. But I was wondering if there is such a thing as a 3-D production switcher?
We have one, but it turned out that’s how we used the switcher a couple of years ago. But now that we’re dealing with a multiplexed signal, it’s not necessary. We just did a large sports project and brought in a 2-D broadcast truck, and we utilized everything on that truck, including the monitors, the switcher, the CCUs, and all of the audio gear. We brought in some of our own gear and wired it in, but there wasn’t anything on the truck that was 2-D that we weren’t able to use on the show.

What sporting event did you produce in 3-D?
I don’t think I can talk about that yet, but it was a prize fight, so boxing.

I understand it can be visually jarring to viewers of 3-D programming during transitions, especially if there are any switcher effects used. Is that the case, and how do you avoid that issue?
If the depth of the two shots is completely uncontrolled, yes, the transitions can be kind of jarring. If it’s a straight cut in a broadcast, you are talking about a cut that happens over a 30th of a second. That means in a 30th of a second, you are asking people’s eyes to readjust to a new depth. Then there is another cut, and they have to readjust. But you are only giving them a 30th of a second to make that adjustment, which tends to be jarring and tiring after a while.

We have ways of leveling that depth so on a cut-for-cut basis there is very little shift in depth, if any. If we want the shots to be deeper than the one we are coming out of, we’ll transition immediately after the cut to the different depth. But it’s a process of leading the audience through the depth changes as opposed to cutting an audience through the depth changes.

Tell me about the 3ality HD stereoscopic rig.
We have a couple of flavors of stereoscopic rigs. There are two kinds of stereo rigs that everybody in the world uses. One is a beam splitter, which puts two cameras at a 90-degree angle shooting through a half-silvered mirror. The purpose of that approach is so you can put the optical centers over each other so you can shoot with a 1-inch spacing between the two cameras. If you physically tried to put cameras next to each other, the closest you often can get them together is 3 inches because of the front diameter of the lenses. The lenses will bump into each other, and that’s as close as they are going to get to each other. But there are a lot of shots we want to shoot where we need an optical center much closer than that. So we’ll use a beam-splitter array.

For other types of shooting — certainly when things are farther away from the camera — we’ll use a side-by-side rig where you do mount the two cameras next to each other, but those are cameras we’re never looking to bring closer together than 2.5 inches to 3 inches.

The 3ality rigs are different from others in that they are highly computerized. They have both mechanical and electrical compensation for things like alignment. In the bad old days of 3-D, last year, it used to take three days to align two cameras so that they worked through part of the zoom range — partially. Then you could fix it in post. Now, we have automatic alignment tools, look-up tables, things so when we take a camera off a truck, literally five to 10 minutes later it’s ready to shoot. So in the space of a year, we’ve gone from three days of lens tweaking to 10 minutes to be ready to go.

Is 3-D going to be a fad that fizzles, or will it have staying power?
You know, I haven’t been asked that question for a while now. It seems to me it’s well past the fad stage. During the fad stage, there weren’t 20 to 30 feature films in production at the studios, and at the fad stage, there weren’t a couple thousand theaters on the books, so I think we’ve moved past the fad stage. It’s now just about business growth and business cases.

Do you see a future for 3-D stereoscopic TV presentations? If so, how?
It really depends on the business case, but I believe the next three to five years will prove the business case behind that.

Source: BroadcastEngineering

Cinnafilm Ships Cinnafilm HD1, the All-in-One Format Conversion Platform

Cinnafilm Inc., a pioneering developer of advanced film and video production tools, today announced the immediate availability of Cinnafilm HD1, the industry’s first all-in-one format conversion platform designed specifically for film simulation and unlimited frame rate conversion of digital video. The unique combined hardware and software platform leverages the power of graphics card parallel processing to deliver unmatched quality format conversions and celluloid simulations quickly, easily, cost effectively and most significantly, in real-time. HD1 places complete and instantaneous control of the artistic process directly into the hands of creative professionals without sacrificing production quality or visual integrity.


Cinnafilm HD1

The Cinnafilm HD1 format conversion platform delivers the advanced editing capabilities film and video production professionals require to address the most common aesthetic problems encountered today. HD1’s purpose is to instantly alleviate difficulties associated with digital content production and delivery by solving cadence, resolution, frame rate, frame format, and film simulation problems in real-time. Cinnafilm HD1 is the only solution that enables creative and technical adjustments to be applied and instantly visualized from a single workstation, avoiding the need for expensive render farms and racks of power-hungry equipment.

Core capabilities of Cinnafilm HD1 include celluloid-quality film simulation and bi-directional unlimited frame rate conversion. The HD1 process quickly converts any video source or digitized film source into formats compatible with multiple platforms, including HD television, mobile devices, and the Internet. HD1 is ideal for today’s film studio professionals seeking to transfer archived film content and simplify the process of converting content to international frame rate and resolution standards. Cinnafilm HD1’s enhanced digital production workflow enables users to immediately verify the consumer audience experience will be an authentic, believable film simulation – all without the need for any rendering.

Cinnafilm HD1 Highlights
Powering the Cinnafilm HD1 format conversion platform is a sophisticated, patent-pending, parallel processing engine that minimizes the time it takes to process digital video. By harnessing the power of modern 3D graphics hardware, HD1 delivers a 30x to 100x performance improvement on computational video tasks as compared with a modern CPU. Cinnafilm HD1 packs all of its power into a small desk-side or rack-mountable unit that can be quickly incorporated into any creative environment, allowing filmmakers and studios to immediately reap the benefits of its advanced format conversion capabilities.

Highlights of the Cinnafilm HD1 format conversion platform include:

High quality, believable simulation of celluloid film for DV: Unlike other film simulation solutions that rely on synthetic overlays, Cinnafilm HD1 literally reconstructs digital video data streams into new frame solutions to appear as if the source were originally shot on organic film. The patent-pending process handles any SD or HD video up to 10-bit uncompressed 4:4:4, enabling filmmakers, videographers and editors to fine-tune the look of film to their own exacting standards.

Unlimited frame rate conversion: Create high quality frames – whether the source video was progressive or interlaced – and add appropriate, synthetic motion blur—a great option for exporting high-end solutions for film prints. Additionally, Cinnafilm’s InfiniFrame feature harnesses per-pixel, motion compensating vector fields to both de-interlace and recadence digital video on-the-fly enabling scene cut detection that is both extremely accurate and reliable. Even the most troubling cadence issues are easily handled with HD1’s ability to instantly create frames where the “missing” frames should have been.

Super slow motion: A robust example of HD1’s Infiniframe feature is the ability to create an infinite number of frames; allowing the simulation of high speed cameras for seamless, fluid, super slow motion previously unavailable at standard capture rates. HD1 offers a slow down of as much as 1000 times the original speed.

Intelligent /collaborative timeline user interface: A single-click timeline interface allows users to navigate an entire clip in seconds. All effects can be keyframed/animated, and the small keyframe files associated with the framestores (edits) are easily shared between multiple users. Users at opposite ends of the globe can edit, save, and instantly ship the finished product to another studio equipped with the original source footage and a Cinnafilm HD1 system.

High quality Up Res and Down Res: Web quality to 4K uncompressed lets users adapt video to the correct resolution for any media delivery standard.

Real-time effects engine: Leverages Cinnafilm’s pioneering, patent pending work in GPU parallel processing—enabling the application of all effects, including re-cadencing, in real-time on uncompressed video while avoiding artifacts and data loss.

Color enhancement and fully adjustable organic film effects: Perform linear and non-linear color spline adjustments for accurate simulation of film stock response, in addition to brightness, saturation, hue and contrast adjust. Unparalleled film grain simulation allows weight, ISO size, and granular pigment correlations to be modeled, in addition to other organics such as fibers, dust, and scratches. Cinnafilm engineers invoked chaotic math theories to ensure no two organic film effects ever repeat themselves.

Additionally, Cinnafilm HD1 features film simulation presets for three of the most commonly used Kodak Vision Series film stocks. These presets are the result of the company’s joint development efforts with Los Alamos National Laboratories (LANL). Future collaborations may include motion tracking and super resolution capabilities, scheduled for debut in the Q1, 2009 timeframe.

Pricing and Availability
Lease and rental arrangements for the HD1 platform are available starting at under $4,000 U.S. per month.

Source: StudioDaily

eyeon To Show Fusion 6 At SIGGRAPH 2008

eyeon Software announces Fusion 6, a major upgrade to their flagship compositing application, which will be on display for the first time at SIGGRAPH in Los Angeles.

Fusion is a true workhorse in the global VFX community, and is the industry standard that today’s top post-production facilities depend on to create high-end visual effects. With the release of 6, Fusion delivers a consistent environment for seamless image quality across multiple platforms, and is available for a single license fee on Linux, Windows x64, Windows 32bit desktop PCs, and Intel-based Macs.

Fusion 6’s major new features and enhancements are detailed below:

Stereoscopic Views: View stereo pairs in 3D in the views and support for stereo monitors. Fusion’s 3D environment has full support of stereo with eye separation and convergence controls.

3D In Stereo: View the 3D environment in stereo.

New Multi-Layer Imaging: This system allows for composition node flow to process multiple images, all using Fusion’s Deep Pixel pipeline. Updated support for EXR/SXR in a single loader.

New 3D System: This is a major update and is designed for ease of expansion. This will be released as part of the SDK.

Production Quality OpenGL Renderer: Resolution independent and floating point rendering. Super-sampling with reconstruction filters. New plugable CG Shaders. Deep Pixel rendering of Normals, Texture Co-ordinates, Material ID, Object ID, Diffuse, Specular and Shadows, etc.

3D Environment Tools: Environment mapped reflections and refractions. 3D Cube and Sphere mapping.

New 3D Material Tools: New lighting materials, Blinn, Phong, Cook-Torrance and Ward. Material merging tool.

New Bump Mapped Materials: Bump mapped from height maps. Bump mapped reflections and refractions.

UVW Mapping: Set spherical, planar, box, fit, etc, mapping co-ordinates.

Alpha Projections: Project alpha and re-light the projection.

3D Blend Modes: All 2D blend modes supported in 3D, including Screen, Multiply, Color Dodge, Difference, Exclusion, etc. 3D blend modes can be assigned to any 3D object.

Matte Objects: Use 3D geometric primitives or meshes as 3D mattes in the scene, with Z-depth and alpha control.

FBX Caching: Performance of FBX loading by caching of FBX model data.

FBX Updated: Improved importing of scenes, camera paths, lights, geometry, baked animation, etc.

FBX Exporter Exports geometry, lights, camera and animation.

ROIDS Region: Of Interest Domain System. This system allows for user-definable areas to limit processing, significantly improving performance and memory usage for large scale compositions.

File Browser: Includes image previews and metadata, with gamma control for non-linear images.

Toolbars: Can contain tools, scripts, macros and settings.

3D Navigation: Depth-cued 3D controls. Zoom to selected object, etc.


Pricing Information
Fusion 6 is available to anyone with a valid subscription license at no additional charge. Anyone who has not currently joined eyeon subscription at the time of announcement can upgrade to Fusion 6 for $695, which also includes 12 month’s of subscription upgrades. For all other pricing inquiries, please contact sales@eyeonline.com.

Source: eyeon Software

HP Brings DreamColor Accuracy to Mobile Power Users

Today at SIGGRAPH 2008, HP expanded its DreamColor technology portfolio with the introduction of a powerful mobile workstation – the HP EliteBook 8730w Mobile Workstation with DreamColor Display – that offers professionals exceptional color accuracy.

In addition, HP introduced the HP EliteBook 8530w Mobile Workstation, the HP EliteBook 8530p Notebook PC, a custom calibration kit for the now-shipping DreamColor LP2480zx Professional Display, and two additional high-performance displays to meet the demands of a new generation of visual computing customers.

Designed for the most sophisticated graphic-intensive applications, the new HP EliteBook 8730w is the only mobile workstation on the market to offer a 17-inch diagonal HP DreamColor Display, which offers over 16 million colors, a significant improvement to the 260,000 available colors on traditional notebook PCs. The notebook also offers an Intel quad-core processor,(1) 8 gigabytes (GB) of memory(2) and NVIDIA’s next generation of Quadro FX cards with up to 1 GB dedicated video memory.

The HP EliteBook 8530w and HP EliteBook 8530p add professional graphics capabilities in a convenient mobile format, making the notebooks ideal for extreme power users in fields such as animation, video production, broadcasting, photography, design and engineering. Both systems include a 15.4-inch diagonal display, Intel CoreTM 2 Duo processor(1) and 8 GB of memory.(2) Additionally, HP EliteBook 8530w supports Intel quad-core mobile processors.(1)

Incorporating the latest mobile technologies and engineered to meet multiple durability tests, the EliteBook series features the HP DuraCase, a visually appealing, brushed anodized aluminum exterior combined with a magnesium alloy chassis designed for maximum protection to keep the PC looking good, longer.

Delivering on DreamColor display technology
The HP DreamColor LP2480zx Display, the world’s first affordable, color-critical display, was developed through a first-of-its-kind technology collaboration between HP and DreamWorks Animation SKG. The 24-inch diagonal HP DreamColor liquid crystal display (LCD) provides a range of more than 1 billion colors in a 30-bit, LED-backlit widescreen display.

The new HP DreamColor Advanced Profiling Solution, now shipping as an option, allows users of the HP DreamColor LP2480zx Display to custom calibrate color settings beyond the built-in factory pre-sets. The solution includes a customized DreamColor colorimeter and calibration software.

The DreamColor Display becomes even more powerful when combined with the new generation of 30-bit graphics accelerator cards – such as the ATI FireGL V7700 – for the most advanced application performance and visualization beyond 3D. The ATI FireGL V7700 delivers true 30-bit color, enabling never-before-achieved color palette ranges. When the display is combined with a 30-bit card, the user can both generate and display content using the full pallet of more than 1 billion colors, providing unrivaled color accuracy and the smoothest color transitions.

Widescreen displays for workstation users
The new HP LP2475w 24-inch Widescreen LCD Monitor and the HP LP2275w 22-inch Widescreen LCD Monitor are designed for workstation users who appreciate an expansive presentation for graphics, video and data projects. With high-resolution onscreen presentation, the monitors also offer a 1,000:1 contrast ratio(3) and extra-bright screens.

The LP2475w holds a sharp resolution at 1,920 x 1,200 and has a 102 percent color gamut; the LP2275w has a resolution of 1,680 x 1,050 with a 92 percent color range. Both displays have wide viewing angles and feature height adjustment, tilt, swivel and 90-degree pivot rotation – including a built-in HP Quick Release stand that enables wall and arm mounting for panoramic presentation. Both displays also meet stringent ENERGY STAR guidelines and are EPEAT Silver registered.

Pricing and availability(4)
The HP EliteBook 8730w Mobile Workstation is expected to be available later this month at the starting U.S. list price of $1,699. The HP EliteBook 8530 series is expected to be available in September starting at $1,499.

The HP LP 2275w 22-inch Widescreen LCD Monitor is available today and the HP LP2475w 24-inch Widescreen LCD Monitor is expected to be available in North America in September for estimated starting U.S. street prices of $459 to $649, respectively. The HP DreamColor Advanced Profiling Solution is now available for Microsoft Windows® users for a price of $349. It is expected to be available for Macintosh users in September.

(1) Dual/Quad Core is a new technology designed to improve performance of certain software products. Not all customers or software applications will necessarily benefit from use of this technology. 64-bit computing on Intel architecture requires a computer system with a processor, chipset, BIOS, operating system, device drivers and applications enabled for Intel 64 architecture. Processors will not operate (including 32-bit operation) without an Intel 64 architecture-enabled BIOS. Performance will vary depending on hardware and software configurations. More information is available at http://www.intel.com/info/em64t.

(2) Maximum memory capacities assume 64-bit operating systems. Microsoft Windows XP (32-bit) supports 4 GB (with Microsoft 32-bit, the amount of usable memory will be dependent upon system configuration. It may be less than 4 GB); 32-bit Linux can support up to 8 GB.

(3) All specifications represent the typical specifications provided by HP’s component manufacturers; actual performance may be higher or lower.

(4) Estimated U.S. list prices. Actual prices may vary.


Source: ProVideoCoalition

Avid Editor Quicktime Work Flow For Proper Brightness Levels

There seems to be a decent amount of confusion about which settings should be selected when exporting a video as QuickTime and then importing the QuickTime movie into an Avid editor. In this article I will describe the proper settings for exporting video out of a third party application such as Adobe After Effects using the Avid QuickTime DNxHD codec and then importing the QuickTime DNxHD movie into an editor. Four workflows are shown, one of which is invalid. This same workflow should hold true for all the Avid QuickTime codecs. It will not apply to non-Avid QuickTime codecs.

Exporting Source Material with RGB Levels


Source media with RGB levels

If you start with source material with RGB levels (0-255), such as the image above, you should select the RGB button in the QuickTime export options shown below. This is because the option in the QuickTime dialog specifies the levels of the source material. However, it isn't a disaster if you don't select the RGB button.


Select the RGB brightness option with RGB source material

Assume you export two movies. The first has RGB level source material and is exported with the RGB option selected. This is called RGBsource_RGBOption.mov. The second movie has RGB level source material and is exported using the 709 option. This movie is called RGBsource_709Option.mov.


Importing Source Material with RGB Levels

When you import RGBsource_RGBOption.mov into the editor, select the 601/709 option to perform a quick import. Selecting the RGB button will bring the video in at the correct levels, but it will be a slow import. It is OK to select the 601/709 button as the levels within the QuickTime movie were converted to 709 compliant levels when the RGB button was selected on export. Quick import copies the 709 compliant video data from the QuickTime movie to the editor. See the image below for the optimal setting when bringing this movie into the editor.


Select the 601/709 option for import of RGB source material

If you look at the levels while in color correction mode, you can see that the darkest black is 16 and the brightest white is 235 as shown in the image below. The left side of the color picker represents the darkest black value and the right side of the color picker represents the brightest white value. The levels of the imported media are correct.


RGB source material imported into the editor


When you import RGBsource_709Option.mov, you must select the RGB button in the editor import dialog as shown below. Selecting the 601/709 option will cause the video to come
in at RGB levels.


Select the RGB button for import of RGB material exported with 709 option selected


Exporting Source Material with 709 Levels


Source media with 709 compliant levels

When you export source material that is already 709 level compliant, as shown above, the 709 button should be selected in the QuickTime dialog options as shown below. The RGB button should never be selected in this scenario, as this will not import into the editor with 709 compliant levels.


Select the 709 button for 709 compliant source material

Assume you export two movies. The first contains 709 level compliant source material and is exported using the 709 option. This movie is called 709Source_709Option.mov. The second movie contains 709 compliant source levels and is exported improperly using the RGB option. This movie is called 709Source_RGBOption.mov.


Importing Source Material with 709 Levels

Import 709Source_709Option.mov using the 601/709 option. This is the only option that can be selected for proper import of this movie.

Now, import 709Source_RGBOption.mov. No matter whether you select the RGB import option or the 601/709 option, the imported levels will be incorrect as shown below.


Media imported into the editor when 709 material is exported using the RGB option

By Justin Kwan, KwanCentral

Commentary: Tween Set Opening Eyes to 3-D

Hannah Montana has taught the entertainment industry a lot about stereoscopic 3-D. Digital cinema professionals -- including those mostly unaware of Disney's tween sensation -- took notice when Hannah Montana and Miley Cyrus: Best of Both Worlds Concert opened at No. 1 at the domestic boxoffice in February.

Since then, the 3-D concert movie has broken even more ground. When it debuted July 26 in 3-D on the Disney Channel, the 5.9 million who tuned in made it the top TV telecast in total viewers for the night and the channel's most-watched concert of all time.

Next up on its list of platforms to conquer: Tuesday, when Disney releases Best of Both Worlds in 3-D on DVD and Blu-ray Disc.

"What Hannah Montana validated most for both distribution and exhibition is the need for multiple 3-D auditoriums per location," says Chuck Viane, Disney's president of domestic distribution. "When Hannah was released, we kept bumping up against capability. We didn't have the freedom that most pictures enjoy where they can expand the number of seats based on the size of the crowd because 3-D is limited to those auditoriums that have the equipment.

"I think what you will see in the next wave of 3-D installations is most exhibition companies putting in two or three per building so that they can maximize opening weekends."

Some more observations:

3-D can be current
Before the Hannah project was announced in the fall, the industry was anticipating big studio 3-D titles like Beowulf. Another, U2 3D -- a concert film that came out about the same time -- covered the band's 2006 Vertigo tour, so it had been in postproduction for more than a year.

Meanwhile, 3-D production and post technology was advancing, and Disney was carefully researching the possibilities. Its findings: It was doable to make a feature about a current event -- and release it while it is still current.

Hannah was lensed in November and posted in a remarkable 11 weeks. The film opened Feb. 1, the day after the live tour wrapped.

And it was made for less than $7 million.

Not a movie, an event
Disney shrewdly marketed and distributed Hannah as a limited-engagement event, scheduling a one-week-only run in 683 3-D-ready digital-cinema theaters. Tickets went on sale in December, and many shows were sold out long before the movie opened.

"It was an amazingly strong prebuy, which created a necessity for us to talk with exhibition over opening weekend to see how much walkup we were doing," Viane says. "That's when we decided to extend the playdate."

The film broke records with a three-day opening-weekend tally of $31.5 million and an astonishing $45,000-per-screen average. It went on to earn $65 million domestically.

Content is still king
After the theatrical release, Hannah found an audience for 3-D in the home.

"Our strategy is to release these movies in such a way that we can continue the 3-D experience in people's homes and to the widest possible audience," says Lori MacPherson, GM North America at Walt Disney Studios Home Entertainment.

With efforts only in the beginning stages to create technical standards for 3-D in the home, Disney presented Hannah in anaglyph, the method through which the images are made up of two color layers, offset from each other to create the feeling of depth when viewed with two-color glasses.

"Currently, anaglyph is the only technology that allows us to make 3-D available to both DVD and Blu-ray households," MacPherson says. "That said, we continue to explore other technological alternatives for the future that will take the in-home 3-D experience to even greater heights."

As digital 3-D began its latest evolution, many pundits suggested that one reason for the current wave of 3-D interest is because it is digital. Most pointed to the older anaglyph 3-D system that involved those often uncomfortable two-color cardboard glasses.

There's no denying that digital technology has noticeably improved the process. Still, Hannah underscores the fact that it's still about story: It aired in anaglyph on television, and Cyrus' legion of fans didn't seem to mind.

By Carolyn Giardina, The Hollywood Reporter

Catherine Owens: 3-D Starts in the Mind

"3-D starts with how comfortable you can make it to the mind," said Catherine Owens, co-director of U2 3D, the featured speaker Tuesday at Siggraph, the CG confab.

Capping a two-day program about stereoscopic 3-D filmmaking, she said, "The mind is so extraordinarily fine tuned. It won't accept 3-D if it isn't easy on the mind. I'm not sure people truly believe what I just said.

"It's like if something looks really good but it just doesn't smell right," she continued. "It's like making art. You have to trust what your mind is saying."

Owens related that her goal with U2 3D was to create an immersive language, not 'poke you in the eye' 3-D. She encouraged filmmakers to take the time to understand and apply the format.

"There is something about not rushing the work that is going to be important for the future of 3-D," she said. "The filmmaking process is not about the technology. It is about the homework and the research. Maybe the rollout will move when some of those elements become more dominate."

Owens admitted that she would love to do another 3-D film. "There is some kind of world between performance, narrative, theater and film that I would love to explore," she said. "The opening of the Olympics is my new favorite thing in terms of how that visual presentation delivered a story, a magnificent moment but also incredibly intimate."

In other 3-D sessions, speakers took viewers through the making of projects such as U2 3D and Journey to the Center of the Earth.

In related news, VFX house Tippett Studio -- whose credits include Disney's upcoming Beverly Hills Chihuahua -- is making its foray into the 3-D arena with two soon-to-be-released short format 3-D projects: A theatrical logo for Texas Instruments' DLP Cinema and a theatrical commercial for Electronic Arts' Spore.

By Carolyn Giardina, The Hollywood Reporter

Red Giant Software Offers Camera Shake, Jitter and Noise Removal Tool

Red Giant Software, with popular products Magic Bullet, Knoll Light Factory and Trapcode, has launched Magic Bullet Steady, a new tool to remove camera shake, jitter, and noise.

Magic Bullet Steady is a plug-in for users of Final Cut Pro 6 and After Effects CS3 (Mac and Windows). The stabilizer function removes unwanted camera movement which can be distracting and disturbing to viewers. Magic Bullet Steady is also included in the newly updated Magic Bullet Suite 2008.

Magic Bullet Steady offers powerful algorithms which analyze the video, detect motion, and apply one of four filtering modes. The result is a smooth, stabilized motion that preserves camera pans and other desired movements while eliminating jarring shake. A second filter removes noise and other low-light artifacts.

Highlights of Magic Bullet Steady include:

Stabilization
Camera movement and tough shooting conditions can cause distracting, jerky motion; and film sprocket damage on old footage can cause gate jitter and weave. The Stabilizer feature uses a software-based 2D translation to repair this type of footage in near real-time.

Noise Reduction
Too often, noise reduction means everything gets very blurry. Not so with Magic Bullet Steady. It uses spatial and temporal data to work out true image values, and customizable settings give you control over block size. Adjust the optional detail protection feature to find the right results for your desired output.

Blistering Speed
Compared to the built-in stabilization features in After Effects or Final Cut Pro, Magic Bullet Steady yields great results in record time.

Magic Bullet Steady is available now for $199 USD and supports After Effects CS3 on Windows XP/Vista and Mac OS X. The software also runs in Final Cut Pro on Mac OS X. This software is included as part of the updated Magic Bullet Suite 2008.

Source: BroadcastBuyer

Alioscopy's Award-Winning 3DHD-40 Autostereoscopic Display Makes SIGGRAPH Debut

Alioscopy USA, a leader in 3D display technologies, today announced it will showcase its new, state-of-the-art, 3DHD-40 autostereoscopic (no glasses required) 3D LCD display technology alongside key software vendors, Softimage and Autodesk, at SIGGRAPH 2008. The 3DHD-40 made its first public debut earlier this year at InfoComm 2008, where it was awarded a coveted "Best Buzz" award, a top honor bestowed each year on new products or technologies deemed exciting and that generated the most "buzz" with analysts, press and conference attendees.

Demonstrations of the 3DHD-40 displaying custom 3D entertainment-related content will be shown daily during SIGGRAPH at Autodesk's MasterClasses, and at Softimage's education and training events, as well as in the Softimage SIGGRAPH press room.

The 3DHD-40, developed and manufactured by Alioscopy, features a highly specialized lenticular lens that boasts unmatched quality, clarity and depth resulting in a truly immersive and memorable experience for the viewer. When running real-time applications the experience can be enhanced even further allowing the viewer to interact with the 3D content as it is displayed. The 3DHD-40 is particularly well suited for situations that require a high degree of impact or "wow" factor, such as presentations with important clients, interactive video games, advertising campaigns, and tradeshow signage and displays sure to draw a crowd.

About the 3DHD-40
The 3DHD-40 is a 40" LCD autostereoscopic display. Its technology is based on the NEC Multeos M40 widescreen display and supports both 2D and 3D content in full HD resolution (1920 x 1080p). The 3DHD-40 delivers best-in-class clarity, contrast and depth for the industry's most dynamic, entertaining and high impact 3D visual experience.

Pricing and Availability

The 3DHD-40 monitor is available now at MSRP $14,500 from Alioscopy USA and select distributors.

Source: NAB365

CEA to Consider Standards for 3D Video

The Consumer Electronics Association is forming a discussion group to look at standards for the delivery and presentation of 3D video to the home. The first meeting of the “3D Video Discovery Group” will take place at the association’s Technology & Standards Fall Forum held in conjunction with the CEA Industry Forum, Oct. 22 at the Mandalay Bay and Resort & Casino in Las Vegas, from 10 a.m. to noon.

CEA’s announcement comes on the heels of a similar announcement from the Society of Motion Picture and Television Engineers, who plan to hold a confab on Aug. 19 in Los Angeles to develop a standard in the production of 3D video. The organization, which is a standards setting body for audio-video production, plans to announce its strategy within six months.

An industry standard for the delivery and presentation of 3D video to the home could help accelerate the market for 3D video use and prevent potential interoperability problems, according to CEA.

“Currently movies are being produced and shown in 3D in cinemas with advances in digital cinema improving the experience,” said Brian Markwalter, CEA vice president, Technology & Standards. “Pre-packaged content and games have the storage and processing power to deliver 3D video and televisions are available today that can render 3D content. Standards ensuring 3D content is usable to the maximum extent by consumers will benefit the industry.”

Samsung and Mitsubishi are selling “3D-ready” HDTV sets using DLP technology from Texas Instruments. IBM, Philips and LG Electronics are also involved in developing the technology.

Source: TV Technology

I Want My... L-TV

Even though flat panels have taken over most of the TV market and continue to fall in price, the larger screen sizes remain out of reach of most consumers. TVs that are 60 inches and up remain the last hope of a dying RPTV market. Breathing some air into this market is QPC Lasers, which manufactures high-power lasers for consumer, industrial, defense and medical markets. The company has completed a $12M development of lasers for projection TV and disclosed this week that its customer, Asia Optical, has successfully demonstrated a 60-inch RPTV based on the lasers and unnamed LCOS imagers, on display at QPC’s headquarters, actually for the past three weeks.

QPC says that its BrightLase red-green-blue (RGB) lasers offer advantages to consumer electronics manufacturers including expanded color gamut, low power consumption, long lifetime and an ultra-compact footprint for all microdisplay-based RPTVs, including LCOS, DLP, LCD and scanning micro-mirrors technologies.

QPC Lasers' BrightLase module

I had a chance to speak today with Paul Rudy, VP Marketing and Sales, who said that QPC offers a unique solution for TV illumination, but even for laser manufacturers. First of all, he says, they make all three colors, and they make them in house at their fab in the L.A. area. Secondly, the lasers are easy to integrate optically into an illumination system. The 3W blue and green lasers are single beam. And the 6W red laser is a "direct laser array" on a single chip. All have good collimation, which makes them easy to use, he said.

Another advantage of the QPC lasers is their efficiency — 20% for red, 10%+ for green and 5%+ for blue. And most importantly, these lasers are designed from the ground up for high-volume, low-cost manufacture. "All the critical components are fabbed here," Rudy said, "or are broadly available. There are no special optical elements." The unique enabling technology is the semiconductor laser engine, which is entirely proprietary, protected by trade secrets and 16 patents, he added.

QPC demonstrated its first green laser (based on frequency doubling of its proprietary BrightLase single-mode laser technology) just last September, and entered the market for visible lasers late last year. The company demonstrated pico-projector 0.5W versions of its lasers two months ago in a suite at SID, covered by Insight Media, and was present at the Projection Summit.

Within eight months of signing the development agreement, QPC completed the development phase of the contract last month. "Asia Optical has already demonstrated a very large and impressive first image," said QPC co-founder and CEO Dr. Jeffrey Ungar.

No one is saying when a TV based on this technology will become available. But the company is under exclusive contract with AOCI to supply $11M in lasers for delivery over the next three years, and carries a potential value of up to $230M over its 10-year term, QPC said.

Mitsubishi, at CES in January, unveiled a 65-inch rear-projection set with laser illumination. The result is some of the most vivid color we’ve ever seen on any TV, with especially good black-level, as well. And, the DLP set can support display of 3D images. Mitsubishi said the set would appear on the market "later this year" at an undisclosed price, and added that it will cost about the same as flat panel TVs of the same size.

Meanwhile, we think Asia Optical is hoping to do better than that pricewise. AOCI’s products are sold under a number of well known household consumer electronic brand names. According to Rudy, Asia Optical has joint ventures with more than 15 Japanese CE manufacturers. These relationships should lead to an opportunity for laser-TV to offer a better price point that plasma for the largest sizes. I want one.

By John DiLoreto, DisplayDaily

MTI Film Debuts RED Camera Support for CONTROL Dailies

MTI Film will bring its Control Dailies workflow to productions using RED cameras, announced MTI CEO Larry Chernoff. MTI Control Dailies enables faster-than-real-time transfer from film, VTRs, or 2K DPX files to HD and SD, and includes audio synchronization, and output to tape or file-based deliverables.

MTI Film's Control Dailies, which encompasses all facets of the dailies process, whether a project is shot on film, video or data, is a concurrent workflow that frees colorists to focus on creativity rather than administration. MTI will begin work on the new RED SDK "as soon as next week," states Chernoff, "and we're aiming for first quarter 2009 delivery."

Source: Digital Cinematography

Lionsgate's Alpha Goes 3-D

Lionsgate's CG-animated feature Alpha and Omega will be a stereoscopic 3-D release. Lionsgate and Crest Animation Prods. are co-financing and co-producing the film, scheduled for theatrical release April 16, 2010. The story follows two mismatched young wolves thrown together by circumstance.

The voice cast includes Justin Long, Hayden Panettiere, Christina Ricci, Danny Glover, Larry Miller and Dennis Hopper. The film is the second 3-D project announced by Lionsgate. The first, My Bloody Valentine 3-D, is in postproduction and slated to open Jan. 16.

By Carolyn Giardina, The Hollywood Reporter

IBC to Deliver Transatlantic High Def Stereoscopic 3D Broadcast

On Sunday, September 14 more than 1000 delegates will witness a historic interview conducted in Los Angeles with DreamWorks Animation SKG CEO Jeffrey Katzenberg. Elizabeth Daley, Professor and Dean of the USC School of Cinematic Arts will interview him. Thanks to 3Ality Digital, a company based in LA, the interview will be photographed on multi-camera Stereoscopic equipment and packaged for delivery by satellite service company Arqiva to Amsterdam, Holland.

3D movies have been taking the cinema world by storm and multiplying box office revenues in 3D equipped theatres but live transmissions have been more challenging. "Stereo 3D is still in it's infancy in many ways," says 3Ality's CEO Steven Schklair, "We have been making impressive 3D movies but live transmissions bring their own unique challenges. Like every live show there's less time to make corrections and no room for error. One of the big challenges has also been how to keep the parallel signals in perfect synchronisation. That's a special challenge over satellite links where atmospheric conditions can be problematic. To do this, we have developed a solution where we multiplex the 3D signals into a single 2D signal for transmission. At the receiving end we then un-wrap the 2D signal back into a 3D picture. We have done this before but not over such a long link and internationally. We have also developed the twin camera systems that will be capturing the images. In this case we will be using two camera rigs to show that 3D pictures can be cut and mixed live."

Communication specialists Arqiva were called on to carry the precious signals across the Atlantic. George Eyles, head of Digital Media Networks for Arqiva Satellite Media Solutions said, "Arqiva is delighted to have been asked to provide the communications technology and expertise behind this important and high-profile 3D event. Our interest and experience in the Digital Cinema market means we are very happy to use our global assets to showcase the exciting opportunities that new technology is bringing to live event organisers and exhibitors."

Inside the Conference's RAI Auditorium the 3Ality decoder will pass the left and right eye signals to two more key technology providers: projection company Christie and 3D presentation specialists RealD. Christie's Dale Miller, Vice President of Europe, Middle East and Africa said, "As the manufacturer of the world's most widely-used Digital Cinema projectors, the CP2000 series, Christie has always recognized the importance of the IBC D-Cinema program and supported the event and screenings each year. The D-Cinema sessions look to enliven debate amongst those shaping our industry and the first ever-live transatlantic broadcast in stereo 3D is sure to do just that. We're delighted to be working with 3Ality Digital, Arqiva, Real D and the team at DreamWorks to help create another first for IBC."

RealD is the world's leading digital 3D experience provider and dedicated to delivering the highest standard in cinema and business environments. RealD currently has 1,500 3D systems installed worldwide, with another 4,000 committed in 27 countries.

Source: Digital cinematography

James Cameron's Avatar Creating Tech Buzz

With 17 months to go before the release of James Cameron's sci-fi epic Avatar, his first narrative feature since 1997's Titanic, anticipation already is enormous. The wildly ambitious project will be made in stereoscopic 3-D and combine live action and computer animation using visionary new filmmaking techniques.

Slated to open Dec. 18, 2009, the production already has been in the works for 2 1/2 years. When completed, Cameron expects Avatar to be about 60% CG animation, based on characters created using a newly developed performance capture-based process, and 40% live action, with a lot of VFX in the imagery.

"It is the most challenging film I've ever made," Cameron said.

Still, the innovative filmmaker and digital 3-D pioneer and champion has never shifted his emphasis from storytelling.

"You have to make a good film that would be a good film under any circumstances," he said. "You have to put the narrative first. The reality is no matter how many (3-D) screens we get, you are still going to have a large number of people -- possibly the majority of people -- who see the film in a 2-D environment."

The live-action principal photography for Avatar was shot in New Zealand last fall and winter using the Fusion 3-D camera system. Cameron first used the Fusion to make his 2003 Imax 3-D film Ghosts of the Abyss; he and Ghosts director of photography Vince Pace invented the camera system for the project.

Now, Fusion camera systems are available for rental via Burbank-based 3-D provider Pace, through which president Vince Pace and Cameron continue to innovate and develop the technology. The system already has made its mark, having been used on such pioneering live-action digital 3-D titles as Hannah Montana and Miley Cyrus: Best of Both Worlds Concert and Journey to the Center of the Earth.

Said Pace: "The systems themselves, in my opinion, can handle any creative challenge. We've learned a lot since shooting Ghosts of the Abyss."

With Avatar's principal photography completed, Cameron is focused on CG production. The helmer said his team has completed the performance capture (sometimes referred to as motion capture) of the actors and is in the post process of performance capture 3-D. The CG involved a large amount of additional R&D that afforded the director new creative options and flexibility. For one, the film used a new performance capture production workflow.

"The way we developed the performance capture workflow on Avatar is we have our virtual camera, which allows me to, in real time, hold a camera -- it's really a monitor -- in my hands and point it at the actors and see them as their CG chartacters," Cameron said.

The actors wear leotards and a "head rig" with a tiny standard-definition camera that takes an image of an actor's face. "That is going though facial algorithms and going back into the camera as a real-time CG face of the character," the helmer said. "You see it talk; you see the eyes move. It is pretty phenomenal.

"Once we've laid down a take, the take exists in the digital asset management system," he said. "It an be accessed at any time. Long after the actors have gone home, I'm still out there with the virtual camera, shooting coverage on the scene. I just have to play the take back. I can do the close up, the wide shot. I can even move them around on a limited basis. We relight it. We do all kinds of things.

"It's this amazing ability to quickly conjure scenes and images and great fantasyscapes that is very visual. We call it 'director centric' because I can use the camera to block the actors," Cameron related. "When you are doing performance capture, creatively it's very daunting. It's very hard to imagine what it will look like. But if you can see it, if you can have a virtual image of what is it going to be like, then you are there. As the processing power goes up our models get more sophisticated and our lighting tools get more sophisticated, even while we are making this movie. I'm still doing a lot of virtual camera work on the film ... on stuff that was shot six months ago."

Cameron also used what he calls FPR, or Facial Performance Replacement, which he likens to the film sound technique of ADR (Automated Dialogue Replacement). To describe the process, the director relates that he recently wanted to redo a line spoken by actor Laz Alonzo. "We changed the words and he redid the dialogue. We didn't have to recapture (his body performance) and he didn't have to put the performance capture suit on again. We were just creating new words, and we were creating a new face."

On the cinematography, Cameron related that his goal was to create "one movie where the aesthetics of physical production and the aesthetics of virtual production are, to the extent that we could do it, pretty much it identical."

Reaching this goal involved development of what Cameron calls the 'Simulcam,' which essentially treats a real camera like the virtual camera and in turn helps to remove guesswork. "We're taking our virtual production toolset and superimposing it on physical production," Cameron said. "We turned the set on the soundstage into a capture volume and turned the physical camera into a capture virtual camera, so we were able to integrate CG characters and environments into our live action."

As an example of how this works, he explained: "We have people in flying vehicles, and I can see what is outside the window, fed in, in real time."

On 3-D, both Cameron and Pace are looking ahead.

"The real question is 'where does all this go?" Cameron said. "Are we looking at a situation maybe 10-15 years out where most laptops are sold with 3-D stereoscopic screens, most monitors are stereo compatible, most DVD players can run stereo content? ... I can see this becoming much more pervasive that we are thinking now."

He and Pace believe content is the key.

Pace addressed one last--and not often addressed--aspect of 3-D: The archival value.

"I think back of our shots at Titanic (lensed for "Ghosts of the Abyss"). Those have incredible, future proof, archival value," Pace said. "When we look at (3-D) display devices in the home (which are already becoming available)--a lot of filmmakers and studios need to be making 3-D right now. Those production commitments are often based on the here and now, instead of thinking about how much value there is to this 3-D product in the future. Why not master in 3-D now if there is only an incremental expense? Why not think about that now?"

By Carolyn Giardina, The Hollywood Reporter

Higher Resolution 3D Projectors

Yesterday (August 5th) LightspeeD Design and InFocus introduced a pair of new integrated 3D projectors under the DepthQ label. These XGA (1024 x 768) and WXGA (1280 x 720) projectors appear to be identical except for their resolution. The previous DepthQ projector had SVGA resolution and was introduced in 2005 at a MSRP of $3499. All three feature a single DLP chip and operate at 120Hz stereo, so the upgrade in resolution should be well received by the market — especially since, at less than $6K, these are probably the lowest cost 3D projectors available today. The new units each have 2000 lumens, 2000:1 contrast, DLP microdisplays with BrilliantColor technology and 5 segment color wheels.

DepthQ HD 3D

In 2005, Insight Media pointed out that the $3499 DepthQ projector was based on an InFocus 2D projector that sold for less than $999. Now the discrepancy is even greater, the $6000 DepthQ projector is based on the InFocus IN2100EP with a MSRP of $649. No doubt these two projectors are similar but not identical. The DepthQ has different image processing electronics, plus it may have a different color wheel. It also probably has an additional input so it can take in both video streams when the external video is dual-stream, as is most professional 3D. The DLP itself is (or could be) identical, as can be the lamp, the mechanical design, the power supplies, etc. In fact, many DLP projectors not intended as 3D projectors can actually show field sequential 3D, if the video is properly formatted at the input to the projector. The ultimate example of a 2D DLP projector showing time sequential 3D with relatively modest modification is electronic cinema. In fact, two companies offer 3D conversion kits for cinema projectors, RealD and Dolby.

So why is the 3D projector so expensive? We suspect it is the non-recurring engineering (NRE) cost of developing the electronics and other components. These costs need to be spread over the expected sales volume of the projector, so at $6000, InFocus and LightspeeD expect sales volume of the 3D projectors to be significantly less than the IN2100EP. But I think InFocus missed an opportunity with this product development strategy. If the company had decided to make all of its projectors "3D-ready", the added development costs would have been very low and could have been spread across the full line of InFocus projectors. It would also create a line of projectors that would be unique in the market, and the NRE and manufacturing cost difference for these "3D Ready" projectors, compared to 2D projectors with the same performance, would be negligible. Electronics capable of doing 3D can also do 2D, but not visa versa. The electronics to convert a "3D ready" projector into a full 3D projector would then be external and an extra-cost option, although it is unlikely these electronics would cost as much as the $5000 price increment of the DepthQ. This "3D ready" path is not new since Samsung and Mitsubishi have followed it in their current RPTV offerings. I suspect someone will adopt this strategy in front projectors as well, the question is who and when.

By Matt Brennesholtz, DisplayDaily

How Dreamworks Animation is Innovating 3D

/Film was invited to the Dreamworks Animation campus to preview some footage from Monsters vs. Aliens, and take a tour of the company’s new 3D process (which is actually pretty incredible... more on that later). It all began when Dreamworks Animation CEO Jeffrey Katzenberg saw a screening of Robert Zemeckis’ Polar Express in IMAX 3D.

“I was so blown away by the presentation. I literally came scurrying back here and said, this is a game change,” Katzenberg told /Film and a small group of other online press. “The implications of this movie theater experience are something I have not seen or imagined in my 35 years of doing this and I think it is a huge opportunity and we need to get on it.”

Katzenberg explained that filmmaking has been through two great revolutions, the first being the transition from silent film to talkies, and the second being the transition from black and white to color. He insists that 3D is the next great revolution.

“The movie theater experience has not been innovated in any meaningful way in decades. Meanwhile, the home experience with the big flat screen TVs and surround sound, Blu-ray and everything else has just become amazing. So one experience has stood still while the other has continued to rise up.”

Movie attendance continues to fall as the popularity of the home theater and on demand movie watching builds. This leads us to Katzenberg’s passionate plea to keep the movie theater experience alive.

“I love the movie theater experience. I think that it’s very special when a couple hundred people to share a experience. Everything is amplified - things are scarier. Things are funnier. Things are sadder. Everything in that shared experience is enhanced. And I would like that experience to stay around and to me this offers the first opportunity to innovate the theater experience in ways we can’t in our home for many years to come.”

He admits that 3D will eventually be possible in your home theater, but says its probably “10 years out”. And even then he likens it to “the difference between a live sport event and being in the arena and everything that it brings and how immersive it is vs. watching it on TV.”

“Samsung is making monitors right now that are 3D capable, so I don’t think that’s the challenge. It’s actually the viewing experience,” Katzenberg explained. “There’s 2 things about 3D in order to really give the full Rolls Royce version of it. One is the size of the screen needs to hit your peripheral vision. If you think about it, if you have a 50” television set that means that you actually sit no further than 50” away from the TV. So that’s here. You don’t sit that close to your TV.” … “The second thing is that the more light, the more it diminishes the 3D experience and so I made a joke which is I walked around my house in terms of where I have a TV set and the only place I can go in my home in which I can have a 3D experience as good as what I can have in the movie theatre is in coat closet where I come into my... and I can’t fit a 50” TV in there, so it’s light actually kind of dissipates it a fair amount. You can do it in the home but it’s not going to be, again.

So why now? What’s changed?
“These are polarized glasses as opposed to my father’s 3D: The blue and red anaglyph, which kind of disintegrated... forget the fact they were made of cardboard, beyond that they sort of disintegrate the color and the art of the film. They were really more for gimmick than a quality experience.”

Secondly the technology behind the projection of 3D films which allows for “absolute precision in doing the right eye left eye so that all of the imperfections and things that we all associate with the old 3D, in terms of what happens on the theater side, are corrected. And if you remember, with the old 3D, there were two projectors, and if you’re trying to line those things up, it is impossible to have precision in it. And those imperfections cause many of those things that people identify with motion blur, eye strain, nausea, those things.”

But the third thing Katzenberg touted was the new tools to create the technology. This is where Dreamworks Animation is taking 3D to the next level. Until now most 3D films have created in a post production process, something Katzenberg compares to the equivalent of a black and white movie being colorized.

“If you have seen a black and white movie that has been colorized, it is that big of a gap. Because a movie that was designed and shot in black and white, everything about it from the set dressing to the cinematography to directing the film, is very specifically designed to show shades of white to black and all of the colors and skews of gray in between it,” explained Katzenberg. “So literally a color would be picked for a piece of set dressing because it would translate to a color of gray. So to go in and literally colorize it, it doesn’t look right. That’s what happens when you post-produce a movie in 3D.”

“This is where one of the largest gaps has occurred in terms of the understanding of where we are tomorrow versus where we have been yesterday. Almost everything that you have seen are movies that were authored in 2D and post produced in 3D. I can’t emphasize enough the difference that happens,” said Katzenberg. “When you author in 3D, it’s a very different thing.”

But most importantly, the new authoring process gives the filmmaker more creative options. “The tools are great, but nobody shoots like Steven Spielberg. Everybody takes film and puts it through a camera, even when he works with different cinematographers there is something singular, signature and unique about it. That’s his art, and the same thing is true with 3D. 3D is going to be used in many different ways, and so again as much as I appreciated Journey to The Center of The Earth, that’s not how we imagine using 3D. Because I felt that the 3D in that is very self conscious.”

He says conscious but what he really means is gimmick. And Dreamworks Animation doesn’t want to create an amusement park ride, but instead a storytelling experience. “This is an opportunity for us to actually immerse the audience into an experience rather than to break the proscenium to play with the audience. We will bring images in a way that will force the perspective of something in it, but never once does it actually reach out and hold images in a way in which that first thing you go ‘oh I’m watching 3D’. If you do that, in a way you break the storytelling. This is a storytelling tool.”

The New Technology
A computer animated film begins with storyboards, then progresses to animatics. This is where Dreamworks begins the 3D authoring process. We were taken to another room where the computer animation equivalent of a director of photography demonstrated new technology which allows them to shoot the 3D world in a more life-like manner. Until now, moving a camera in a computer animated production required setting a and b points in a computer. Basically, you’re seeing the virtual camera on a virtual track. The result is a very fluid shot, which is also incredibly unnatural.

In this room we got to see a set of virtual cameras which I was able to pick up and move around the room. In the LCD screen in front of me, I was moving around the virtual set created by the guys at Dreamworks. Basically, a camera man could now enter the virtual world and capture the action of the computer animated characters. And without extensive rendering time, they are able to sit back and watch the animatic sequence which was created on the fly, projected back on a screen in full 3D. This allows the filmmaker to frame a shot for the 3D experience, as opposed to tinkering with captured footage in post.

In another room a Stereoscopic supervisor showed us how they are able to adjust the convergence of any shot, adding more depth or creating a more intense 3D effect. We were able to watch them adjust the depth in real time on DLP television. The editors had to modify a regular Avid set-up so to accept both the right and left frames simultaneously. On the fly 3D playback allows them to minimize eye strain and all the other possible negative side effects.

And the end result is not only more expensive but also more resource intensive.

“Our movies cost about $150 million a piece to make and 3D is about $15 million more, so it’s about 10% more for us [to do 3D]. Less for live action movies, because a lot of us is the rendering. We actually have to make the movie 3 times. Once in 2D, once right eye and once left eye, so we actually have to render 3 versions of the movie. But from a time standpoint, once everybody is up to speed with the tools, it doesn’t seem to be taking a whole lot longer to do,” said Katzenberg. “It took five million hours of rendering time on Shrek. On Monsters vs. Aliens it will take 40 million hours to render. And a very large portion of that is 3D. The demands are much much much more complicated with the rendering issues we’re faced with.”

Monsters vs. Aliens will probably play on 2500 screens in 3D, which is only about a third of the company’s planned domestic release. But more theaters are converting to digital, and Katzenberg expects that by the time Shrek 4 hits theaters 15 months later, that two thirds or even three fourths of the release will be in digital 3D. And until they can release a film entirely in 3D, Dreamworks Animation plans to author their features in 3D and then adapt it to 2D, as opposed to the traditional method of adapting a 2D version to 3D. And as we spoke to Katzenberg in the digital theater on the Dreamworks Animation campus, he admitted that they are currently in production on four 3D animated features. He made a point of stressing the in production, snapping that they aren’t just “in development”. And those four films are Monsters vs. Aliens, How to Train Your Dragon, Shrek Goes 4th and Mastermind.

“We’re finishing Madagascar now... literally in the next 3 weeks, 4 weeks. And then everything after that is in 3D.”

And after Labor Day they have plans to announce their slate for 2011 and maybe even 2012. He also confirmed that they made a long term deal to release all of their films in IMAX until 2010. But I confirmed that there are still no plans to render the movie for the IMAX frame. For those who don’t know, the theatrical aspect ratio is projected in these IMAX screenings. But that could always change if more IMAX theaters open up.

“It depends on how their footprint expands over time in it, but when you look at Panda in IMAX it’s a beautiful experience and it did not... I didn’t feel like because it was built for a 35mm experience maybe it’s because we did it in wide-screen, when it translated it didn’t get in your face in that way that some movies do in it. So it kind of worked pretty good, so I thought it was a quality experience.”

But is 3D a fad?
Katzenberg uses a historical antidote as a defense. “If you could roll the clock back here and we were in movie theaters, you know, 85-90 years ago and they were silent films and then they became talkies, there was tremendous debate if you go back and I’ve actually done a fair amount of research and reading about it, and both transitions—the last 2 revolutions that I spoke of were highly debated, both in the business model and by the creative community. Lot of people talked about color just being a gimmick, a fad and it would come and go and 5-7 years later no movies were made in black & white. My instinct says to me this is how we see. You are watching right now, we are looking and working... our eyes are in 3D. It’s how we take in emotions. All of these things are about emotion. You know, the device of telling the narrative of a storytelling and a filmmaker uses his tools are sight and sound. We have 5 senses. The ones that they use to make you feel something, which is what they’re doing, to raise your spirits up or down or make you jump in the seat or give you anxiety. The things that affect you emotionally are sight and sound. Think about how sound has completely revolutionized, not for you in your lifetime but in mine, I’ve now gone from vinyl to an 8-track to a CD to digital delivery. And today we actually can capture, store and replay sound with near perfect fidelity for our ears. It’s that beautiful. So pick any music, whatever your tastes are in this, you take those buds and put that sound in your ear and it literally raises your spirits up. You can feel how exciting it is to listen to sound with beautiful fidelity in it and emotionally it makes us... well same thing with sight. So why would I go back... what you watch and hear is deceiving the mind. It’s a trick. You think you’re watching something that has dimension to it. It’s not. It’s a flat image in it but it’s tricking your mind, so if you could have that dimensionality to it, it makes what you’re doing more powerful. So for a storyteller, I don’t know how you go backwards.”

And then we get a little bit more of the hairbrained Katzenberg, one that honestly believes a film like The Departed could be better in 3D: “I don’t know whether it takes 2 years, 4 years, 6 years, 8 years to actually roll into it, but I think it’s in that time frame or less that The Queen is in 3D. It’s better.”

But he admits that retro-fitting 2D films for the third dimension might not be a good idea. “The technology of retro-fitting a black & white movie to color has not gotten to a place where I would feel comfortable doing that and representing that as a quality experience. The tools are still being created and perfected for 2D translation to 3D and it’s too early to say it. Up until now I have not been that excited about the quality of it. But the guys across the street are doing it on Toy Story 1 and 2 which are crown jewels and they’re quality guys. And I know they’ve been working hard on these so that’s where they put a lot of focus on it so, you know, I suspect they’ve made some progress there that will actually allow us to put a quality... George Lucas is looking to take the whole Star Wars 6 episodes and to repurpose them into 3D. He’s very excited about it. He’s got the technical resources and he’s not going to put product out that’s anything other than I think first rate.”

Will all films be in 3D like Katzenberg imagines?
I’m not 100% sold. But his reasoning does have weight. I think there are a couple obstacles, the first being the input device ie 3D glasses. Companies are already hard at work, trying to develop a glassless 3D experience, but who knows when that innovation will occur. And who knows if movie theaters will be willing to invest in even more new technology. The other problem is the extra cost and equipment that is required. I don’t imagine a lower budget independent production setting aside money to calibrate convergence. But then again, auto convergence could be developed in camera, or at least made more easily controllable on set, so that the director of photography would have yet another responsibility on set. And I really believe that if 3D were to become huge, more big IMAX-sized screens would need to be built. The 3D experience on such a large format screen is unbeatable. This of course goes back to what Katzenberg said about peripheral vision. The less you see around the screen, the more of a 3D experience you can have.

By Peter Sciretta, /Film

The Pixel Farm Announces PFTrack 5.0

The Pixel Farm, a leading developer of innovative Film and Television digital post-production tools, pushes matchmove technology on again, offering a new dimension in Tracking: PFTrack 5.0. Just 12 months after the groundbreaking release of version 4.0, PFTrack 5.0 reasserts itself as the most advanced camera tracking and motion analysis solution available. Already considered an industry standard, PFTrack now reaches new heights of functionality, operability and ease of use, with exclusive new features including: true stereoscopic tracking with the ability to export anaglyphs, a totally new camera solver providing greater accuracy and improved Z calibration, reference frame support, more robust Z-Depth Extraction, pattern-based User Feature tracking and many UI and workflow improvements.

The Stereo Camera functionality in PFTrack 5.0 allows independent camera motions to be generated for both left and right eye images. Each “eye” is solved as a distinct motion path and presented as a “stereo” camera, providing much more accurate results than other approaches. The inter-occular distance, convergence distance and camera angle may also be user-defined, allowing PFTrack to accommodate non-standard stereo camera rigs. Once solved, PFTrack can pass data downstream to third party applications that support stereoscopic cameras, and export anaglyphs.

PFTrack 5.0 supports the use of reference frames. High-resolution stills can be imported and used to define points in space and improve camera solves. Such reference images can also be used as textures offering a superior resolution than a native plate for use with PFTrack’s advanced imagebased modelling tools.

PFTrack’s per-pixel Z-Depth Extraction has also been substantially improved to provide much more accurate results. 3D feature positions and camera information combine to produce an estimate for the position of each pixel in X, Y and Z in relation to the 3D camera. Once solved, the result can be visualized in 3D and exported as either a point cloud or triangular mesh for import into 3D applications.

Pricing and Availability
Shipping in September 2008, PFTrack 5.0 is free for current PFTrack users under support.
For full commercial license, £3000, $5500, €4000.
Upgrades from earlier versions cost £750, $1100, €950.

Ben Stassen prepping for Horror Tour

Ben Stassen, the Belgium-based 3-D veteran director behind Summit Entertainment's 3-D computer animated release Fly Me To The Moon, revealed that he is beginning preparations on a stereoscopic live action film titled Horror Tour. He expects to shoot next spring or summer.

Additionally, through Illuminata Pictures and his nWave Pictures--which made Fly--he is also helming a second 3-D computer animated feature titled Around the World in 50 Years, which tells the story of a sea turtle.

Fly Me To The Moon opens Aug. 15 and features a voice cast that includes Nicollette Sheridan, Buzz Aldrin, Tim Curry and Christopher Lloyd.

By Carolyn Giardina, The Rollywood Reporter

Manzanita Announces MPEGID 3.0

Manzanita Systems' MPEGID 3.0, an upgrade to the MPEG Stream Identifier software utility, will be available worldwide on August 18, 2008. This release includes new key features such as MP4 file support, DVB subtitle and teletext detection, and expanded format support for audio elementary streams.

MPEGID is an easy-to-use software utility that quickly identifies and displays detailed information about files commonly used in digital television, streaming media, and DVDs. The utility includes a command line interface as well as a graphical user interface (GUI). The GUI enables the user to conveniently drag and drop a file directly onto the application's window to learn more about its characteristics, the stream structure and hierarchy, and important properties of all components.

MPEGID can now parse and display the structure and contents of an MP4 file. The ".mp4" file name suffix denotes a media container file that can hold not only video and audio streams, but also subtitles and other data. The demultiplexer engine in MPEGID can strip out and save the individual video and audio elementary streams of the MP4 file. Version 3.0 also recognizes several new data types, including DVB subtitles and teletext streams. Audio support has been expanded to include HE-AAC v1 and v2 audio as well as substreams in Dolby Digital Plus elementary streams

MPEGID 3.0 will be available, free of charge, to customers who own previous versions of MPEGID, or other Manzanita software products. Full functionality of the downloadable MPEGID demo is automatically activated by USB hardware license keys for recent Manzanita software releases. An activation key to unlock the full version can also be purchased directly from Manzanita for only $49.95 (USD).

Source: BroadcastBuyer