The 2013 Fletcher Digital Camera Comparison Chart
The 2013 Digital Camera Comparison Chart is a great resource for anyone who wants to quickly see what sort of specifications they're looking at for a particular digital cinema camera.
A curation about new media technologies
The 2013 Digital Camera Comparison Chart is a great resource for anyone who wants to quickly see what sort of specifications they're looking at for a particular digital cinema camera.
The days of stereo 3D mirror rigs could be numbered if new technology being devised by Arri, the Fraunhofer Institute and Walt Disney Studios comes to fruition.
The trio of companies have just begun a second phase of tests in Berlin on a trifocal camera system that comprises a single Arri M camera sandwiched between two micro HD cameras developed by Fraunhofer, alongside a computer processor.
The dual witness cameras capture enough information on set to be combined into depth maps by Fraunhofer's STAN Stereoscopic Analyzer software (which features in the DVS Clipster post tool), for the post production of live action content in 3D.
Source: ImpulseKitty Productions
An interesting free guide.
By Sareesh Sudhakaran, Wolfcrow
Canon launched its Cinema EOS product line last year with the C300; since then, it has expanded to include the EOS-1DC, C100, and C500. Each camera fills a different need and production environment, from B-cameras to documentaries to feature films.
To help you get a better idea of each camera’s features and see how they compare to each other, we’ve put together this Cinema EOS Camera Lineup chart. We’ve included information on sensor size, internal codecs, recording capabilities and more. You can click on the image below to see a larger version, or you can download a pdf version.
The Blackmagic Cinema Camera is the most Apple-like camera I have ever used, in fact the only camera. Like the iPhone it stands out on the market as better than the mass market clones, at least on paper. Is it worth the wait?
When the Blackmagic Cinema Camera appeared out of nowhere back in April the first thing I thought was “finally a camera designed from scratch for filmmakers that does not cost $15,000″ and my second thought was “this is the future, better pre-order it quick”.
The short wait to a July release date now seems like a different era altogether but if ever there was a camera worth being patient over, this is it.
Despite being a niche product, at $3000 the Blackmagic Cinema Camera has Apple-like mass market potential. Apple themselves have seemingly embraced it as a flagship product for Thunderbolt and earlier this year during a major product launch the Blackmagic Cinema Camera was seen pictured on a keynote slide hooked up to new MacBook Pro via Thunderbolt. In the same way musicians now use affordable software to mix and record, cinematographers have the Blackmagic Cinema Camera.
DSLR Killer
They also have DSLRs of course, and these are readily available at a huge range of specs and price ranges. Does the Blackmagic Cinema Camera beat them on the image quality front? The short answer is yes.
Even in low light it is a performer, which surprised me. This is genuinely a mini Alexa and going back to compressed 8bit 1080p afterwards with less detail, a less organic look, blotchy noise and all those burnt highlights and crushed blacks really is shocking the first time you compare a DSLR to the Blackmagic Cinema Camera. This is a big subject and I am doing a very broad shootout in Berlin with Slashcam at the moment which will be online in a few days. I can’t cover everything at once in one review so I am spreading stuff out – low light, dynamic range, resolution – it will all become clear. I’ll round up my thoughts about image quality in this review, under the image quality section later in the post.
NHK is developing an 8K image sensor for its Super Hi-Vision Ultra HD system capable of 120 frames per second, which it plans to unveil in Tokyo on 23 April and should be ready for use at the London Olympics.
The new 33-megapixel (7680x4320 pixel) CMOS sensor will use an advanced two-stage (4-bit then 8-bit) cyclic analogue-to-digital converter to deliver a 12-bit image at the higher frame rate (twice that of the current SHV cameras). This architecture also allows it to reduce power consumption, with the ADC drawing 800mW (out of a total drive power of 2.5W). To deal with the high number of pixels involved, the sensor outputs alternating rows of pixels to ADCs on either side, each of which has 48 parallel outputs.
The sensors will probably still get rather warm at these frame rates, so heat management will be a significant issue. Each pixel measures 2.8 x 2.8 microns, and the 26.5 x 21.2mm chip (which is about the width of a Super35mm sensor, but taller) will use a 0.18-micron manufacturing process. The chip is being developed with Shizuoka University, and engineers revealed details of the sensor at the recent IEEE International Solid-State Circuit Conference in San Francisco.
Two SHV cameras will be used to capture parts of the 2012 Olympics, with transmission to three large screens around the UK (plus one in the International Broadcast Centre) and three in Japan. Having the 120fps sensor will reduce motion blur and allow for much better slo-mo replay.
However, as the resolution increases (and 8K is 16 times the resolution of HD), motion defects become much more noticeable. “300 frames per second might just be acceptable, but 600fps would be better,” said colour scientist and camera consultant, Alan Roberts. At 300fps, the material would also be easily compatible with both 50 and 60Hz display.
Using Long GoP compression, which typically combines a group of pictures in half a second, would lead to a GoP of 150 or 300 frames, but this wouldn’t lead to huge bandwidth requirements. “The motion between frames is very small, so the compression is much easier,” he explained, which means the increase in bit rate needed to convey high framerate material is minimal. “The problem is in the shooting and the editing, because of the monstrous data files you have to deal with,” he added.
By David Fox, TVB Europe
When Canon announced its EOS C300 camcorder, which has a 4K2K sensor but does not record 4K2K video, the company also announced it was developing a DSLR that will record 4K2K video. Although it may seem a bit strange that a camcorder designed to employ high-quality cinema lenses is limited to full HD video recording yet a still camera will be able to record 4K2K video, it's not strange given the history of DSLRs.
When large CCD and CMOS chips replaced an SLR's 35mm film, the next logical step was to place an LCD on the digital camera so one could review shots in the field. The next logical step was a “live view” mode that allowed one to view what was being recorded. It was only a small step to compress live view images and record them as video.
Large-sensor digital camcorders have evolved from DSLRs. It is primarily a marketing decision whether to release digital motion picture technology in a still camera package, a camcorder package or both. However, one clear advantage of a camcorder package is space for a mic jack (even XLRs), a headphone jack and manual audio controls.
When a potential buyer who is in the process of learning about 4K2K production and post production encounters the same technology in two different packages, it may prove confusing.
When a videographer shoots with a still camera, he or she will find expected camcorder functions missing. For example, every professional camcorder has some form of ND filtration; DSLRs do not.
A primary differentiator of DSLRs and traditional camcorders is their optical system. This is true for current HD and future 4K2K products.
Frame Size
While video cameras have frame sizes that relate directly to sensor size, such as 2/3in, DSLR frame size relates to 35mm film — in particular, 35mm still film. When shooting 35mm slide or negative film, each 36mm × 24mm image is placed with perforations above and below the frame.
DSLRs with 36mm × 24mm sensors are called full-frame cameras. The Canon EOS-1D X, announced for March 2012, employs an 18-megapixel 28.7mm × 19.1mm sensor. Canon calls it an APS-H sensor.
There are small variations in APS frame size: Canon APS-C (22.2mm × 14.8mm), and Nikon/Sony-C (23.4mm × 15.6mm). Both full-frame and APS sensors, when taking photos, have a 3:2 (1.50:1) aspect ratio. Panasonic uses a slightly smaller sensor for its AF100 camcorder and GH2 still camera called Micro Four Thirds (M43), which has a 1.33:1 aspect ratio and a frame size of 17.3mm × 13mm.
Sensors smaller than a full-frame sensor reduce the potential minimum DOF. Minimum DOF, of course, is a function of the maximum aperture size. A large-sensor camera does not directly provide a shallow DOF.
When a lens designed for a full-frame camera is mounted on a camera with a smaller sensor, the lens' focal length is multiplied by the lens crop factor. (Crop factor equals the ratio of a 35mm frame's 43.3mm diagonal to the diagonal of the image sensor.) A Sony APS-C camera, for example, has a crop factor of 1.5. A 50mm “normal” lens becomes a 75mm tele lens.
When shooting video, a 16:9 window on the sensor is employed. This has three ramifications. First, the viewfinder image will shrink when switching a DSLR to video mode. (This shift can be minimized by shooting 16:9 photos.) Second, the number of pixels read out will be reduced, which is a positive. Third, the lens crop factor will slightly increase. For example, when a Sony APS-C camera is switched to video mode, the crop factor increases to 1.8, thus a 50mm lens acts as a 90mm lens.
The earliest 35mm movie film had a 22mm × 18mm image, with perforations on the sides of each frame. In 1929, the Academy ratio was established. It has a 21mm × 15mm image that has a 1.37:1 aspect ratio. To obtain wide-screen, but not anamorphic, images, a Super 35 frame can be employed.
A 24.9mm × 13.9mm Super 35 frame has a native aspect ratio of 1.79:1 — a perfect match to 1.78 (16:9) HD. It also matches Quad-HD (3840 × 2160 pixels) and almost matches 4K2K, which is 4096 × 2160 pixels — a 1.90:1 aspect ratio. Not surprisingly, frame sizes that come from cinema cameras do not require the use of a 16:9 window when shooting video.
At the end of August, there were only four major players competing over the dominance over the 3D motion sensor market which develops technology for capturing body motion and converting it into digital information for games, home appliances and cellular devices.
Three of the four contenders, which own leading patents in the industry, are well known giant corporations Microsoft, Apple and Qualcomm. The fourth is a small Israeli company named XTR otherwise known as Extreme Reality. The Israeli company developed technology that can turn any digital or web camera into a state of the art 3D sensor.
XTR, however, is not the only Israeli company which deals in motion capturing technology. The most well known Israeli company in the field is PrimeSense which sells 3D motion sensors to Microsoft. The company supplies Microsoft with millions of PCBs at $10 a piece and estimates are that it cut a $100 million coupon on the sales of 10 million unites of Kinect – Microsoft's motion sensor which is based on Primesense's technology.
Military Vision Systems
Sunday Calcalist revealed that another Israeli company is joining the war between the technology giant over the 3D sensor market: Intel is negotiating with Invision for the $50 million acquisition of the small Israeli company. In the long run, Invision's technology will enable Intel to launch 3D vision chips and software and market them to television, game console, smartphone and tablet manufacturers.
The three Israeli companies are not alone: a number of other Israeli companies deal in the development of image processing technologies that incorporate complex algorithms and electro-optics to produce 3D vision systems.
"Many of these technologies came out of the army", explains XTR founder David Geva in an interview with Calcalist. "Many military engineers migrated to the civil industry and it is only natural that the industry is developing in Israel".
'Now They All Want a Piece'
PrimeSense CEO Inon Bracha has another take on the profusion of companies in the digital imaging industry – the success of his own company.
"When Ceragon Communications was established, many companies were founded in an attempt to reproduce its success but there is only one Ceragon. Most companies in Israel were not able to raise funds until the Kinect became a success and now everyone wants a piece of the action."
Izhar Shay from Canaan Partners VC fund, a key investor in PrimeSense, believes that image processing expertise is not enough and attributes Israel's success to the required multidisciplinary know-how that the local market can offer.
"In order to develop a 3D vision controller, you need knowledge in video, signal development, electro-optics, ergonomics and cognitive psychology on top of expertise in all aspects of the program. It's hard to find such a combination of fields like Israel has", he says.
Shay was not surprised by Intel's intention to enter the content field and notes the giant's expansion strategy, acquiring, for example, McAfee security software developer for $7 billion and more recently its acquisition of two Israeli companies unrelated to the PCB industry – Graphtech which develops technology for the transfer of video and data from PCs to cell phones and Telmap which develops navigation applications.
However, Bracha still recalls Intel's last floundering attempt to penetrate the smart-home market when it acquired Israeli Oplus for $100 million. "Intel cannot change its skin and become a different company. Some things money can't buy".
Aside from PrimeSense, all the companies below are up for sale. As they develop small components for large systems which give the competitive edge to technology giants such as Microsoft and Intel, chances are high that the acquisition spree will continue. Calcalist marks the candidates for the next exits.
PrimeSense: the Chip that Found its Way into Kinect
In 2009, Microsoft's hardware division execs had to make a decision which sensor technology to incorporate into the Kinect system, the popular Xbox 360 motion sensor. They deliberated between two Israeli companies, 3DV and PrimeSense and eventually decided to go with both and acquired the 3DV employees and a license to use PrimeSense's technology as the latter turned down the acquisition offer.
However, Microsoft was more impressed by PrimeSense's technology – its chip met the high performance standards and could capture body movements of more people from greater distances and under various light conditions. 3DV was dumped at a loss and its employees stayed on to support PrimeSense's technology.
The rest is history: since Kinect's launch in the beginning of the year, over 10 million devices have been sold – 8 million within the first two months – a Guinness world record for the sales of a single electronic device.
PrimeSense is not stopping at computer games though. The company is examining smart house technologies for hands-free operation of consumer electronics.
In the meantime, PrimeSense has launched pilots with megs manufacturers such as Asus, Lenovo and Chinese giants Haiel and Hisense. However, entering new markets is no mean feat. Bracha notes that global slowdown effects consumer indices and considerably impedes the introduction of 3D into other areas of life.
Product: 3D motion controller that captures body motion and detects facial features
Founded in 2006 by Aviad Maizels, Alex Shafonet Dima Reis, Ofir Sharon and Tamir Berliner
CEO: Inon Bracha
Location and employees: Tel-Aviv, 200
Capital raised: $80 million
Investors: Silverlake, Canaan, Genesis, Gemini
Clients: Microfost, Asus, Lenovo
Estimated earnings for 2010: $80 million
MobilEye: Impact Alert
Mobileye was founded by one of Israel's leading specialists in image processing, Professor Amnon Shasua from the Hebrew University and colleague Ziv Aviram who is the company CEO.
Over the past decade, the company raised $157 million and became a global leader in impact detection sensors. Mobileye technology does not translate body motion to VR data like the rest of the companies mentioned here but it uses body motion to detect nearby pedestrians or vehicles.
Product: Vehicles impact detection sensors
Founded in 1999, by Professor Amnon Shashua and Ziv Aviram
Location and employees: Jerusalem, 200
Capital raised: $157 million
Investors: Glenrock, Leumi Partners, Goldman Sachs, UMI, Yacov Shahar. Ari Steimatzky, Israel Kaz
Clients: Clal Insurance, Eldan, Hertz, Avis, BNP Paribas
Invision: Intel's Response to Microsoft's Kinect
Last sunday Calcalist revealed that Intel is negotiating over the acquisition of Invision Biometrics – an upcoming company previously unpublicized which operates under a cloak of secrecy.
The company's products are based on patents developed in the laboratory of Professor Ron Kimmel's, a Technion image processing expert. The company's initial development was a 3D human model developed in Professor Kimmel's lab.
Only after PrimeSense's success, its founders conceived the idea to register their technology as a patent and sell it to technology giants. The Technion is on of the company's prime shareholders.
Intel will probably incorporate Invision's patent with other recently acquired patents by Israeli startup Omek Interactive which raised $7 million last summer. Invision's technology will constitute the "eyes" of the motion sensors.
It should be noted that while the market dubs Invision Intel's PrimeSense, Invision is a young company which has yet to develop an existing product and is surely not on equal financial footing as PrimeSense.
In fact, Invisions holds PCB design patents but has not yet produced one. The first chips based on the company's technology will probably be developed by Intel in the event that the acquisition comes to fruition.
Product: 3D sensor PCB patent
Founded in 2011, by Sagi Ben Moshe, Professor Ron Kimmel and Lior Ben Hur
Location and employees: Yokneam, 10
Capital raised: $2-3 million
Investors: Olaf Roge, Nutcracker
XTR: A Real Alternative to Primesense
Extreme Reality (XTR) is the developer of gesture control interface and motion capture software which can use input from 2D cameras. The technology aims to make high cost sensors such as the Kinect redundant. XTR's software can be installed on cell phones, computers, tablets and television sets with simple 2D cameras.
Since the company's technology can process a wide range of information and costs only several of dollars, it may to be a real alternative to Primesense's chip that sells for $10 a piece.
Similarly to PrimeSense, XTR's technology captures real time 3D full body motion and converts the information into player motion. XTR provides external developers with a software bundle to which they can tack on their own applications. Texas Instruments has already begun incorporating XTR's technology in its top box and cell phone boards.
Recently, the company has undergone expansion and reorganization which placed former executive at Modu and Next Technologies Elad Dubzinski at the helm.
Despite being a veteran company, XTR has yet to take a leading position on the market and it is PrimeSense that created a market niche with a successful product with sales in the tens of millions of dollars.
Product: 3D capture software
Founded in 2005 by Dor Givon
Location and employees: Headquarters in Herzliya and sales office in Tokyo; 28
CEO: Elad Dubzinski
Capital raised: $4-5 million
Investors: Texas Instruments
Clients: Texas Instruments
EyeSight: Change Channels With a Gesture
Eyesight delivers short range gesture recognition technology and deals in 2D motion analysis. Eyesight's technology enables touch free operation of cell pones and television sets.
In its former years, Eyesight focused on cell phone technology and developed hands-free interfaces for Nokia smartphones enabling users to operate their phone using hands gestures.
Recently, the company expanded its operations and as Chinese TV manufacturer Hisense has begun delivering the technology in its television sets. Eyesight had also signed a cooperation agreement with Chinese content company Huan TV which develops applications for digital TV.
Product: Gesture recognition based software
Founded in 2004 by Zvika and Itay Katz
Location and employees: Tel-Aviv; 20
Capital raised: $4 million
Investors: Eli Talmor and Rami Lipman
Clients: Hisense and Huan TV
Omek Interactive: The Brains Behind the Sensor
Whereas Inovision is considered Intel's future 3D sensor hardware supplier, startup company Omek Interactive is regarded as the "brains" behind the sensor. The company's software maps image depth and the company develops a software bundle which may be used by external developers to develop image depth based applications.
Omek's application operates on 3D cameras such as the Kinect but cannot operate by 2D cameras such as cell phones or web cams which makes the company's operations complementary to that of Primesense rather than posing competition.
The company plans to further develop the technology for digital set-top boxes, mobiles and game consoles but depends on the incorporation of 3D cameras in such devices. So far, Omek Interactive has recruited several business partners among them Lenovo and Panasonic.
Product: 3D sensor technology which maps image depth
Founded: 2007, by Janine and Gershom Kutliroff
Location and employees: Beit Shemesh; 55
Capital raised: $14.4 million
Investors: Intel, Zitlman, FF Assets, Everett, Chestnut
Clients: Lenovo, Panasonic
Side-Kick: 3D Game Developer
Side-Kick is a global 3D gaming pioneer – even before the Kinect stormed the markets last year, the company launched two of its games for the Chinese game console iSec produced by Lenovo's subsidiary, Eedoo.
Side-Kick's technology can operate on any motion controller, especially Kinect which is installed in over 10 million Xbox devices.
Side-Kick's founders are well seasoned game developers: Bendov founded prominent gaming companies in Israel such as Double Fusion; Raviv worked at US gaming company Eidos and Sela founded the animation lab at the JVP media compound in Jerusalem.
Product: 3D sensor-based games
Founded in 2010 by Gay Bendov, Asaf Sela and Tal Raviv
Location and employees: Bnei Nrak; 7
Capital raised: $600,000
Investors: Jasmine Group, Kima Ventures, Tevel and Wekix
Clients: Eedoo – A Lenovo subsidiary
By Assaf Gilad, Calcalist
3DTV was arguably the hot topic at IBC, thanks largely to the presence of James Cameron who made at least six public appearances and explored further in this IBC round up.
The central message from the show was that if 3D is to go mass market then a hardboiled business model needs cementing. The emphasis was on the production aspect of that model in acknowledgement that without practical and inexpensive technology and workflows the content gap needed for 3D channels will not be filled.
“The current phase of 3D began with the clunky, cabled and complex approach,” noted Sony’s senior VP of engineering and SMPTE President, Peter Lude, in a conference session examining 3D’s future. “We are now into phase two which is about greater automation and computer analysis with the aim of making it easier to use rigs, correct errors and reduce manual convergence.”
That is something that Cameron Pace Group (CPG), 3ality Technica and others are working toward in the outside broadcast environment although the substitution of all convergence ops and stereographers by machines, which appears to be CPG’s line in the interests of economic efficiency, is a bone of contention.
“Just as you wouldn’t replace the creative skill of a camera operator who is framing a scene in accordance with the context of the action in front of them, so a convergence puller’s critical judgement can’t be easily replaced,” insists stereographer Richard Hingley.
Greater automation and more agile kit is needed and there is an argument, acknowledged even by their manufacturers, that stereo rigs are a rung on an evolutionary ladder.
“Rigs are large and cumbersome and heavy and a greater degree of electronics will help streamline the systems but quality stereo work can only be achieved using top of the range imagers and mirror systems which give a wide range of interaxial distance and control,” observed Florian Schaefer, product specialist at P+S Technik.
The counter argument can be heard from companies like Meduza Sales which has begun taking orders for its dual lens 4K-capable imager although cinematographers have yet to provide public feedback.
“It’s clear that rigs have a limited lifespan,” claims CEO, Chris Cary. “Today’s S3D rigs are great cousins of the ones invented in 1905. The industry needs to move on and find the next generation which in our view is portable, high resolution, truely flexible systems.”
Panasonic says it has no interest in allying with a rig developer and is also strategising for a day when rigs become obsolete.
“Our starting point is to make 3D acquisition easy and mobile,” European Product Manager, Rob Tarrant stated. “That’s what we are doing with our first generation of integrated 3D cameras. With our range you get easier operation, mobile operation and truer 3D because the interaxial distance mirrors what we naturally see.”
Panasonic now has three integrated camcorders on the market, the latest of which the HDC-Z10000 prosumer unit includes a ‘black box’ technology which makes it seem like the interaxial distance between the fixed lenses are adjusted during the shoot.
“One of the issues with twin lens cameras is the fixed interaxial which this macro convergence function helps overcome,” Tarrant added. “With it we can shoot objects as close as 45cm from the lens.”
Sony’s first professional integrated camcorder, the shoulder mounted PMW-TD300 is also shipping priced around €25,000 and with an optional wireless link permitting remote control by MPE-200 processor. Devised by Broadcast RF, the link will make steadicam action more feasible, and is something that Panasonic does not yet offer.
Presteigne Charter made the first purchase in Europe of this unit and will put the RF functionality to test. According to Sony's 3D sports expert, Mark Grinyer: "By using the link the camcorder effectively looks to a convergence operator in a OB truck as if it were a 3D rig. This is something that live 3D sports productions in particular have been crying out for."
3D Rig Tweaks
Rig manufacturers continue to tinker with design to aid ease of use. P+S Technik was showing an adjustable riser as an accessory which enables Freestyle rigs to be tilted up and down. For live OBs the rig can now be integrated with Sony’s MPE-200 and HDFA-200 fibre multiplexer so that all the rig parameters including power, sync and genlock can be managed by a single cable.
Fellow European rig vendors were also showing expanded ranges usually with lightweight versions for steadicam and sturdier ones for mounting heavier camera configurations. As one IBC visitor put it the EU manufacturers “are finally starting to pull themselves out of the hobby market, to build a few rigs and rent them into a proper business world.”
For example, the Production Rig from Screen Plane is now being manufactured and sold by lens control specialists Cmotion with a compact Stead-Flex rig available from year end. Similar to the P+S riser, the tilt angle of the Production Rig can be adjusted from the rig’s centre of gravity in increments of 2.5 degrees. It can also be side-mounted on an accessory devised by Italian firm Cartoni for even greater tilt range.
Binocle’s Brigger I and its bigger brother Brigger II are well respected but still largely confined to the French feature and TV market. They are being put to use on an ambitious semi-fictional feature in the Amazon.
After two years R&D, Bournemouth’s Teletest launched the Binorig, at €10,000 claimed to be the world’s most affordable. “We designed a complete package contained in two flight cases for stereographers or cameramen with little experience shooting S3D,” says MD Nick Rose. “It produces images which are as good as those produced by rigs costing ten times the price.”
CPG Ally with GVG
The star wattage of Cameron and Pace’s IBC presence masked the fact that CPG wasn’t actually exhibiting. It inadvertently masked a little of what could have been IBC’s biggest 3D news which was the merger of 3Ality Digital with Element Technica announced just a week before.
The benefits of the marriage, which unites ET machining with 3Ality software engineering, were demonstrated with Sony F3s mounted on an ET Pulsar connected to a SIP and showing a wide range of data. “It’s great for our customers who have been mixing the two technologies anyway, but they had to integrate them themselves. Now that we can offer them fully integrated technology,” said 3ality Technica CEO, Steve Schklair.
In the show’s biggest news impacting outside broadcasters (signed literally a day before IBC), CPG flagged a partnership with Grass Valley which will see them jointly develop equipment and equip new scanners. CPG runs three dedicated mobile units and has a stock of 100 3D camera systems in the US but its GV pairing will enable it to export its Shadow systems and business model into Europe.
“Our message is that you can use our equipment for 3D just the same as for 2D - there are no special bolt-ons,” said Grass Valley 3D specialist, Lyle Van Horn. “For example, we have internal flipping of the image, standard on our LDK 8000 series cameras, so there is no external processing needed to flip the image and put another kink in the chain when mounting on a beam splitter rig.
The Kayenne and Karrera switchers process each eye as two separate 2D streams paired, so an operator is using the same standard set of buttons for both 2D and 3D. 3D is complex enough without adding a separate set of equipment to do the same job which is why we have the only Super Slo-Motion system, which again handles both 3D & 2D sources with the same hardware (a combination of the Summit server and Dyno replay control system).”
The view that 3D rigs have a limited lifespan for non-live projects at least was given heavyweight support by Walt Disney Studios' VP, Production Technology, Howard Lukk. “There are enough things for the DOP, director and camera operators to try to track on the set as it is, without having to track interaxial and convergence,” he argued. “We are making it more complicated on the set, where I think it needs to be less complicated.”
Lukk suggested a hybrid approach which would supplement a 2D camera with smaller ‘witness’ cameras to pick up the 3D volumes, then apply algorithms at a VFX or a conversion house to create the 3D and free the filmmaker from cumbersome on-set equipment. It is something that Disney is researching.
Source: TVB Europe
Walt Disney Studios' vice president of production technology believes that 3D rigs have a limited lifespan and that a more post-production oriented approach to filming stereo feature film is required.
Disney’s Howard Lukk argues for a hybrid approach to stereoscopic filmmaking which would supplement a 2D camera with smaller ‘witness’ cameras to pick up the 3D volumes, then apply algorithms at a visual effects house or a conversion company to create the 3D and free the filmmaker from cumbersome on-set equipment.
For Lukk, the problem is that 3D rigs are complicated to build and harder still to calibrate for true accuracy.
“There are enough things for the DOP, director and camera operators to try to track on the set as it is, without having to track interaxial and convergence,” he said. “We are making it more complicated on the set, where I think it needs to be less complicated.”
There should not be a battle between natively captured 3D and conversion, he contends. “We should start to ask if there is another method – even combine the two? We really should be looking at all methods to make better quality 3D. In the end, if 3D is not good quality, we are going to kill this stereoscopic industry just as it is re-emerging.”
If 3D camera rigs are not the future of the industry, Lukk suggests that a hybrid approach will develop which will be a combination of capturing volumetric space on set and being able to produce the 3D in a post-production environment at the back end.
“This will give you much more versatility in manipulating the images. This idea feeds on the idea of computational cinematography conceived by Marc Levoy (a computer graphics research at Stanford University) a few years ago. Basically this says that if we capture things in a certain way, we can compute things that we really need in the back end.
“You can be less accurate on the front end. Adobe has been doing a lot of work in this area, where you can refocus the image after the event. You can apply this concept to high dynamic range and higher frame rates.”
Disney is currently researching this method at Disney Research in Zurich, Lukk added. In addition Lukk says that research is also being conducted at the Fraunhofer Institute in Germany.
“I think eventually we’ll get back to capturing the volumetric space and allowing cinematographers and directors to do what they do best - that is, capturing the performance,” he said.
Source: TVB Europe
One of the big stories at NAB 2011 was the release of numerous Camera Mounted HD recorders. From the AJA Ki Pro Mini to the Sound Devices PIX 240, a huge variety of portable recorders are becoming available.
These recorders all aim to increase recording quality and ease workflow needs, but they differ greatly in their form, function and price point. To help navigate these different options, we created a Camera Mounted Recorder Comparison Chart that compares several of the different camera mounted recorders.
The chart includes details on recording format, media, inputs and other information that should help you decide which might be right for you. We also included the high end recorders from Codex and S.two, which feature ARRIRAW recording capability. ARRIRAW is a 14-bit RAW Uncompressed format that can be sent out of the ARRI ALEXA camera.
NOTE: Several excellent recorders from Sony, Panasonic, AJA and others are not included, because we wanted to focus on recorders that are designed to be mounted on a camera for production.
By Ian McCausland, CineTechnica
3ality Digital intoduced new technologies at NAB that will dramatically change the landscape for S3D live production. These innovative new solutions will bring S3D production crews an unparalleled level of automation and flexibility, ultimately providing broadcasters better, faster, and less expensive solutions for successful S3D production.
IntelleCal automatically aligns the two cameras on a rig at the push of a button, which enables a super fast and precise set up without the intervention of a technician. It does this by profiling and matching lenses and performing alignment on five axes through the entire zoom range.
IntelleCam automatically controls the convergence and the interaxial spacing of the cameras, without the need for a separate convergence puller at each rig, cutting the number of personnel needed by half or more – dramatically reducing costs.
IntelleScene promises automated management of transitions and scenes for S3D comfort. By managing realtime depth-specific metadata, IntelleScene prevents painful-to-the-eye transitions between shots, increasing viewer comfort and helping broadcasters avoid potential safety issues that arise with poorly managed S3D geometry
IntelleMatte provides S3D production crews the ability to insert a graphic between objects in the foreground and background for true S3D compositing via automated composite scene depth management.
IntelleMotion provides real time S3D motion stabilization which enables broadcasters to use powerful long lenses to capture motion from great distances without causing unnecessary viewer discomfort. Since IntelleMotion can compensate for IS/VR tracking, special lenses are no longer required, which opens up the “standard” long lenses that outside broadcasting (OB) clients demand.
IntelleMatte and IntelleMotion are standalone systems that can be used with any S3D Left Eye/Right Eye program feed, and are not dependent on a 3ality Digital acquisition system for usage.
The industry as a whole is clamoring for operator-friendly, light and single-body production equipment that can replicate the 2-D HD production experience, and there was clear evidence this year that vendors understand the requirements and are working to make cost-effective production a reality. Here are a few notable cameras that were presented at this year’s show.
Panasonic’s current handheld camcorder, the AG-3DA1, will be joined in the fall with a second integrated 3-D camcorder, the AG-3DP1. Featuring a larger imager and using the P2 memory format, the new shoulder-mount model is intended for use in live productions, sports, independent films and documentaries. The AG-3DP1 can record 80 minutes of stereo in 10-bit AVC-Intra to dual 64 GB P2 cards. It contains two 1in, 2.23-megapixel CMOS sensors. By contrast, its predecessor contained 2.7-megapixel chips and records to SD cards.