Showing posts with label Image Processing. Show all posts
Showing posts with label Image Processing. Show all posts

Faroudja’s Bit Rate Reducer Gambit

There's no end in sight for the consumer's insatiable appetite for bandwidth. That demand continues to stress transmission networks and storage systems throughout the world.

But what if someone said there's a way to significantly reduce the bit rate requirements of video content -- other than current compression schemes -- without damaging the image quality?

That would make people sit up and listen -- especially when that someone is Yves Faroudja, a legend in the video industry. Faroudja has been behind almost every video processing and scaling technology development for decades and is a recipient of three Emmy technology awards.

So, of course, everyone in Las Vegas at this year's NAB (National Association of Broadcasters) Show listened when Faroudja Enterprises, a privately funded startup, trotted out its new technology, a video bit rate reducer designed to provide up to 50 percent reduction in video bit rates without reduction in image quality.



In a hotel suite at the NAB show in Las Vegas, Faroudja Enterprises showed off
its new technology, a video bit rate reducer.


The Faroudja's scheme doesn't alter current compression standards (MPEG-2, MPEG -4, HEVC). It's rooted in Faroudja's belief that such compression systems aren't using all the available redundancies to improve compression efficiency.

Under the new scheme, Faroudja introduces a new pre-processor (prior to compression) and post-processor (after compression decoding). "We take an image and simplify it; and that simplified image goes through the regular [standards-based] compression process," he explained. "But we never throw away information."








Instead, in parallel with the conventional compression path, Faroudja inserts what he calls a "support layer." This compresses signals not used in Faroudja's so-called simplified image. Together with the decompressed simplified image, the support layer helps reconstruct the original image in full resolution -- at a reduced bit rate.



System overview shows an example of how Faroudja Enterprises' process
works when applied to 4K video.


Faroudja claims "a bit rate reduction of 35% to 50% for an equivalent image quality [and] a significant improvement of the image quality on low bit rate content."

Details, of course, remain tightly wrapped in the black box. Faroudja hasn't decided on the initial market focus for his new technology. He said he's keeping his options open for a business model -- for now. Faroudja's team, however, has completed proof-of-concept and done a public demonstration.

Potential markets for the new technology include broadcast, cable and satellite, streaming media over the Internet, or Skype-like video conferencing.

Faroudja Enterprises is about to embark upon "market implementation" of the technology "over the next couple of months" by tailoring it to market demands, Faroujda told EE Times in an interview this week.

Jon Peddie, president of Jon Peddie Research, said that there is no one else who has rolled out anything similar to what Faroudja has done. "Faroudja is not displacing any company or technology. They are augmenting the existing codecs, including H.265," said Peddie.

But when it comes to its potential competitors, there are many. Richard Doherty, research director at Envisioneering Group, says future competitors are "universities with strong analytical math departments," including Cambridge, Oxford, Harvard, MIT, Columbia, Stanford, Princeton, Georgia Tech, U.C. Berkeley, Purdue, and the Fraunhofer institute.

Doherty predicts, "Once this is known to work, other low-key efforts might get ramped up." They'd be all racing to "receive funding to uncover other methods which do not infringe on Yves's.


Market Acceptance?
Faroudja's video bit rate reducer has many advantages. It's compatible with existing standards. The new process is compression-standard agnostic. It applies to all existing standards, from MPEG-2 to HEVC, and reduces bit rate in all cases, the company claims.

Faroudja explained that a final image will be preserved even if just the pre-processor is used, without the post-processor. The image survives even if the support layer is interrupted. Images with two levels of resolution can be made available at the same time -- for example, simultaneous availability of a program in both 1080 lines and 4K resolutions, according to the firm.

Moreover, Faroudja's support layer "can further be configured as a transcoder" to help convert video among existing compression formats, such as MPEG-2, H.264, etc., to and from Faroudja's support layer format "to save bandwidth, bit rate, or file size in the cloud without sacrificing image quality."


The Industry Reaction
After the NAB show, Faroudja reported that his company's technology demonstration in a Las Vegas hotel suite produced "a lot of very positive feedback" from audience members in the high-end video business, including broadcasters and cable and satellite operators.

However, still missing are "responses from streaming Internet companies and those with Skype-like teleconferencing technologies. We will know more [about the target market] after we attend the Streaming Media East conference in New York in May."

Asked about potential business and technology hurdles, Envisioneering's Doherty said, "If [the technology is] as simple as Yves suggests, not many. It would be a slam dunk for satellite, wireless, fiber, cable, anything." Asked who would embrace this first, Doherty predicted that bandwidth constrained back-hauls -- broadcast, cable, satellite, and cellular -- will benefit most.


Highly Dependent on Content
Tom McMahon at Del Rey Consultancy, a video expert, pointed out that the industry still needs to see how it works in a variety of scenarios -- fast motion video, noisy images, video in lower resolution, video streamed at a lower bit rate -- and how much gain it could achieve.

He noted that "a bunch of experts" discussed similar layered approaches a decade ago when the industry was still developing the H.264 standard. Dolby Laboratories worked on a similar scheme, he said, but the technology was never implemented. "The issue [of such an approach] is that it is highly dependent on content." However, he quickly added that service providers intent on bandwidth conservation and delivery of better quality video at lower bit rates are hungry for a technology such as Faroudja's. It's also applicable in smart encoder designs.

Satellite operators such as DirecTV, operating in a controlled environment, might be interested, said McMahon. Even next-generation set-tops or TVs/media boxes from Google or Apple could take advantage of meta-data offered in a support layer such as Faroudja's, he added.

In the end, market acceptance will depend on how much investment is needed for Faroudja's system (pre- and post-processing, and the inclusion of a support layer).

Jon Peddie pointed out that one of the initial hurdles in garnering market acceptance is "getting people to 'grok' it." He called it a "double-edged sword," because it is "black magic until Yves goes into detail." That's something Faroudja "doesn't want to do with anyone who isn't willing to commit to it. Anyone selling IP has to walk that balancing act: disclosure vs. trust/risk."

Peddie predicts that telecoms wanting to compete with cable and satellite should be early to embrace Faroudja's video bit rate reducer.


Complexity
Faroudja explained that the processing power necessary for Faroudja Enterprises' process is roughly a "doubling of H.264." Most of the complexity, he noted, is in the pre-processor side.

In the technology demonstration, Faroudja used a multiple-unit rack system including off-the-shelf GPU boards. "We probably used 10 to 15 percent of the hardware [processing power] we had."

Asked if the technology is applicable to the consumer market -- including TVs, mobile phones, tablets -- he said it will be in the future, if it's licensed to chip vendors. However, he added that the process's present form isn't yet consumer-ready.

Faroudja hasn't exactly decided on the company's business model. Options he's considering include making the technology available in hardware, software, or through licensing. He said his company can do licensing agreements with system vendors, license IPs to silicon, or make its software downloadable on customers' hardware.

Faroudja Enterprises, which has developed its latest technology in complete secrecy over the last year, already has two patents granted and six more pending.

Faroudja's reputation as a veteran inventor over age 65 helped grease the skids for the patents. Faroudja was surprised that his patent applications were entitled to accelerated examination. Briefly assuming the aspect of an absent-minded professor, he said, "I didn't know that."

By Junko Yoshida, EE Times

Stereolabs Launches 3D Production Processor

3D firm Stereolabs has released Pure, a live 3D production system for studio and mobile 3D production. Pure features automated alignment of stereo images, correcting lens, sensors and geometric mismatches directly on-set. The processor also provides real-time 3D monitoring, convergence adjustment and a range of tools to help producers and stereographers control depth during shooting.

Source: Broadcast

CRC Provides Depth Estimation from Stereoscopic Video

Depth estimation is indispensable for a variety of tasks associated with the processing, editing, and displaying of stereoscopic 3D video. Stereoscopic video consists of two image sequences: one for the left eye and the other for the right eye. The pixel-by-pixel displacement between the left- and right-eye images is directly related to the depth of objects that the human visual system perceives.



Communications Research Centre Canada (CRC) has developed a fast algorithm for automatic depth estimation from stereoscopic video, which generates accurate and dense depth maps. The disparity map generator calculates disparity values per blocks, which can be as small as 2x2 pixels. It provides a dense disparity map that includes the maximum and minimum disparity values of the scene. It can also be used to provide vertical disparity if necessary.

The disparity map generator is implemented in C/C++ and is in the process of being implemented in VHDL. Its applications include text/graphic integration and editing in stereoscopic video, adjustment of displayed depth, and stereoscopic to multi-view video conversion.

Teranex Introduces 3D Applications

Teranex is introducing a suite of 3D applications for the VC100 product family. Engineered as a dual channel architecture, the VC100 product family is uniquely suited for stereoscopic processing.

The programmable platform can evolve with the transition to 3D to provide a feature set that meets the needs of the industry. Existing VC100 product family customers are able to take advantage of the new 3D applications without the need to install new equipment, making the switch to 3D very simple.

The three applications available are VC1-3DSP for stereoscopic processing allowing 2D to 3D conversion, VC1-3D-CCP for capture and correction processing of 3D content, and VC1-3DE for encoding and decoding of various 3D formats.

Advanced stereoscopic processing is available with the VC1-3DSP software application used to transition from 2D to 3D enabling broadcasters to use standard 2D programming and simulate 3D programmes. VC1-3DSP gives clients the ability to mix 2D content with 3D and create seamless 3D content including the addition of 3D logos.

Capture and correction processing is available with the VC1-3D-CCP application which includes format and frame rate conversion, positional and axial rotation adjustments to compensate for mechanical, optical and electronic stereoscopic camera misalignments, and includes 3D logo insertion.

The VC1-3DE application provides encoding and decoding of 3D streams, and supports all popular 3D formats as well as some optional proprietary transmission formats.

Source: Teranex

Binocle Starts Commercialization of the Disparity Tagger

At IBC Amsterdam, held from 9 to 14 september 2010, French company Binocle will start the commercialization of its real-time high-definition stereoscopic correction unit: the DisparityTagger. A prototype was shown at NAB in April 2010 and was a major success among visitors.

One of the challenges in mastering 3D cinema and television is related to the difficulty in transmitting deformation-free images, despite the extreme care needed for 3D shooting. The DisparityTagger allows the 3D TV viewers to experience corrected 3D video, stripped of vertical disparities, when watching stereoscopic 3D live broadcasts. Vertical disparities cause visual discomfort when viewing stereoscopic images by causing eyestrain due to the geometric deformations intrinsic to 3D shooting.

The DisparityTagger is the universal tool for monitoring stereoscopic shots, allowing to automatically detect in real time every issue that can arise while shooting. Moreover – with the new SDI out capability – the DisparityTagger can automatically correct in real time the stereoscopic streams on the fly to reach a shot free of vertical disparities.

An off-line version (DisparityKiller) is also available for post-production.


Screenshot of the DisparityTagger


The DisparityTagger is the result of 12 years of stereoscopic shooting experience by Binocle, and 4 years of research by the INRIA Research Institute, in the “French Silicon Valley” of Grenoble. High-definition real-time processing is made possible by the extraordinary computational power of the NVIDIA SDI Quadro solutions.

Binocle was awarded in IBC 2009 with the SVG Sports Award for it's coverage of the French Open Roland Garros in 3D. Binocle is also responsible for the stereoscopy of the first French Stereoscopic Feature Film: Derriere les murs. Binocle is part of the 3DLive research consortium, funded by National Research Agency (ANR) in France.

Binocle proposes today the tool which was missing from the 3D images production line, and this tool will boost the invention of a new art form for television and cinema.

IBC visitors will be able to see demonstrations and order the DisparityTagger at IBC booth (11.C50b).

Binocle will be also on following exhibitions:
CINEC Munich - 18-20th September - Std 2-E34
SATIS Paris - 19-21st October

Mickey Mouse in Switzerland

In 2008 cooperation between the Walt Disney Company and the Swiss Federal Institute of Technology Zürich (ETH) was announced as part of the Disney Research group. This unusual combination of no-nonsense Swiss thinking and the nonsense-centric Disney creativity raised some eyebrows and many thought this is not going anywhere. Well, in March of 2010 "Disney Research Zürich" was officially opened with a group of 20 scientists and is poised to grow to 40 by 2011.

As nobody really knew what the goal was for this research group, the targets are now becoming clearer. In an ETH publication two main focus areas were described as modeling human faces (a holy grail for animated movies) and 3D movies. The latter one became clearer with a recent announcement. 2D editing methods for movies don’t really work well with 3D and don’t address any 3D issues. New is an algorithm that allows editors to correcting the depth of individual objects. This can be done in a post-processing step or even on the fly for live events. It may also allow converting 2D content into 3D content.

The attached 3D anaglyph pictures (from ETH Life - Ein Algorithmus für mehr 3D-Sehgenuss) show one of the key issues that exist with today’s 3D imaging.



If an object is coming out of the screen (top picture) it can create eye strain if the out-of-screen effect is too strong. It can also lead to an uncomforting viewing experience when the out-of-screen object overlaps the edge of the display (which it does). This breaks the 3D illusion by creating contradictory depth cues. In such cases, our brain has to resolve this issue through more processing. If we do this in a computer the processor, will heat up and the fan will start spinning faster to keep it cool. But in the human case, we just get a headache. This is a typical case where new technology is required to make 3D ready for the consumer not only in the movie theater but also in the home.

Disney Research is addressing this issue by making it possible to alter the depth structure at the pixel level. This allows varying the depth structure of single objects or planes of the complete scene. In the lower picture, the car is pushed back into the picture and the edge of the car is closer to screen depth so as not to have a conflict with the border edge.


Click to watch the video

More information:
Nonlinear Disparity Mapping for Stereoscopic 3D

By Norbert Hildebrand, Display Daily

Sony Builds 2D-3D Conversion Tool

Sony is to build realtime 2D to 3D conversion capability into its 3D Processor box, while a potentially serious power shortage involving the 3D setup nearly derailed World Cup production.

Sony is taking stock of the technical lessons it learned during the intense 3D match day production schedule during the recent World Cup tournament. Future iterations of its MPE-200 3D processor are likely to include 2D to 3D conversion, finessed colour correction, QC for 3D on ingest into edit suites or before transmission and improved configuration tools between the lenses, rigs and processor box.

JVC’s IF-2D3D1 video image processor was used to convert 2D images shot from helicopter, Spidercam and some pitchside steadicams for the production.

“One of the things we are sensitive to is that when companies buy into the hardware power of the MPE-200 processor they need to look at return on investment around 3D,” explains Mark Grinyer, Head of Sports Business, Sony Professional. “We’re looking at what we can do around the hardware platform (based on the Cell engine which drives the PS3) and 3D conversion is one of those ideas. For outside broadcasters the flexibility of a production tool is also key. We want to automate as many 3D processes as possible with this platform.”

By all accounts the system itself worked almost without hitch during the 25 match 3D run. According to Duncan Humphreys, Creative Director of CAN Communicate who was technical consultant to production team HBS for the production: “It was a very smooth operation. I always believed eventually that 3D correction would be done digitally rather than mechanically and what Sony has achieved in such a short period of time is unbelievable.

“We had virtually no problem with the 3D boxes. In fact it’s a game-changer – producing quality live 3D with standard broadcast lenses and cameras. The one thing that will kill off 3D is expensive 3D, because broadcasters are not going to pay the kind of premiums that are being required at the very top end.”

Humphreys revealed that the production team had to solve one major technical glitch during tests in the run up to South Africa. The fault, which took a month to identify and fix, turned out to be an issue with the Sony HDC-1500’s power supply.

“The cameras were working just fine until we went into live trials and the system was zooming strangely and at one point failed all together,” says Humphreys. “We eventually realised that since we were powering the Element Technica rigs including all zooming and lens matching alteration, and communications traffic that there wasn’t enough power in the cameras to be able to do everything we needed.”

The problem was resolved by attaching an external power supply to the rigs although Sony is addressing the issue. “In stadia or other venues with power sources there’s no problem but in certain locations it could be, so we’ll look into it,” says Grinyer.

The next version of the Sony 3D boxes’ software will be released shortly after IBC. At the Amsterdam event Sony will also reveal the next stage of its prototype 3D single bodied dual lens camcorder which is not thought to be radically different in design from that released earlier this year by Panasonic.

By Adrian Pennington, TVB Europe

3D Production: FIFA World Cup 2010

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

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

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


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


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


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


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


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


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

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


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


Telegenic T16 (click to enlarge)


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


Convergence operator (click to enlarge)


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

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

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


AMP Car8 (click to enlarge)



Production area (click to enlarge)



Convergence area (click to enlarge)


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

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

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


3D Production Camera Plan (click to enlarge)


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

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


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

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



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


Telegenic 3D Cameras at Cape Town


Click to enlarge



Click to enlarge


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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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


Click to enlarge


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

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

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

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

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


Click to enlarge


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

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

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

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



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

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


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

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

By Reinhard Penzel, Live Production

DDD Broadens Scope of 3D Licence Deal with Samsung

Shares in AIM listed DDD Group Plc jumped by 7.5% to 28.75p this morning on news that the US based 3D software and content specialist had expanded the scope of its license agreement with Samsung Electronics. The new deal means the Korean electronics giant can use DDD's automatic 2D to 3D conversion technology in its new 3D consumer displays and devices.

As a result of the revised agreement, Samsung is now licensed to include the embedded 3D processing chips containing DDD's 2D to 3D conversion technology in Blu-ray players, LED and LCD monitors and large format displays. DDD said it expects that Samsung will begin shipping the first of these new product categories in early 2011 and did not currently anticipate any additional income for the 2010 financial year as a result of this change. The five-year license agreement was announced in February 2008 and involved DDD and Samsung collaborating to implement DDD's TriDef real-time 2D to 3D conversion and 3D image processing architecture in the embedded 3D processing chip developed by Samsung for their next generation 3D HDTVs and other categories of 3D consumer product.

In late January, Samsung announced that it started mass producing both light-emitting-diode (LED) and liquid-crystal-display (LCD) compatible panels for 40", 46" and 55" 3D TVs. Samsung's 3D LED, LCD and Plasma TVs are now available in many countries worldwide and it was recently reported in the South Korean 'Chosun' newspaper that Samsung has secured an estimated 90% market share of all 3D TVs shipped to date.

Chris Yewdall, DDD’s chief executive, said: “We are pleased to report continued progress in our relationship with the world's leading TV manufacturer. The quantity of chips manufactured by Samsung in the first quarter of this year was ahead of our projections and presently leaves them on target to achieve the higher end of our expectation for 2010. Expanding the license to include other high volume consumer products such as Blu-ray players and PC monitors should allow us to further increase the footprint of TriDef enabled 3D devices in 2011.”

In May, DDD raised £3.5m in a share placing priced at 25p per share in order to fund “identified opportunities” over the next 12 months. In the year to December 2009 the company posted a 138% rise in sales £1.41m and a 41% fall in losses to £0.85m.

Source: Stockopedia

Snell Alchemist Ph.C – HD Supports SIS LIVE Delivery of 3D Sports

Snell announced that SIS LIVE, operator of the largest satellite uplink fleet in Europe and the largest outside broadcast provider in the U.K., is using the Alchemist Ph.C – HD to enable 3D conversions during live event broadcasts. SIS LIVE began using the Alchemist Ph.C – HD to support live 3D delivery in February, when the company participated in the O2-sponsored screening of the RBS 6 Nations Rugby tournament at 40 cinemas across the U.K. The Alchemist Ph.C – HD ensured smooth conversion of left- and right-eye video from the 1080i50 production standard to the 720p60 standard required to reduce flicker and ensure high viewing quality on theater screens.

SIS LIVE integrated the Alchemist Ph.C – HD into the 3D delivery workflow and provided both the satellite uplink and OB facilities for the RBS 6 Nations Rugby tournament. Arqiva provided the downlink at Odeon and Cineworld cinemas. During the event, produced by 3D specialist Inition, seven 3D cameras (both mirror and side-by-side rigs), along with a number of 2D cameras, captured the action. The 1080i50 output from the switcher was converted to 720p50 and then the separate left and right streams were compressed by a SENSIO encoder into one 720p50 side-by-side stream at 1.5 Gbps. The resulting signal was converted to 720p60 by the Alchemist Ph.C – HD and distributed to cinemas. Dolby D audio was successfully passed through the Alchemist Ph.C – HD in data mode and delivered along with video.

Source: Live Production

Two White Papers by Snell

Standards Conversion in a 3D Workflow
Stereoscopic 3D Technologies

ESPN Primes Its World Cup Pipe

With its multi-platform coverage of the 2010 FIFA World Cup starting June 11, and the coincident launch of its new 3D network, sports giant ESPN says its robust global fiber network is ready to handle the reams of traffic from South Africa.

ESPN's private network will link temporary studios in South Africa with its regular facilities in Bristol, Conn.; Los Angeles; New York; London; Argentina and Brazil, via an OC-12 (622 megabit-per-second) pipe. The fiber links, fed by Net Insight terminal equipment, will support coverage on its linear networks, its Web and mobile offerings, and ESPN 3D, which also launches June 11 on DirecTV and Comcast with a live broadcast of the match between South Africa and Mexico.

ESPN had initially planned to use Ericsson (formerly Tandberg) MPEG-2 encoders to backhaul signals from South Africa. But after testing Ericsson's new CExH42 MPEG-4 encoder a couple of months ago, it decided to make the move to MPEG-4.

"We want to add more services and improve the production between the U.S. and South Africa," says Emory Strilkauskas, ESPN lead engineer for transport and special projects. "We decided to make the investment after trialing with Ericsson."

While MPEG-4 is often touted by encoder manufacturers as yielding a 50% effective reduction in bandwidth over MPEG-2, "that's not what we typically see," adds Bill Lamb, VP of transmission and transport for ESPN. "A 25% bitrate reduction is a nice, conservative number," Lamb says. "We're able to do quality feeds at 30 megabits per second, and we'll increase it to 40 once we get out there and fine-tune the pipe. When we get back to the States, we'll definitely use higher rates."

Format-conversion technology will be crucial for handling the feeds. The World Cup matches are being produced by host broadcaster HBS in the European 1080-line-interlace/50 hertz format, which needs to be converted to ESPN's 720-line progressive/60 frames-per-second format to be shown in the U.S. on ESPN, ESPN2 and ABC.

ESPN is using about 20 Snell Alchemist Ph.C-HD systems for both 2D and 3D standards conversion for its Cup coverage, with some on-site in South Africa and others in Bristol. The network has also purchased seven FOR-A FRC-8000 frame-rate converters for its transmission facilities in Bristol and Brazil.

What is unique about the 3D feeds is that ESPN won't be converting them from interlace to progressive for U.S. distribution. ESPN, like ABC and other Disney networks, has long been a believer in the quality and bandwidth efficiency of progressive over interlace, which is why it produces and transmits its programming in 720p/60. But it will deliver the 3D World Cup coverage to DirecTV and Comcast in the 1080i/60 HD format, which will then be transmitted to consumers in the side-by-side "frame-compatible" 3D format supported by both new 3D TVs and existing set-top boxes.

Converting the 3D signals from 50Hz to 60 Hz was complicated enough, Lamb explains, and the network didn't want to risk a loss of picture quality. "Technically, we can change it quite fluidly from the 1080i/50 original," Lamb adds. "But we didn't want to harm the signal any more than we have to, and we want to preserve very high quality."

While ESPN plans to produce its 3D events going forward in 720p/60, it may continue to deliver ESPN 3D in 1080i/60 to certain operators, depending on their requirements. ESPN is delivering ESPN 3D directly over fiber to DirecTV and Comcast, so there isn't a standard satellite feed of the network being broadcast today.

"To call this a work in progress is to underestimate the amount of movement here," Lamb says. "We're trying to stay flexible."

HBS will produce the 3D coverage and deliver separate left and right eye signals to ESPN at the International Broadcast Center in Johannesburg using JPEG compression at a rate of 300 Mbps. According to Lamb and Strilkauskas, it's one of the first events to do so, as most 3D productions to date have created a frame-compatible 3D signal right in the production truck.

ESPN will decode the left-and-right signals to baseband (uncompressed HD at 1.5 Gbps), then re-encode them in MPEG-4, at an average bit-rate of 20 Mbps each. The network will also be creating a "side-by-side", frame-compatible 3D feed in Johannesburg, as it has done with its previous 3D productions. It will multiplex that side-by-side feed, which will be encoded at 40 Mbps, with the left-and-right eye signals, then send the three streams back to the U.S. at a total payload of 80 Mbps.

"Throughout the event, we're going to test them, and we'll go full left and right once we're comfortable with it," says Strilkauskas.

In the long run ESPN believes it can deliver better quality by keeping the left- and right-eye signals separate for as long as possible in the contribution and distribution chain.

"For the most part, everyone's been doing frame-compatible mode right from remote," says Strilkauskas. "When we decided to launch the network, we felt we needed to come back full left and right [eye]. We knew there would be different needs from affiliates, and if you bring back one format it might not suit the other."

"We're going to let affiliates decide what they need," says Strilkauskas. "Either way, that's an interim solution for us. We really want to progress to be full left/right to consumers. But right now, that's not practical."

Double-Duty for Standards Converters
Snell has demonstrated two modes of standards-conversion operation for stereoscopic 3D; one with two Alchemists, where one is handling the left-eye signal and the other is handling the right-eye; and a single Alchemist processing a frame-compatible signal where the left-right images have been squeezed into a side-by-side or top/bottom format. Both worked well, says Gerard Phillips, GM of conversion for Snell.

"Our view would be that the ultimate quality would be two channels with two independent Alchemists, as there's no possibility of any crossover between the left and right images," says Phillips. "But the experiments we've done with left/right squeezed into a single frame [and one Alchemist processing both] are pretty much indistinguishable."

Performing standards conversion for sports, particularly in fast-moving panning shots, is already challenging in the 2D world, notes Phillips. That's because measuring motion with a high degree of accuracy from frame to frame is essential for a high-quality conversion.

As Phillips explains, compression systems can use motion-compensation techniques such as block matching to predict motion from one frame to another without having to be 100% accurate -- as long as the parts of the picture they identify between two frames are similar, the end result will still look good. But converting from one frame rate to another in standards conversion requires more accuracy.

That is why Snell's Alchemist Ph.C-HD product uses a technique called phase correlation (Ph.C) that is designed to actually measure the speed and direction of moving objects in a scene, what Phillips calls "true motion," and match pixels in each frame precisely with their counterparts in adjacent frames. That gives a portrayal of smooth motion essential for sports coverage.

"With Alchemist, we're looking for true motion, rather than imagining motion," says Phillips. "So we're looking for stuff that is the same stuff; it's not predictive like compression. If you're panning across a white picket fence, if you're compressing it, it's doesn't matter what part of the fence you're looking at. But in standards conversion, if the motion estimation is not done well, bits of the picket fence jump backward."

3D ups the ante, says Phillips, because it requires a standards-converter like Alchemist to apply identical processing to separate, synchronized left-and-right eye images that have small but very precise differences that create the effect of depth when they are displayed together on a 3D set with accompanying glasses. The precise alignment of the left-and-right eye images [technically, the "horizontal disparity"] must be maintained through any downstream processing, including standards conversion, or the depth perspective will be change. Theoretically, the processor could handle them differently enough to damage the 3D effect.

"You do have separate viewpoints," notes Phillips. "You have two similar and correlating pictures, but two different pictures. So each standards converter, each processor, has a different input, and it has the opportunity of making different decisions. Conceptually, the decisions could be different enough to break the 3D spell, and push you out of the suspension of reality. The suspension of reality can also be broken by bad production techniques, such as having things too close to the viewpoint."

But in testing the Alchemist over the past few months with different sports, including rugby, soccer and golf, Snell hasn't experienced any major image problems.

"The decisions made independently between the two units are actually very coherent," says Phillips. "Where I thought it might cause trouble was where there a big difference from the left-hand side of one image to the left-hand side of the other. Those would be places where I would suspect a good standards converter to make different decisions, but we haven't experienced artifacts."

Lamb concurs, and says that performing standards conversion in 3D turned out to be less challenging than ESPN originally thought.

"We thought that was going to be the dealbreaker, to be honest with you," he says. But significant testing by ESPN and Snell showed the Alchemist could handle it.

"It turns out the algorithms they use are very predictable, and do the same job [with both feeds]," says Lamb.

No Rest for the Weary
Lamb and Strilkauskas are confident in their preparation in both South Africa and domestically and expect ESPN 3D to launch without major problems. As Lamb jokes, "I have a high level of confidence in ESPN's ability to do the impossible."

They will have little time for major changes in ESPN 3D's transmission scheme. The day after the World Cup ends, on July 12, ESPN 3D will be airing the first ESPN-produced telecast for the new channel with the State Farm Home Run Derby from Angel Stadium in Anaheim, Calif., site of the 2010 Major League Baseball All-Star Game. ESPN 3D's schedule going forward will include the X Games, college basketball, college football (including the 2011 BCS National Championship game in Glendale, Ariz. next January) and NBA games.

There will be a combination of MPEG-4 and JPEG-2000 encoders on the NEP/PACE 3D truck that ESPN will use to produce domestic events for ESPN 3D. As ESPN 3D moves into the fall for college football coverage, it will likely send left and right eye discreet signals over satellite back to Bristol, using MPEG-4 compression, and format them there. When it has significant bandwidth over a fiber link, it will also try JPEG-2000 compression, which it already uses extensively on its private network between its U.S. locations.

JPEG-2000 is billed by vendors as providing "lossless" encoding for high-quality HD transmission, even after multiple encodes and decodes, and has lower latency than MPEG-4. Maintaining synch between 3D's left-and-right-eye signals with JPEG-2000 compression is a little easier, says Strilkauskas, because it uses I-frames only. With MPEG-4 it's more challenging, as GOP [group of pictures] alignment is an issue.

JPEG-2000 hardware itself is also about 25% cheaper than MPEG-4 gear, adds Lamb. But JPEG-2000 requires a bit-rate of 100 megabits per second or more, which is cost-prohibitive when backhauling signals internationally over fiber such as for the World Cup.

In the U.S., where links are cheaper and ESPN already had extensive full-time fiber capacity, it's a different story. "In the U.S. running 100 Mbps for an event doesn't cost you much more," says Strilkauskas.

By Glen Dickson, Broadcasting & Cable

FOR-A Color Equalizer Targets Growing 3-D Market

FOR-A has developed a new color equalizer that includes an integrated processor developed specifically for 3-D production. The new CEQ-100HS offers a number of tools to help calibrate, adjust, correct and monitor live 3-D video, resulting in better quality.

The compact, 1RU CEQ-100HS includes HD/SD-SDI I/O and supports 1080i, 720p, NTSC and PAL with auto-detection of the signal. Equipped with two frame synchronizers, it enables stereo 3-D filming with cameras that have no external synchronous input.


FOR-A CEQ-100HS Color Equalizer


By capturing a color chart recorded by both cameras, its automatic color calibration helps correct color between the pictures from both cameras. The CEQ-100HS can also adjust the horizontal parallax, which determines the depth of the 3-D images, for optimal axis correction, and with its parallax calculation function, the CEQ-100HS can determine the maximum parallax within the 3-D video.

In addition, the CEQ-100HS provides a variety of monitoring options. It enables side-by-side, field-sequential, anaglyph and other 3-D video output on a 3-D monitor and provides synthesis and differential offset video output to check horizontal parallax and color adjustment.

Source: Broadcast Engineering

3D Equipment for the 2010 FIFA World Cup Arrives in South Africa

The two Sony equipped 3D OBVans arrived in Johannesburg on 3rd June in the evening. After extensive testings by HBS on various events during the last two months in England and France, the two 3D OBVans - one from AMP and one from Telegenic - were flown into South Africa. "Car 8" owned and operated by the French Company AMP and "T 16" owned and operated by the British company Telegenic are the first two European 3D OBVans covering a prestigious event like the FIFA World Cup.


Departure of AMP's 3D "Car 8" to South Africa


"Car 8" and "T16" have been retrofitted to be 3D ready and were put into service at the beginning of April 2010. Both trucks feature a 3D layer (time code synchronized dual stream operation) throughout the entire infrastructure including the MVS-8000 vision mixers, the SRW-5800 VTRs and the XT[2] servers.

In addition to the vision control area a convergence area was established in each truck where a stereographic team is required to monitor the left eye and right eye images to ensure the 3D images stay within acceptable parameters. The MPE-200 processor box from Sony working in conjunction with Sony's MPES-3D01 stereo-image processor software helps a lot to reduce the complexity of monitoring and correcting the live signals in the truck. In addition to the work of the color correcting team, the stereoscopic team has to monitor the camera signals also in real time making tiny adjustments as they go to maintain depth and image quality of the two parallel camera signals.


Convergence area in the AMP OBVan


Together both 3D OBVans will produce 25 of the 64 World Cup games in 3D and each game will be covered with a minimum of seven stereoscopic camera pairs (mainly Sony HDC-1500's and Sony HDC-P1's).

Source: Live Production

Sky 'Sceptical about 3D Conversion'

Brian Lenz, director of product design and TV production development at Sky, has spoken candidly about 2D to 3D conversion technology, explaining that the results can be poor. Speaking at the 3DTV World Forum in London, Lenz said about the tech: "I am sceptical when it comes to 2D to 3D conversion – any attempts to do it quickly and cheaply will make it bad 3D."

3D conversion appears in the new Samsung 3D TVs and will also be integrated into Toshiba's Cell TV. The technology has been put into the television sets, mainly due to the lack of 3D content available. As its name suggests 2D to 3D conversion creates a 3D image in real time out of 2D images, processing the footage within the television.

There are problems with this, though, as Lenz explains: "Creatively, 3D is different to 2D. You want slower cuts, your editing style needs to reflect the 3D image. Because of this, 2D cuts don't work in 3D, so 3D conversion will never rise to the level of native 3D content."

When asked if Sky would use conversion technology in its 3D channel, Lenz was quick to note: "Sky is focused on native 3D. That's not to say that there will be advancements over time with 2D conversion, I don't doubt that that will be the case. But we are looking at native 3D."

Neil Dodgson, from the University of Cambridge and an expert in 3D agrees about converting 3D, saying: "Automatic 2D to 3D conversion is a poor substitute for real 3D. Converting 2D to 3D manually is adequate, but very expensive, costing 2,000 Euros a minute to convert. It also puts people off. Clash of the Titans was recently converted into 3D and got poor reviews. Bad 3D can put off moviemakers and that is not good for promoting the technology."

Dodgson believes that the best way for 3D to work is to make it a key part of filmmaking process.

"If 3D is to survive it must not be a gimmick but actually part of the moviemaking tool set", he notes. "Up and Avatar hold up well in 2D – they do look better in 3D – but this is because they are good movies without the 3D."

By Marc Chacksfield, TechRadar

Zoran Corporation Licenses RealD Format

Zoran Corporation, a global leader in semiconductors for consumer electronics, and RealD, a leading 3D technology provider for cinema, home and professional applications, announced that Zoran has licensed the stereoscopic RealD Format and will incorporate support for 3D content delivery and display technology into its TV, set-top box and Blu-ray products. Zoran’s TV reference design with integrated RealD 3D support is available now.

Manufacturers of set-top boxes, televisions and other consumer electronics products that use Zoran’s SupraHD, SupraXD and VaddisHD multimedia processors can now support content delivered in the RealD Format and display high-definition 3D with no additional hardware required.

The RealD Format is a patented version of a side-by-side 3D formatting technology. It utilizes a unique set of filters and other technology to multiplex left eye and right eye 3D image streams into a single channel for delivery of high-definition progressive or interlaced 3D video using today’s HD infrastructure, including existing HD set-top boxes and DVRs, to any 3D-enabled display type. The side-by-side format was recently named in HDMI Specification Version 1.4a as a mandatory format for the transmission of 3D content between devices.

Source: Business Wire

PopBox Leverages RealD Technology to Bring 3D Cinema Experience to HDTVs

PopBox announced that in tandem with RealD, a leading 3D technology provider for cinema, home and professional applications, it will equip all PopBox devices with the ability to display high-definition 3D content. PopBox is the first over-the-top set-top box to support the stereoscopic RealD format for the delivery and display of high-quality 3D content. PopBox will ship 3D-ready at launch, so consumers can enjoy 3D content on all 3D-ready HDTVs.

PopBox makes it simple and affordable to play all the movies, music, home videos, and photos from your home PC and network-connected devices, and content streamed from the Internet, on your HDTV. PopBox will be available soon, and is currently available to pre-order at Amazon.com. PopBox retails for $129.99, and PopBox Wireless for $149.99.

PopBox builds on the success of Syabas' award-winning Popcorn Hour lineup of Network Media Tanks, the Popcorn Hour A-200 and C-200. All Popcorn Hour A and C series devices will also have access to the RealD Format to enable 3D viewing.

"We're thrilled that PopBox has licensed the RealD Format to enable its community to enjoy high-definition 3D content," said Steve Shannon, EVP of Consumer Electronics at RealD.

The RealD Format is a patented side-by-side method of delivering 3D video. The RealD Format combines left eye and right eye 3D image streams into a single channel for delivery of high-definition progressive or interlaced 3D video using today's Internet or broadcast infrastructure, including existing PCs, HD set-top boxes and DVRs, to any 3D-enabled display type.

The PopBox platform will be 3D-ready beginning at launch. As new 3D content is available, consumers can enjoy the 3D experience in the home, on their 3D-ready HDTVs. The Popcorn Hour A-200 and C-200 will be field-upgradeable to enable 3D playback.

Source: PopBox

FIFA Splits with 3D Broadcaster

The planned worldwide 3D theatrical telecasts of the World Cup soccer tournament are going forward -- but without the company that originally secured the rights to the project. FIFA, the governing body for the World Cup, posted a terse statement on its website Wednesday stating that the org has "terminated its relationship with Swiss company Aruna Media AG in respect of 3D public viewing rights for the 2010 FIFA World Cup with effect from 10 May 2010." The statement goes on to say that Aruna no longer has World Cup rights "or any other FIFA rights."

FIFA's deal with Aruna and tech provider Sensio was announced only five weeks ago at the NAB Show. FIFA and Sensio are keeping mum on the details of what led to the falling out, and Aruna did not respond to a request for comment. But while Aruna is out of the picture, plans for the 3D telecasts seem to be going forward. FIFA says it is now handling the rights directly, and Sensio says it is pressing on with its work, just working directly with FIFA instead of with Aruna. FIFA will use Sensio's format to send the out-of-home telecast and will tap into Sensio's network of Live3D-enabled theaters worldwide.

By David S. Cohen, Variety

World Cup to Include 2D-3D Conversions

The production of select World Cup matches in stereo 3D will include camera angles converted from 2D HD into 3D. The vast majority of coverage will be captured in native 3D, but certain shots may be up-converted in order to deliver the best possible presentation of the action.

World Cup host broadcaster HBS is looking to convert occasional 2D shots from the armory of its 32 2D HD camera positions to augment the eight angles it is deploying per match in stereo 3D.

“Inevitably in this development phase of 3D there will be a need to include some 2D,” said Peter Angell, HBS Director of Production & Programming and FIFA special 3D project leader. “The technical challenge is finding the right way to do that. For example, if there’s a particular incident (such as the Zinedine Zidane head-butt in the 2006 World Cup Final) which has only been captured on a 2D camera, or a 2D camera has the best angle, then editorially that shot is critical to the story and we would be penalising the viewer if that weren’t included.”

Angell notes that some European broadcasters have cut 2D coverage into 3D OBs “which works for a short duration where the value of the shot itself is high enough.

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

HBS is yet to determine exactly how the 2D-3D conversion will happen, with a number of potential technology solutions still under investigation, including using the video effects function of the Sony vision mixer to create a ‘pseudo-3D’ image from 2D camera.

By Adrian Pennington, TVB Europe

Reliance Ramps Up 3D Capability

Films like Avatar, with its record-shattering $2.7 billion global boxoffice, Alice in Wonderland and Clash of the Titans, have convinced studios to spend extra cash and add a third dimension to movies to boost boxoffice earnings.

While film directors like Cameron debate whether converting 2D films to 3D, or filming directly in 3D, is the best way forward in the future, studios are using conversions as the most cost-effective way to meet audience demand.

Reliance MediaWorks, part of the conglomerate owned by billionaire Anil Ambani, has begun training more than 2,700 artists to make 2D pictures into 3D in the next year or so. Based in India, they aim to process between 10 to 15 films per year, each worth between $8-15 million to the company, targeting "blue chip" projects from major Hollywood studios.

"We are looking at focusing on A-list clients," Anil Arjun, CEO of Reliance MediaWorks, told Reuters. "And while scale is important, volume is not necessarily the key driver," he said.

Experts in the field warn that the laborious task of high-quality conversion is complex, but Reliance hopes to prove doubters wrong with its first film, likely this year.

When asked if he thought the 3D project a risky one at time of economic uncertainty, Arjun replied: "In 2009, probably the worst year for the world economy, the film industry grew substantially. And we also focus on next-generation applications like 2D to 3D and high definition."

Exploding Growth
In fact, the industry installing digital projection systems in theatres, anticipating huge future demand for 3D films. The number of digital movie screens in European Union countries, for example, went from about 1,500 in 2008 to nearly 4,700 in 2009, according to industry group MEDIA Salles. And consumer electronic makers such as Sony are just now starting to ramp up 3D TV set production for homes.

To insure quality, Reliance has linked with In-Three, an established 3D player in Hollywood which shared its technology and will oversee its progress via information sent down Reliance's high capacity fiber-optic cable.

"They reckon that a film like Clash of the Titans, even though the 3D was very poorly received (by critics), probably added $20 million to the opening weekend boxoffice in the United States," said Patrick von Sychowski, head of strategy at Film and Media Services, Reliance MediaWorks.

"That means (the conversion) probably paid for itself...in the opening weekend, so...it's something that studios are willing to spend on because they see the immediate paybacks. Right now, on the back of Avatar and Alice in Wonderland, everybody wants every one of their (major) titles to be in 3D. The world has only just woken up to 3D and you can't magically create a facility able to handle 10 to 15 titles overnight. We're ramping up really quickly."

As well as 2D to 3D conversion, another 1,200 artists will restore old films so they can be watched in high definition.

Damian Wader, vice president of business development at In-Three, said the Reliance tie-in was not about acquiring cheap labor in India, but did concede that it would represent significant savings.

"It's not this cheap labor that everybody keeps quoting," he told Reuters. "It is skilled labor. There's no doubt about it. But it certainly is done in a less expensive way than it would be if you ran something similar in America."

He added that providing another company with the company's technology should only help boost the nascent business.

"We already have turned people away," he said. "There's so much work to be done out there, we need to work together."

By Mike Collett-White, Reuters