New Technology Offers Higher Dynamic Range to Capture Dimly Lit Shots

Ever since video cameras have been used to cover sporting events, there have been problems with wide dynamic range to allow shooters to capture subjects as they move from full sunshine into the shadows. The image loses its detail, and the subject becomes hard to see.

Looking to tackle this challenging production issue, researchers at the University of Warwick in the UK, led by professor Alan Chalmers, have developed what they are calling “the world’s first complete high dynamic range (HDR) video system” that includes a camera (developed by German company SpheronVR) that offers 20 f-stops and captures 1920 x 1980 HD images at 30fps.

The system also requires a special HDR display, which is made up of a combination of an LED and LCD panel. The university is using the modal DR37-P‚ which was made by Brightside (the inventors of the display technology) until being acquired by Dolby in 2007.


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“The HDR system can capture the full range of what the eye can see,” Chalmers said. “So, while the human eye can follow the football from sun into shade, until now, a camera has not being able to do it (without the cameraman having to play with the exposure levels). Therefore, we like to say that HDR brings real-world lighting into your living room.”

The HDR video camera was first shown at SIGGRAPH in July 2009. Since then, the team has worked to establish a complete HDR pipeline and improve the efficiency of the compression algorithms.

The HDR system captures much more information than traditional video: A minute of footage requires 42GB of storage, whereas a typical video camera captures about 9GB.

The secret to system’s practicality is high-quality compression based on new algorithms developed by Chalmers’ team that can achieve greater than 100:1 compression with minimum perceptual loss of quality. A spin-off company called goHDR will market the technology commercially.

As an example of the technology, 1187 frames shot in RAW format equals 18,842MB. Compressed with the goHDR compression algorithm, that file size is reduced to 60.2MB, for a compression ratio of 312:1. Perceptual difference, computed using HDR-VDP, is said to be 1.19 percent.

“The natural world presents us with a wide range of colors and intensities,” Chalmers said. “In addition, a scene may be constantly changing with, for example, significant differences in lighting levels going from outside to inside, or simply as the sun goes behind some clouds. A human eye can cope with those rapid changes and variety, but a traditional camera is only capable of capturing a limited range of lighting in any scene. The actual range it can cope with depends on the exposure and f-stop setting of the camera. Anything outside that limited range is either under- or overexposed.”

He added that HDR imagery offers a “more representative description” of real-world lighting by storing data with a higher bit depth per pixel than conventional images.

“Although HDR imagery for static images has been around for 15 years, it has not been possible to capture HDR video until now,” Chalmers said. “However, such HDR images are typically painstakingly created in computer graphics or generated from a number of static images, often merging only four exposures at different stops to build an HDR image. Our new HDR camera technology and software enables us to capture and display dynamic HDR images, covering at least 20 f-stops at full-HD resolution and at 30fps.”

In addition, Chalmers said that the HDR system could be used to complement 3-D production technology by providing depth perception without the need to wear 3-D glasses.

By Michael Grotticelli, BroadcastEngineering

3D Channels and Content

Quantel has published a list of 3D channels around the World.

How Many 3D HDTVs Shipped in 2010? Was that a Success?

The exact number appears to be a matter of debate. According to a recent report from DisplayBank, 6.2M 3D HDTVs shipped worldwide in 2010. DisplaySearch says that number is 3.2M. How can there be such a big difference in these numbers? Frankly, I have no idea.

Many 3D HDTV forecasts, covering a whole range of numbers, were issued during 2010. Some firms increased or decreased their forecasts as market conditions changed — which is fine for inventory control, but more troubling for long-term planning.

Last February, Insight Media went through its 3D HDTV forecast process and created our view of how 2010, and beyond, would evolve. Our assessment? We forecast 3.3M 3D HDTVs worldwide for 2010 and 1.1M 3D HDTVs for the US and Canada. According to the CEA, preliminary data suggests that US sales of 3D HDTVs, including DLP HDTVs, will be 1.1M. And, if you believe the DisplaySearch worldwide numbers, our forecast from last February for 2010 was right on the money.

What’s in store for 2011? We predict active shutter glasses solutions continuing to dominate sales, but passive glasses 3D HDTVs sales will get everyone’s attention in 2011. In addition, autostereoscopic 3D HDTVs will enter the market. Here, we are less optimistic, believing that current products will not meet the needs of the ordinary consumer — at least, not for a few years. We are currently working on three new forecast reports to cover active shutter, passive polarized and autostereoscopic 3D HDTVs. Stay tuned.

Another recent topic of debate — should the number of sales of 3D HDTVs in 2010 be viewed as a success or a failure? From the TV makers’ perspective, their goals for selling 3D HDTVs were much higher in the spring and summer of 2010 — unrealistically high, in our opinion. Those expectations lowered as 2010 evolved, so some might view that as a failure.

On the other hand, these same TV companies are now turning lemons into lemonade by suggesting that the sales of 3D HDTVs were actually quite good in comparison to HDTV sales, which took 5-6 years to reach an equivalent level of sales. So, 2010 was a success!

From the retailer’s perspective, I think most would agree that sales did not live up to expectations. Lack of 3D content, high TV prices and costly glasses, a slow economy and consumer confusion all detracted from a robust selling environment.

I think consumer reaction is mixed. If you bought a 3D HDTV, you were likely to be happy with performance, even if you didn’t have much content to watch. For those who didn’t buy, they might indeed view 2010 as a failure for the same reasons retailers were not happy.

Programmers like ESPN and DirecTV are also likely to have a mixed reaction to 2010. Much was learned about how to produce and deliver 3D and about why quality matters so very much. But, will advertisers step in this year to establish a viable long-term business model for 3D? That remains to be seen, but we are encouraged by the vibrant activity to create more content, 3D channels and vehicles for delivering this to consumers.

So was 2010 a success or failure? The cop-out answer is — it depends upon your perspective.

By Chris Chinnock, Insight Media

Google’s Chrome Backs WebM, Drops Support for H.264

Google is throwing more weight behind its own VP8 open source video codec, announcing Tuesday on the Chromium blog that future versions of the Chrome web browser would support the WebM Project and Ogg Theora codecs, while removing support for H.264 video. The move comes as battle lines are being drawn over the formats used for delivering video over the Internet and on mobile devices.

On the blog, Google Product Manager Mike Jazayeri wrote:
“We expect even more rapid innovation in the web media platform in the coming year and are focusing our investments in those technologies that are developed and licensed based on open web principles. To that end, we are changing Chrome’s HTML5 video support to make it consistent with the codecs already supported by the open Chromium project. Specifically, we are supporting the WebM (VP8) and Theora video codecs, and will consider adding support for other high-quality open codecs in the future. Though H.264 plays an important role in video, as our goal is to enable open innovation, support for the codec will be removed and our resources directed towards completely open codec technologies.”

The decision to push VP8 in its web browser comes less than a year after Google announced that it would make the codec open source at its Google I/O developers conference in May 2010. It also sides Google’s Chrome along with Mozilla’s Firefox and the Opera web browser in embracing open standards for video delivered using the HTML5 video tag as opposed to using H.264, which is owned by licensing group MPEG LA.

With previous builds of Chrome, Google had attempted to balance the interests of the open source community along with hardware manufacturers and web publishers that had already encoded their videos in the H.264 format. But now the search and software giant has sided definitively with its own open source codec and will no longer back the format that had more or less become the industry standard for delivering video online.

Before today’s announcement, the market had been pretty evenly divided between browsers like Microsoft’s Internet Explorer and Apple’s Safari browser, which supported H.264, and the open source community, which backed Theora and WebM. But Chrome’s support of WebM and VP8 tips the scales in favor of open source codecs.

On the desktop, Google’s support of VP8 is bound to be influential, but the more difficult battle may be getting adoption on mobile and connected devices. Due to broad-based hardware support for H.264, many publisher rely on the format to reach connected TVs and mobile devices like the iPad and iPhone. But as a newer codec, hardware support for VP8 has not been widely established, which may keep Google from being able to push the format, especially on Android mobile devices.

By Ryan Lawler, GigaOM

Here Comes the Second Wave of 3D

CES hasn’t even officially started yet and some of the biggest news is already seeping out. Last year, active shutter glasses 3D HDTVs were the talk of the town. At this year’s event, 3D will again be near the top of the excitement list, but this time it will be the next wave of 3D technology using passive polarized glasses. And, we are also starting to see the beginnings of the third wave of 3D — no glasses 3D HDTVs.

The big pre-news in passive polarized 3D HDTV is coming from Samsung, Vizio and LG Electronics. Samsung is teaming with RealD to show a passive polarized solution which places a large single-cell LCD in front of the standard FHD LCD panel. The idea is to take the shuttering technology used in the glasses and place it in front of the LCD. This essentially switches the polarization state of the full panel at 240Hz — twice as fast as shutter glasses. Users can wear the same RealD circularly-polarized passive glasses they use in the theater to watch 3D at home.

LG Electronics is betting big on its film-based patterned retarder technology. Working with LG Chemical and LG Display, a film has been developed that has a pattern of left- and right-hand circularly polarization elements that are aligned to the rows of the FHD LCD. This creates a polarized interlaced image. Polarized glasses direct the left and right eye images to the correct eye allowing the brain to fuse these into a 3D image. There is loss of resolution with this approach, but it should be less costly in the long term than adding a second switching panel.

Vizio is apparently embracing the film-based patterned retarder for some screen sizes and a glass-based patterned retarder for other screen sizes — most notably the 65" 16:9 TVs and the CinemaScope 21:9 3D HDTVs. The glass-based patterned retarder operates in the same way as the film-based one, but does add more thickness and weight. AUO developed this approach and has cost-reduced a similar approach pioneered by Arisawa to bring the technology to main-stream TV consumers.

On the no-glasses front, Toshiba will offer 12" and 21" models to consumers and Dimenco is considering offering a 28-view 27" product to consumers. Both of these products offer a level of performance, about 1280 x 720 resolution per view, that has been unobtainable so far.

As shown in the graphic, we see at least three waves of 3D technology coming in the next few years. These waves will overlap and coexist for some time. The timing, shape and duration of these waves are a matter of some industry debate.



What is clear, however, is that the pace of advancement of 3D display technology has been mind-bending — and this should continue for some time. As technology analysts, this kind of activity really gets our gears turning. But as market analysts, we need to think like a consumer — and here, such rapid advancements may not be as welcome. With so many competing, overlapping and incompatible 3D solutions in the market, the consumer may well get confused, frustrated and disillusioned instead of excited about every new generation.

We have seen areas of rapid innovation before, but maybe not quite as fast as with 3D. Plus, there is no time in the ecosystem for any solution to become established before the next one is in the market. Again, this has happened before, but usually with some backward compatibility and stability in the ecosystem, which may be sorely lacking with 3D.

By Chris Chinnock, Display Daily

RealD and Samsung LCD Develop New RDZ 3D Display Technology

RealD and Samsung Electronics announced that the companies are jointly developing a new 3D display technology called RDZ that offers full resolution high definition 3D video and is compatible with the same 3D eyewear used in RealD 3D-equipped motion picture theatres around the world.

Unlike patterned retarder based 3D display technologies that cut resolution in half or diminish brightness, RDZ 3D display technology delivers full resolution high definition 3D images by adopting active shutter technology on the display. Based on RealD technology used in many of the world’s 3D-equipped motion picture theatres today, RDZ displays are also 2D compatible, resulting in no reduction of image quality in 2D mode.

Samsung LCD is developing displays based on RealD’s proprietary RDZ 3D technology, which adopts characteristics from the company’s Cinema System utilized in motion picture theatres around the world. The LCD based RDZ 3D display technology is integrated on the LCD panel and actively syncs with the left and right eye images for full resolution high definition 3D video.

Source: RealD

Harmonise European HBB or Watch Google Prevail

There is a real risk that the cost of repurposing content for multiple Connected TV platforms will exceed the original cost of producing content, with the danger that broadcast content will be priced out of the market – weakening the whole concept of Connected TV and Hybrid Broadcast Broadband services. That was the warning delivered by Peter MacAvock, Programme Manager at EBU (European Broadcasting Union) at the OTT-TV World Summit in London during December.

MacAvock also told Europe’s broadcasting industry that while there was no desire for a Europe-wide standard for Hybrid Broadcast Broadband (HBB), more harmonisation is needed. Applications interoperability is the Holy Grail. He pointed to the global ambitions of Connected TV platforms from Google, Yahoo! and Apple and warned broadcasters that national solutions, built for local market needs, would not prevail.

“Vendor driven Connected TV is the bane of our lives in the European broadcasting community because whatever badge you have on a TV set, you have the same problem: they are all incompatible,” he said. “You have to sign deals with each of the vendors. CE manufacturers are missing a trick by not providing interoperability. The difficulty is that all these services will be driven by content but the content producers will become tired of having to develop their services so many times for so many platforms.

“We need to be very careful that the cost of repurposing content for different platforms does not overtake the cost of producing the content in the first place. That is a real cost we are dealing with in the content community, so there is a real risk of this happening.”

MacAvock noted the three key HBB environments: vendor driven Connected TV, broadcast-centric HBB with signalling (like MHP and HbbTV based solutions) and what he called managed HBB from the likes of YouView and Google TV. He pointed out that major European public broadcasters have driven the development of HBB in their respective markets, whether it is using HbbTV in France, MHP in Italy or YouView in the UK, for example.

“The bad news is that broadcasters are focused on domestic markets with slightly different requirements, leading to slightly different standards. We are seeing national solutions and a belief that national solutions can prevail. That is a real weakness because national solutions cannot work,” MacAvock told delegates.

Noting that Google, Yahoo! and Apple are multinational brands with international solutions, he continued: “Other operators are not only operating in France and Germany or Italy but they are operating all over the world, so the broadcasters who are the hybrid leaders have to work together now. Working together is the way we will prevail. Individual national solutions will fail because they do not have the same multinational or global view.”

MacAvock said EBU is well positioned to try to foster more cooperation and harmonization, given the role of its members in the DVB Project (which spawned MHP), the IRT (which is driving HbbTV) and YouView. “We are trying to harmonize different technical elements and we are working in the content domain so we know the best way to pave the road for hybrid. The Holy Grail has to be application interoperability so you can develop applications and port them onto different platforms without too much difficulty.”

MacAvock pointed out that the broadcast signalling used in MHEG-5 (used for UK interactive TV) and HbbTV is the same. “The question is whether YouView adopts the same signalling,” he said.

He told the OTT-TV World Summit audience that there were a number of areas where the industry can work together to find some harmonization. This includes working with CDNs (Content Delivery Networks) and ISPs to develop a common understanding of how to deliver media over the Internet. There is scope for cooperation on DRM and he believes the industry can probably agree a common set of standards for metadata so it is treated the same wherever content appears.

The EBU does not believe there can be one HBB standard for the whole of Europe. Different market requirements have to be respected, resulting in different platforms. But what the EBU does want is a core set of principles that the European industry can work from.

MacAvock outlined the motives that are driving broadcasters in different markets, dividing them into two main camps: Greenfield interactive TV markets with no significant popular interactive TV services today (e.g. France, Germany and Spain), and Brownfield markets where services already exist and must not be undermined by HBB (e.g. Italy and the UK). For the Greenfield markets, the big opportunity is a next-generation teletext and access to catch-up TV services beyond the PC.

In both markets, the aim is to deliver a rich experience that harnesses the strength of the broadband return channel and the increasing sophistication of receivers, which can call upon more processing power to render services more quickly and make them easier to use.

EBU has no doubt about the size of the HBB opportunity or the need for the European broadcast industry to make this a shared success. “The linear broadcast industry is about to confront a change that is probably bigger than the move from Black & White to Colour and it will change our paradigm,” MacAvock concluded.

By John Moulding, Videonet

3D in the Home and Cinema


Source: Sony Professional

ATIS IIF Launches Stereoscopic 3DTV Quality Initiative

The Alliance for Telecommunications Industry Solutions’ (ATIS) IPTV Interoperability Forum (IIF) has recently launched a new work program to address Quality of Service (QoS) and Quality of Experience (QoE) for Stereoscopic 3D IPTV.

Stereoscopic 3D is a rapidly developing area, but further data collection is necessary in order to best understand user perceptions of quality. To this end, the IIF will describe, analyze and recommend multiple quality-related metrics. Potential metrics include: depth maps and depth perception, loss of resolution caused by frame-compatible formats, video synchronization, 3D graphics and closed captioning, ghosting from left-right cross-talk, QoE issues such as 3D fatigue, and more.

Once the information gathering and analyses are complete, the IIF will produce specifications which address areas of applicable QoS and QoE.

Source: ATIS

Raising the Bar on 2D-to-3D Conversion

BitAnimate (Lake Oswego, OR) is a small start-up company developing 2D-to-3D conversion technology. They envision their technology being used in a variety of ways- from an on-line conversion service for users to upload their clips and watch them in 3D, to embedded application like 3DTVs. They also believe their technology is at such a level that they can approach Hollywood to dramatically reduce the time and cost of making theatrical-quality conversions. Other companies are already in this space, most notably JVC and DDD. After seeing a demo recently, it seems the main differentiating feature is that it actually works as advertised without as many artifacts. And, it even works in real-time.

I know, the purists will say that converted 3D content will never look as good as native 3D content. But, we have seen some horrendous ‘native’ content too. The result of either approach ultimately depends on the skill of the artists involved. The challenge with automated conversion is that the machine is making artistic decisions, not a person, and is doing so very rapidly in the case of real-time.

We were invited to BitAnimate’s offices for an exclusive demonstration of their technology prior to their planned demonstrations in a private suite at CES in January. They provided a side-by-side demonstration of their software with the built-in 2D-to-3D conversion on the Samsung 3DTV (based on the DDD software). The source material was Jurassic Park and Troy.

We tried to look at a lot of converted content while researching our 2010 Real-Time 2D-to-3D Conversion report and developed a flow-chart of how most conversion algorithms operate. There is a lot going on in a very short period of time; analyzing the scene to figure out what is in it, creating a depth map using visual and/or motion cue, constructing the 3D image — filling in as many missing detail as possible and finally, some post-processing to make sure the colors and gamma are the same for each eye. And you do this about 30 times per second — whew.

BitAnimate considers their conversion process to be a trade secret so they wouldn’t reveal too many details. When asked directly about their process, Behrooz Maleki, President of BitAnimate used an automotive analogy; "While you could describe two cars as having an 8 cylinder engine, two doors, a transmission and four tires - you don’t know if it is a Ferrari or a Pontiac." So, perhaps our flow chart is fairly accurate, but how they do each step is the secret sauce.

Maleki’s experience in video process goes back to his days at InFocus in the late 1990s. While there, he developed a chip to do deinterlacing and image process to compete with the market leading solution from Faroudja. "The Farouda chip was $230, but our solution was a $15 chip — and it looked better in a side-by-side demo," commented Maleki.

The same approach is being applied to 2D-to-3D conversion. Maleki says that not a lot of hardware is needed to implement his algorithms. The graphics cards on modern PCs and the video processing cores in TVs should be adequate, he says.

In addition, they are developing a new 3D web site that will potentially offer a 3D conversion service. Upload your 2D content and get back streaming 3D content. This could go to your iPhone or PC (using Silverlight). BitAnimate uses their own 3D player, which allows the user to choose the output format for the 3D platform they are viewing the content on.

It seems logical that if 2D-to-3D conversion can be done very well there should be a market for it. BitAnimate seems to be another example of a small company with a good technology having the potential to raise the bar on everyone.

By Dale Maunu, Display Daily

New Gadget Promises 3D Without the Headaches

In 1907 a Polish optical scientist named Moritz von Rohr unveiled a strange device named the Synopter, which he claimed could make two-dimensional images appear 3D. By looking through the arrangement of lenses and mirrors, visitors to art galleries would be drawn into the paintings, as if the framed canvas had become a window to a world beyond. But the Synopter – heavy and prohibitively expensive – was a commercial failure, and the device vanished almost without trace.

A century later, Rob Black is hoping to rekindle interest in von Rohr's creation. A psychologist specialising in visual perception at the University of Liverpool, UK, Black has designed and built an improved version he calls "The I" (UK Patent Application No. 1003690.3). Unlike some 3D glasses, the device uses no electronics, and works on normal 2D images or video.

Playing Tricks on Your Eyes
The device works in the opposite way to the 3D systems employed in cinemas. There, images on the screen are filtered so that each eye sees a slightly different perspective – known as binocular disparity – fooling the brain into perceiving depth. "The I" ensures that both eyes see an image or computer screen from exactly the same perspective. With none of the depth cues associated with binocular disparity, the brain assumes it must be viewing a distant 3D object instead of looking at a 2D image. As a result, the image is perceived as if it were a window the viewer is looking through, and details in the image are interpreted as objects scattered across a landscape.

The perceptual trick, called synoptic vision, is apparent on any nearby two-dimensional image, but is especially marked where other depth cues exist. For instance, the brain will naturally assume an animal in the 2D image is in the foreground if it is large, and far away if it is small.

No More Headaches
Black says that the device also avoids the headaches associated with other 3D technologies. In movie theatres, the eyes need to focus on the screen itself to see objects in focus, but the 3D effects can force the viewer to try to focus several metres in front of or behind the screen instead. "Even with if you use the world's best 3D kit, it can still present conflicting perceptual information," Black told New Scientist.

Because his device uses no binocular disparity the viewer isn't forced to attempt such impossible feats of focusing – instead, they can focus naturally on any object in the image, using other cues such as size to 'decide' what depth the object occupies. "By turning off that conflicting information, you can enjoy the scene in the way the artist depicted."

Currently the device is still a prototype, but Black hopes that his synoptic viewer will one day be incorporated into existing 3D systems. "I think 3D is impressive at the moment, but with this we can get significantly closer to reality simulation."

By Frank Swain, New Scientist

Technicolor Launches 3D Certification Program

Technicolor announced the launch of its 3D Certification program branded “Technicolor Certifi3D”. The certification program is geared towards broadcasters and network service providers with the goal of delivering quality and comfortable 3D experiences to end consumers.

Technicolor Certifi3D was created to ensure that 3D material meets minimum quality requirements before it is delivered to consumers. As part of the service, Technicolor evaluates each shot against a set of objective criteria for stereographic reproduction, including a 15-point quality checklist to identify common errors in production which result in suboptimal 3D content. The company will also offer training programs to broadcasters and content creators to help them migrate their production and post-production techniques from traditional television to the three dimensional medium.

Behind the technology that serves as the foundation for the Technicolor Certifi3D service is an advanced 3D analysis software tool that was developed by Technicolor’s Research and Innovation team. Utilizing the left and right source masters, the software builds a 3D model in real time giving an accurate pixel count for objects that are too close or too far away from the viewer that would result in discomfort. It also automatically detects and flags conflicts with the edges of the TV screen, another significant source of discomfort for 3D in the home.

“Our 3D certification platform allows our stereo technicians to quickly and precisely diagnose many of the issues that create viewer fatigue and discomfort” says Pierre Routhier, Technicolor’s Vice President for 3D product strategy and business development. “Our goal in launching the Certifi3D program was to take a proactive approach in support of the industry to ensure a consistent and quality end consumer 3D experience in the home.”

Technicolor is a leader in providing an array of 3D services to its media and entertainment customers ranging from 3D visual effects, post production, Blu-ray 3D services, 3D VOD encoding to mobile 3D.

Technicolor 3D Certification Poster

Source: Technicolor

Android’s Gingerbread Brings WebM to Mobile Phones

Monday’s release of Android 2.3, code named Gingerbread, is adding support for the WebM open video format to the smart phone platform. Gingerbread users will be able to play WebM videos in their device’s Chrome browser, and Android application developers will be able to make use of WebM as well.

The first version of Android will ship with libvpx 0.9.2, which is a slightly outdated version of WebM. Support for the newest WebM release 0.9.5, code-named Aylesbury, will be pushed out with a maintenance release, according to Google’s WebM product manager John Luther. Users will be able to access every WebM video stream or file with the WebM release included in Gingerbread, but the coming update should help with the format’s playback performance and memory footprint, amongst other things.

Support for Android is an important first step for WebM to gain market share. Google open sourced the video format in May, and it has since been integrated into Firefox, Chrome and Opera. WebM has also gotten more support from video vendors and application developers.

Luther said in November that 80 percent of YouTube’s popular videos are now available in WebM, and Skype’s client started to utilize WebM for its new group video chat functionality. The next step for WebM is to get on devices, and the first chipsets supporting hardware acceleration for WebM are expected to reach the market place in early 2011.

However, it may take a while before many Android users will be able to make use of WebM. Most network operators are notoriously slow to roll out new Android versions. In fact, 56 percent of all Android handsets are still running version 2.1 or older, despite the fact that 2.2 has been available for close to six months now.

By Janko Roettgers, GigaOM

3D Briefing Document for Senior Broadcast Management

This briefing document from the EBU Study Group helps broadcast managers make sense of 3D TV.

5 Reasons Google Bought Widevine

Google announced today that it will acquire Widevine Technologies, giving it access to technology necessary to securely deliver video to a wide range of connected devices. The acquisition is more than just a technology play on Google’s part; the Widevine purchase will also bring deep Hollywood relationships and improve its chances of getting Google TV deployed on consumer electronics devices.

Terms of the deal weren’t disclosed, but you can bet Widevine pulled in a pretty penny; the startup has raised $51.8 million in funding since recapitalizing in 2003, including a $15 million strategic investment last December led by cable operator Liberty Global and Samsung Ventures. Widevine could be invaluable to Google, as it provides technology and expertise in a number of fields that could help grow Google’s overall video business. Here are the top five reasons Google had its eyes on the company:

1. Everyone Needs DRM
Widevine is a digital rights management firm, first and foremost, and DRM isn’t going away. Providing a secure way for content owners to distribute video online and to a number of connected devices will be table stakes in Google’s broader video ambitions. Whether it’s getting premium content on YouTube or securing video distributed to Google TV-powered devices, Widevine will give Google the technology and peace of mind to strike those deals.

2. Cozying Up with Hollywood
Google has a problem — a content problem, that is. The company’s efforts to get long-form premium content on YouTube have generally fallen flat, and its Google TV products were met with universal disdain from media companies that acted quickly to block their online video streams from being accessible on those devices. Widevine has one thing that Google doesn’t: the trust of Hollywood. After providing the DRM technology used by a number of movie studios as well as online distributors like Netflix, Sonic Solutions and Lovefilm to deliver videos online and on connected devices, Widevine is in a unique position to make introductions to some key players in Hollywood.

3. Connecting Google TV to More Devices
Google launched its Google TV operating system on a series of TVs and Blu-ray players from Sony as well as broadband set-top boxes from Logitech, but it clearly desires to embed the technology on other devices, and is rumored to be courting Samsung, Toshiba and other manufacturers to do so. Well, Widevine’s technology is available on products from Apple, Haier, LG Electronics, Nintendo, Panasonic, Philips, Samsung and Toshiba, as well as more than 50 different set-top boxes. Google could leverage Widevine’s relationships with those manufacturers, and maybe even connect its technology into the broader Google TV code base.

4. YouTube Everywhere
In addition to getting Google TV on more connected devices, Widevine’s embedded technology could also help Google speed up distribution of YouTube video streams on more TVs, Blu-ray players and mobile handsets. Not just that, but by providing advanced DRM for those streams, Widevine could help make potential content partners more comfortable with those streams being delivered by YouTube.

5. Android Needs Adaptive Streaming
Android mobile devices are swarming the market, and with Flash installed, they promise users the ability to watch any video stream available on the web. There’s just one problem: Those videos, for the most part, aren’t optimized for mobile delivery. While Apple has built proprietary adaptive streaming technology for its mobile devices, Android phones don’t have a graceful way to deal with fluctuations in network bandwidth. Widevine, which makes video optimization technology in addition to DRM, could help solve that problem by helping Google to add adaptive streaming to future android devices.

By Ryan Lawler, GigaOM

Bram Cohen: BitTorrent Protocol & Live Streaming Don’t Mix

BitTorrent mastermind Bram Cohen knows the strengths and weaknesses of the P2P protocol he invented more than eight years ago, and he’s not ashamed to point out one particular downside: BitTorrent is the wrong approach for live streaming.

During an interview at NewTeeVee Live recently, he explained to me that BitTorrent just has too much latency to be viable for such applications. “Just the fact that it’s using TCP makes that completely impossible,” he said.

Watch the entire interview here:


Cohen has been working on his own live streaming solution for the last two years, and he said it has only recently become close to releasable. His new approach to P2P live streaming is being developed as a product of BitTorrent Inc., but the company has so far kept mum about what the product will eventually look like.

However, Cohen hinted at the possibility that BitTorrent will compete with live streaming sites like Ustream and Justin.tv. Asked whether this technology is for networks like ABC or a guy in his basement, he said: “ABC can afford to pay for whatever they want to do right now.”

Users just starting out, on the other hand, often don’t have the infrastructure available to deal with possibly overnight success. “Peer to peer is really a democratizing technology,” he said.

By Janko Roettgers, GigaOM

Good News: Flash Just Got Less Painful

Adobe released the first beta of its Flash player 10.2 today. The most notable improvement is advanced hardware acceleration, which should considerably reduce — and in some cases entirely eliminate — the CPU load of playing Flash videos on most modern computers. The improved efficiency is due to the implementation of Adobe’s Stage Video API, which makes use of a computer’s GPU for close to all video-related computation.

First reports indicate the impact of the new player is most notable under Windows, with heise.de reporting it was able to play 1080p HD video with a CPU load of zero percent. The online magazine reported CPU loads between four and five percent under Mac OS X. These loads could even be maintained while displaying overlays on an HD video — something that led to much higher CPU usage without Stage video.

I saw slightly less efficient CPU loads when I tried the new Flash player under OS X today, but 8 percent isn’t really all that bad for 1080p, either.


However, desktop users won’t be the only ones happy about the Flash player’s new efficiency. Flash 10.2 and its underlying stage video technology should also improve playback on set-top boxes and other connected devices.

From Adobe’s web site:
“The performance benefits of stage video are especially pronounced for televisions, set-top boxes, and mobile devices. These devices do not have CPUs as powerful as desktop computers, but they do have very powerful video decoders capable of rendering high-quality video content with very little CPU usage.”

In fact, Adobe cooperated with Google to bring Stage Video to Google TV, where the technology is currently up and running. We should see more devices making use of the optimized hardware acceleration soon.

By Janko Roettgers, GigaOM

MPEG Dynamic Adaptive Streaming over HTTP

As HTTP became one of the most important protocols for the delivery of content over the Internet, MPEG launched an effort to use this standard for the delivery of multimedia data in an optimal way. At its 94th meeting, MPEG’s Dynamic Adaptive Streaming over HTTP (DASH) has reached the Committee Draft stage.

The DASH committee draft is based on the 3GPP Adaptive HTTP Streaming specification and improves it by adding several new features and extensions such as, support of live streaming of content, additional annotation capabilities, flexibility in combining multiple contents, enhancement of trick modes and random access, and support of multiple content management and protection schemes, delivery of MPEG-2 Transport Stream, Scalable Video Coding (SVC) and Multi-view Video Coding (MVC).

The new standard is expected to achieve Final Draft International Standard status in July 2011.

More information:
ISO/IEC 23001-6: Dynamic adaptive streaming over HTTP (DASH)

Source: MPEG

Shift to 3D Reignites TV Image Quality Competition

Three-dimensional (3D) TV is finally coming to the home, with sales making a strong start and expected to keep rising sharply. The trend has reignited the competition for better image quality, though, with manufacturers striving to slash crosstalk and boost screen brightness as a result. Japanese manufacturers are banking on their experience in creating beautiful imagery to put them back in the game.

"We've only just released it to the market, but it's selling a lot better than we hoped," says Shiro Nishiguchi, Executive Officer of Digital AVC Products Marketing Division of Panasonic Corp. of Japan.

The first 3D televisions, capable of displaying 3D imagery, hit the shelves six months ago, carrying with them manufacturer hopes for a new hot product to help them escape from a hopeless price competition (Fig. 1). All the involved manufacturers agree that sales are off to a great start.


Fig 1 - New 3D TVs Hit the Streets in Force
The major TV manufacturers began releasing a flood of 3D sets to the market in 2010, all claiming superior image quality. From late 2010 through early 2011, new faces in the industry are also expected to begin announcing 3D TVs.


Samsung Electronics Co., Ltd. of Korea was the first off the blocks, selling 600,000 units as of the end of June 2010, and rising its annual sales target for 2010 upward as a result. The company simultaneously released fifteen models, from LCD to plasma display panel (PDP), in the key US market. In LCD TVs, the 240Hz-drive system that is their core product can be switched to support 3D, but the price tag has only been boosted by about US$300 to support 3D imagery. This pricing strategy seems to have paid off big.

Companies like Panasonic, Sony Corp. of Japan and LG Electronics, Inc. of Korea, on the other hand, have not disclosed concrete sales numbers, but are just as optimistic about the market. Panasonic's Nishiguchi reveals "In the second quarter of 2010, 3D accounts for about forty percent of sales for 50-inch and larger TVs, for sets that are available in 3D models.

The situation is similar at Sony, according to Satoru Kuge, Senior Manager of Consumer AV Marketing Div.of Sony Marketing (Japan), who says "Since we began sale in June 2010 we have continued to hold the largest share in the domestic market by volume." Minimum 2010 sales targets are 2.5 million units for Sony, 2.0 million for Samsung, and 1.0 million apiece for Panasonic and LG.


A New Era of Intense Competition
Determined not to lag behind in the 3D boom, TV manufacturers both in Japan and overseas are joining in.

Sharp Corp. of Japan, which holds the top share of the domestic market by volume, announced 3D-capable sets in May 2010, followed by third-ranked Toshiba Corp. of Japan in July of the same year. Mitsubishi Electric Corp. of Japan is involved, as it Hitachi Consumer Electronics Co., Ltd. of Japan. From the 2010 Christmas shopping season a host of new TV manufacturers will join the competition, such as VIZIO, Inc. of the US.

Survey firm DisplaySearch of the US, according to Hisakazu Torii, Vice President of TV Market Researchof the firm's Japan office, predicts that demand for 3D TVs in 2010 will easily top 3.4 million units (Fig. 2). The forecast as of May 2010 was about 2.5 million units, so this DisplaySearch figure is based on surging demand. DisplaySearch's Torii adds "The market will continue to grow at a healthy pace as 3D functionality gradually becomes a standard feature."

Panasonic, in fact, already offers 3D display functions standard on all 42-inch and larger sets, except for some low-price models, according to the firm's Nishiguchi. DisplaySearch predicts that total global demand for 3D TVs will reach about 43 million units in 2014, with about 37% of all sets 40-inch and larger (thought the best size for 3D imagery viewing) supporting 3D display.


Fig 2 - Demand Rising Steadily
Global market demand for 3D TVs in 2010 was about 3.4 million sets, but this is expected to rise to about 43 million in 2014. Only 5% of 40-inch and larger TVs were 3D-capable in 2010, rising to an estimated 37% in 2014.



Getting Set with Content
The major TV manufacturers are clearly pinning their hopes on 3D, but there's no denying a certain degree of worry that it may all be just a flash in the pan. It is clear that the technology will spread to some areas, such as movie theaters, but the environment is simply not ready for regular viewing in the home.

The 3D TVs sold by Samsung are called "3D ready," with no 3D viewing glasses packaged in the carton with the set. It is possible that consumers may be snapping them up just to be ready for the future in style, even though they are not watching any 3D content. Any widespread adoption of 3D television will require a much broader array of 3D content, and technological improvement (Fig. 3).


Fig 3 - Prerequisites for Widespread Adoption
Further improvements in content selection and display technology will be needed to prevent the 3D TV boom from petering out. TV manufacturers are especially interested in improving 3D image quality.


It will take some time before content is up to snuff, but progress is being made. 3D broadcasting, viewed by many as the biggest key to success, is already planned for rollout by Panasonic, Sony and others, in cooperation with primarily American broadcasters. Panasonic and DIRECTV, Inc. of the US launched a suite of 3D channels on July 1, 2010. The firm says that 3D viewing is now possible to about 11 million households in the US.

Sony plans to begin broadcasting in 2011 in the United States, establishing a 3D-only broadcasting company together with Discovery Communications, Inc. of the US and IMAX Corp. of Canada, among others.

Manufacturers are also pushing ahead with cameras and camcorders capable of shooting 3D images, and 3D-capable game software, as well as building 2D-3D conversion functions into 3D sets to automatically convert 2D images into 3D.


Key Issues are Crosstalk and Brightness
With the emergence of 3D as a new axis of competition, TV manufacturers are once again forced into competition to deliver higher image quality, this time in 3D.

At present, they all use the frame sequential method of displaying 3D images (Fig. 4). Full high-definition (HD) images, each 1920 pixels x 1080 pixels, are alternated between left and right eyes each frame, using glasses with synched liquid crystal shutters to alternately block left and right eye vision, simulating 3D. In principle, anyone can make a "3D" television with just a display running at 120Hz or higher, glasses with liquid crystal shutters, and a sensor to keep them in synch.


Fig 4 - 3D Images Simple to Display
3D TV principle of operation for frame sequential design. Anyone can make one with a 120Hz-drive display, glasses with liquid crystal shutters, and IR sensor to synch the two.


There is still considerable room for improvement in 3D image quality, but technological expertise will be needed to make the imagery good enough for consumers to enjoy without stress. The biggest problems of the frame sequential method are crosstalk and reduced brightness (Fig. 5).


Fig 5 - Two Major Technical Issues
Many firms are developing technology to resolve problems with frame sequential 3D TV, namely crosstalk and reduced brightness.


Crosstalk refers to the overlap between the left and right eye images. Crosstalk not only degrades 3D image quality, it can also cause discomfort through eye fatigue and even motion sickness. Many manufacturers have made reducing crosstalk their top priority.

The other problem is image brightness. Shigeaki Mizushima, Executive Managing Officer of Sharp comments "Brightness with PDPs and LCD panels can drop to as low as 10% of regular 2D screen brightness." This is because in addition to dimming caused by the transparency of the polarized viewing glasses, light loss is also increased by measures designed to reduce crosstalk, as detailed below. The difference in image quality from these two causes is clearly visible to consumers.

Until recently, TV manufacturers have been competing in technologies to boost image quality far beyond the point that most consumers even notice, but with 3D TV these technologies may directly earn consumer appreciation. And as a source at Sharp explains, manufacturers newly entering the business are unable to easily duplicate image quality technologies even when concrete methods are disclosed.

Many 3D TV "test drive" rooms have been set up, mostly at mass merchandisers, and as consumers crowd to experience the new technology, Japanese manufacturers see an opportunity to regain market share through their expertise in creating beautiful imagery.

Already television manufacturers are beginning to claim the superiority of their own 3D TV imagery, splitting into PDP and LCD groups, just as happened when flatscreens were first released. The competition between PDPs and LCDs is back, as intense as ever.


PDPs Boast of High-Speed Response
The biggest problem mentioned by the TV manufacturers is crosstalk, and resolving it demands a very fast response by the device itself.

Panasonic, defending the PDP TV all by itself, strongly pushes the high-speed response of the technology. Plasma display panels are impulse displays, with very short emission and afterglow times. As Panasonic's Nishiguchi explains, "Response is much faster than LCD TVs, and that alone means crosstalk is much less of a problem."

Panasonic has developed ways to minimize crosstalk in its 3D TVs (Fig. 6). The firm developed a new phosphor with an afterglow time only one-third that of the company's own 2009 product. Panasonic also improved the way PDP gradations are controlled by overlaying light pulses.

Previously they emitted the shortest pulses first, overlaying pulses in increasing duration, but the new models have reversed this order. Between them, the two improvements significantly reduce residual image duration, thereby reducing superimposition of left and right eye images.


Fig 6 - Improvements in Phosphors and Emission Control

Panasonic has modified its PDP to minimize crosstalk, developing a phosphor with a shorter afterglow time and changing the emission control method.



LCDs Require 240Hz Drive
The LCD TV manufacturers, however, also claim their crosstalk countermeasures are up to snuff. LCD panels are hold displays, with relatively long emission and afterglow times. In general, they are more susceptible to crosstalk than PDPs. Manufacturers have boosted the LCD panel drive frequency from 120Hz to 240Hz, as well as incorporating other measures including improvements to the LED backlight emission method.

Concrete crosstalk suppression implementations vary by company. Sony, for example, displays the same frame twice in a row, for left and right eyes (Fig. 7a). The LCD backlight is turned on only for regions where there is no overlap between left and right eye images within the frame, and the liquid crystal shutter in the glasses opened accordingly.


Fig 7 - Sony and Samsung Reduce Crosstalk
Crosstalk can be suppressed in LCDs by driving the panel at 240Hz and using scan technology in the LED backlight. Sony addresses the problem by displaying the same frame twice in a row (a), while Samsung inserts a black screen (b).


Sharp uses the same approach, but with finer control of LED backlight emission. The image is split into five or six regions vertically, and emission controlled independently for each to minimize crosstalk.


Samsung and Toshiba Use Black
Samsung, on the other hand, interlaces a black image into both left and right eye image streams (Fig. 7b). The LED backlight emits in synch with image write. While the LED backlight is not using area emission control at present, the firm plans to split it into about eight regions vertically for individual control.

Toshiba also inserts black images in both left and right eye imagery. "This approach reduces crosstalk more effectively than showing the same frame twice," claims Yuji Motomura, Chief Specialist of Visual Products Companyat the firm. The LED backlight is controlled in sixteen vertical regions for the direct illumination type mounted on the rear of the panel, or two in the edge light type.


Sharp Offers the Brightest Imagery in the Industry
Many manufacturers have declined to discuss concrete measures being taken to address the problem of reduced brightness. Sony, for example, boosts the emission efficiency of the LED light source in the backlight higher for 3D imagery than for 2D. The number of LCD panel polarizers in the glasses has also been cut from two to only one to increase brightness, but no specific measurements have been disclosed.

The only company to disclose luminance data for 3D TVs is Sharp, which claims a brightness of 100cd/m2 or better, the highest in the industry, through viewing glasses. "Compared to 2D imagery, the surrounding luminance is cut to 18% through glasses with polarizers," says the firm's Mizushima. "Luminance would have to be increased to at least 90cd/m2 in order to achieve the same apparent brightness as a 2D display, which is 500cd/m2. Even the brightest 3D TVs announced by our competitors only achieve about 60cd/m2."

Sharp has developed four proprietary technologies for its 3D TVs: ultraviolet induced multi-domain vertical alignment (UV2A), the use of four primary colors, frame-rate enhanced driving (FRED) and scanning LED backlights. Together, they not only minimize crosstalk, but also increase luminance 1.8 times.


Adopting Four Key Technologies
Of these, UV2A and the switch to four primary colors have already been tapped for use in LCD TVs handling conventional 2D imagery. UV2A is a type of photo-alignment technology utilizing UV light to control the orientation of the liquid crystal molecules. When irradiated with UV light, the main chain of the polymers tilts accordingly, in a polymer thinfilm orientation film. This approach makes it possible to eliminate the slits and ribs necessary for alignment of liquid crystal molecules in the conventional vertical alignment (VA) method, which increases the panel's aperture ratio 1.2 times. Response is also improved to no more than 4ms, which is about half the standard time, helping suppress crosstalk.

The fourth primary color, added via an LCD panel color filter, is Y (yellow), added to the existing red, green and blue (RGB) colors. The Y wavelengths of the LED backlight are utilized, increasing optical utilization 1.2 times.

FRED and the scanning LED backlight are new technologies. FRED makes it possible to drive the display at 240Hz with one source line per pixel, which improves the aperture ratio 1.1 times. Until now, says a source at Sharp, 240Hz-drive LCD panels required two source lines per pixel. The scanning LED backlight primarily reduces crosstalk, using LEDs 1.1 times brighter than prior designs for improved screen brightness.


Continuing Improvements to Vertical Alignment
With the surging popularity of 3D TVs, LCD panel manufacturers in Korea and Taiwan are accelerating the development of technologies to improve response and aperture ratio for TVs using vertical alignment (VA), which is the most common approach. VA designs have been somewhat inferior to in-plane switching (IPS) designs in terms of display performance, but today they are at least as good, if not better.

Panel manufacturers are especially interested in developing and volume producing a display technology called polymer sustained alignment (PSA). Volume production is already under way at AU Optronics Corp. (AUO) of Taiwan and Samsung, and being considered by Chimei Innolux Corp. (CMI) of Taiwan.

Like Sharp's technology, PSA also uses UV light to control liquid crystal polymer orientation, eliminating the need for ribs and slits. It utilizes a liquid crystal material that has been mixed with a UV-setting plastic. The UV-setting monomers are injected into the panel together with the liquid crystal molecules, and the panel then irradiated with UV light while voltage is input, controlling molecule alignment.

According to a source at AUO, display performance is comparable with photo-alignment, achieving a response time of 4ms and a panel aperture ratio improvement of 20% over existing technology3). The cost of modifying an existing LCD panel manufacturing line to handle the new technology is less than that needed for photo-alignment technology.

The problem is that residual monomers degrade reliability. If the monomers do not set fully, the LCD panel will exhibit uneven image quality.


Higher Reliability than PSA
Sony is developing a proprietary display technology called field-induced photo-reactive alignment (FPA). Like PSA, it irradiates the panel with UV light while voltage is applied, controlling liquid crystal molecule alignment. The main chain of the orientation film has two parts, one with strong affinity for liquid crystal molecules and the other which sets under UV light. The orientation film was developed in-house, and evaluation of prototype cells showed characteristics as good as or better than PSA.

One of the advantages of FPA is that it can be manufacturing with the same process as PSA, but there is little worry of reliability deterioration due to residual monomers. As Shunichi Suwa, Device Engineer of Core Device Development Group of Sony explains, "It can be manufactured by any panel fab already using PSA. In the future, we hope to provide it to panel manufacturers under license."


Improving Glasses Performance with OCB Liquid Crystal
Improving 3D TV image quality with frame sequential technology will require improving the performance of the glasses as well as that of the displays. The LCD panels used in glasses packaged with 3D TVs are mostly the same super-twisted nematic (STN) designs used in monochromatic displays, such as in calculators. They are inexpensive, but require a drive voltage of about 20V to achieve a response time of a few ms. In addition, they have a narrow viewing angle, with degraded display performance except when viewed straight-on.

In an effort to resolve these problems, Toshiba Mobile Display Co., Ltd. (TMD) of Japan has developed a new LCD panels specifically for glasses, using the optically compensated bend (OCB) method for fast response. Response is 0.1ms from shutter open to closed, and 1.8ms in the other direction, for minimal crosstalk.

"Even STN liquid crystal can deliver fast response if the drive voltage is boosted, but boosting it to 20V is just not practical. OCB liquid crystal is driven at about 6V, which is practical even in relatively low-power designs," says Tatsuya Miyazaki, Group Manager of LCD Divisionof TMD.

Panel transparency is a high 33%, which helps improve 3D imagery brightness. The contrast ratio is 5000:1 from the front, and 1000:1 at the maximum viewing angle of ±30°.

TMD has been volume producing OCB LCD panels since 2004, but prices are still high because they have been targeting commercial applications. TMD's Miyazaki believes that for the sizes used in 3D glasses, costs will drop when volume production hits 10 million units.


Xpol Support for Full HD Resolution
In addition to the frame sequential method, there are also display technologies designed for use in home 3D TVs, one of which is the Xpol method using a circular polarizing film.

Xpol technology offers low crosstalk thanks to a special polarizing film called Xpol, developed by Arisawa Manufacturing Co., Ltd. of Japan, on the front of the LCD panel. Odd pixel lines (running horizontally) are rotated clockwise, and even pixels line counter-clockwise, using circular polarization. Viewing glasses make it possible for the right eye to see only the odd lines, and the left only the even lines, again using polarizing films, producing the 3D image. The technology is already in use in 3D TVs from LG and Hyundai IT Corp. of Korea, and in commercial 3D displays manufactured by Victor Co of Japan, Ltd. of Japan, Panasonic and Sony.

Because both left and right eye images are present in the same frame in Xpol technology, there is minimal crosstalk. There is no time multiplexing of left and right eye images, unlike the frame sequential method, which is said to reduce the load on the human brain as it tried to synthesize the 3D image. Viewing glasses weigh only about 20g, no more than half as much as those used with frame sequential.

The problem is that resolution in the vertical direction is halved. It is possible to use "4K x 2K" display (a display about 4000 pixels x 2000 pixels in size) to minimize definition loss, but this is impractical considering the poor manufacturing yield possible.

Arisawa Manufacturing and Victor Co. of Japan have jointly developed the HR-Xpol technology capable of displaying 3D imagery at Full HD resolution, without a 4K x 2K display. The technology was announced in May 2010 (Fig. 8), and makes use of a liquid crystal layer that can be switched between left and right rotation, again with circular polarization.


Fig 8 - Displaying Full HD Imagery with Circular Polarization
Arisawa Manufacturing and Victor Co. of Japan have jointly developed a way of viewing 3D imagery at Full HD 1080i resolution, using circular polarizing film. A liquid crystal shutter alternates the polarization between left and right eye images one frame at a time.


In HR-Xpol the first frame is allocated in the same way as in the existing technology, with odd lines for the right eye and even lines for the left. The second frame uses the reverse, and the polarization state of the glasses is switched in synch. Two frames are synthesized to give show 1080i resolution Full HD 3D imagery.

By Shinya Saeki, Nikkei Business Publications

Lack of 3-D Captioning Standard Stymies Development

As more content is being produced in 3-D, the need for captioning, now mandated by the U.S. government, has been brought to the forefront. While all of the vendors in this category are aware of the need to do it, very few customers have asked for it, which holds back development.

“We certainly have the capability to produce captions in 3-D space, but we’re not investing a lot in R&D until there is customer demand and a standard specification for how to do it,” said José M. Salgado, president and CEO of Los Angeles-based SoftNI, a veteran captioning and subtitling software provider.

To be clear, the issue has to do with closed-captioning, not necessarily “subtitling.” 3-D subtitling is typically predetermined by the content producer and is inserted into a plane (below, on the side or on top of the screen) that’s most aesthetically pleasing to the eye. Because subtitles are simply a part of the picture, there is no need for new technology to transmit or display them.

Closed-captioning, on the other hand, serves a greater need and must be done uniformly. This data is sent as text with timing information by a broadcaster or program provider and turned on or off at the TV set by the consumer. There is a method for doing this in 2-D (called CEA-708) that’s standardized by the Consumer Electronics Association. Every TV set sold in the United States must be able to recognize this code and display it when required. In that code, you can still control the positioning of the captioning but not the 3-D depth. The result is that the 3-D experience is often not the best it could be.

“Captions are still transmitted in 2-D, even for 3-D content, but there is no way yet to make use of 3-D depth in the captions,” said Jason Livingston, product manager at Computer Prompting & Captioning (CPC). “All of the 3-D TV sets sold today can only decode 2-D caption information. It’s a problem that people are starting to be aware of, but we’re a long ways from having an industrywide agreement.”

Currently, captioning material is sent to 3-D TV sets in the same manner as 2-D HDTV. Captioners can control the 2-D placement of the captions, just like they do now. As long as the captioner does a good job, it will not obscure anything important, and the portion that is obscured will be the same regardless of whether the video is 2-D or 3-D.

This has frustrated some viewers because all of the work that goes into framing a 3-D scene and the depth perception is lost when a caption box covers it. With no standard way of accommodating multiple layers within a scene, there’s no control over space and depth.

“You’ll still see closed-captions appearing where people are used to seeing them, but there’s no code for ensuring a pleasing 3-D viewer experience,” Livingston said. “As soon as the CEA and FCC establish a technical standard for how to transmit 3-D closed-captions, then it will be in our software. From a manufacturer’s perspective, it does not make sense to do it until the technical standards have been decided and published.”

For the time being, Livingston recommends that his customers produce closed-captioning in the same way they currently do for 2-D content.

“Captioning vendors don’t have any say in how the industry will ultimately decide how to handle 3-D closed-captions, and we can’t tell the TV set manufacturers, ‘This is the code we want you to use,’ because they won’t implement it until the CEA establishes an industry standard.” Livingston said. “So, we’re all waiting and doing a few tests until then.”

Unlike closed-captioning, which is transmitted separately from the picture and can be turned on and off, subtitles are burned into the picture and cannot be turned off by the viewer. But, captioning companies such as CPC and SoftNI are ready to offer 3-D subtitles in their software today.

“We’re just waiting for demand,” SoftNI’s Salgado said.

SoftNI offers its Subtitler Suite and Digital Suite software products for subtitle burn-in and metadata insertion into HD and SD digital files. CPC’s MacCaption (for Apple computers) or Caption Maker (for PCs) has the ability to encode closed-captioning and burn-in subtitles as well. Other vendors include Cheetah International and service providers National Captioning Institute and Boston public TV station WGBN.

“We’ve had some viewers ask about 3-D subtitling, but we have not much interest from content creators yet,” CPC’s Livingston said. “The basic structure is there in our products for doing it, but we’re still working on the user interface and trying to understand what tools content creators want.”

The fact that captioning is done in software bodes well for these captioning companies, because as soon as a standard is announced, the software can be easily upgraded via a free download to accommodate 3-D captions — and it can be done in a matter of weeks.

Adding to the issue, the government recently signed the Twenty-first Century Communications and Video Accessibility Act (S. 3304), which mandates captioning for Web-delivered content that has also appeared on traditional broadcast TV. The legislation also states that all CE receiving devices large enough for video must be equipped to support captioning functionality. So, a new set of concerns will become apparent in 2011 because there are a number of Web display formats that don’t support closed-captioning at all, and those that do use a number of incompatible standards

However, a number of vendors, including the ones mentioned here, support the Described and Captioned Media Program (DCMP) and can help add captions to Web-based video. For a list, visit this link.

By Michael Grotticelli, Broadcast Engineering