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Stereoscopic Display and Applications conf. videos – free

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INSIGHTS FROM THE WORLD’S LEADING 3D INNOVATORS NOW FREE TO VIEW ONLINE

Summary: Many presentations from the 2012 SD&A 3D technology conference are now available for free online viewing.

Each year the world’s leading innovators in stereoscopic displays and applications gather in California with inspiring results.  The Stereoscopic Displays and Applications (SD&A) conference delivers deep insights from the latest research and development of all forms of stereoscopic 3D capture, processing, display, and perception.  SD&A presentations from innovators around the world were recorded thanks to the video experts at River Valley TV. These presentation videos are now available via the SD&A conference website: http://www.stereoscopic.org/2012/program.html

 

Highlights of the collection include Ian Bickerstaff from Sony Computer Entertainment who talks about the introduction of 3D games to the Sony PlayStation 3.  This particular presentation can be viewed in high-quality 3D via YouTube3D.  Speaking of YouTube3D, Pete Bradshaw and Debargha Mukherjee from Google gave a keynote presentation about the Past, Present and Future of YouTube3D.  They also specifically introduce the 2D to 3D conversion feature which was recently added to YouTube3D.  In another SD&A keynote presentation, Masayuki Kozuka from Panasonic Corporation outlined Panasonic’s business strategy for 3D technologies.

 

This impressive collection of 3D topical talks provides a valuable summary of the SD&A conference presentations for those that weren’t able to attend the meeting, and also for those that did attend the meeting and would like a reminder of the presentations.  The 2012 SD&A conference was the biggest in the 23-year history of the conference, and making these presentations freely available to the 3D community is a good way to extend the reach of the conference.

 

Presentations available online for free viewing include:

  • Ian Bickerstaff, Sony - Case study: stereoscopic games on the Sony PlayStation 3 (video in full-HD 3D)
  • Pete Bradshaw and Debargha Mukherjee, Google - The past, present, and future of YouTube3D(Keynote presentation)
  • Masayuki Kozuka, Panasonic - Panasonic’s stereoscopic 3D technologies (Keynote presentation)
  • Lenny Lipton - Polarizing aperture stereoscopic cinema camera
  • David Forsyth, UI Urbana-Champaign - More words and bigger pictures (Plenary presentation)
  • Saori Aida, Tokyo Univ. - Perceived depth of multi parallel, overlapping, transparent, stereoscopic surfaces
  • Sam Bae, NASA/JPL - Dual-pupil 3D imaging system
  • Roland Blach, Fraunhofer-Institut - Crosstalk and brightness in multi-view systems
  • Melissa Burton, Iowa State Univ. - Diagnosing perceptual distortion
  • Christel Chamaret, Technicolor S.A. - Video retargeting for stereoscopic content
  • Frederic Devernay, INRIA - Focus mis-match detection
  • Piotr Didyk, Max-Planck-Institut - Apparent stereo: the Cornsweet illusion
  • Didier Doyen, Technicolor - 3D cinema to 3DTV content adaptation
  • Hironobu Gotoda, National Institute of Informatics – Implementation of an autostereoscopic display
  • Andrew Hogue, Univ. Ontario - Stereoscopic 3D video games
  • Helmut Jorke, Infitec - New high-brightness interference filter developments
  • David Kane, UC Berkeley - Visual discomfort with stereo 3D displays
  • Darya Khaustova, Technicolor S.A. - Method and simulation to study 3D crosstalk perception
  • Joohwan Kim, UC Berkeley - Visual discomfort of vergence-accommodation conflicts
  • Michael Kleiber, Fraunhofer FKIE - Stereoscopic desktop VR system for tele-maintenance
  • Janusz Konrad, Boston Univ. - 2D-to-3D image conversion
  • Mikko Laakso, RAY - Stereoscopic display in a slot machine
  • Douglas Lanman, MIT - Beyond parallax barriers
  • Achim Pross, Fraunhofer-Institut - Optimization of a multi-view system
  • Vikas Ramachandra, Qualcomm - Unassisted 3D camera calibration
  • Jonas Schild, Univ. Duisburg-Essen - YouDash3D: exploring stereoscopic 3D gaming
  • Sergey Shestak, Samsung - How much crosstalk can be allowed
  • Sylvain Tourancheau, Mid Sweden Univ. - Reproducibility of crosstalk measurements
  • Christopher Tyler, Smith-Kettlewell Institute - Measuring 3D discomfort
  • Cyril Vienne, Technicolor - Visual fatigue versus eye-movements
  • Albert Wang, Cornell Univ. - Angle-sensitive pixels: a new paradigm
  • Simon Watt, Bangor Univ. - Real-world stereoscopic performance
  • Laurie Wilcox, York Univ. - Crosstalk reduces the amount of depth
  • Andrew Woods, Curtin Univ. – Investigating IR-controlled active shutter glasses
  • Buyue Zhang, Texas Instruments - Auto convergence for stereoscopic 3D mobile cameras
  • Ray Zone, The 3-D Zone - Thinking in Z-space

 

Anyone working in 3D will find inspiration and new insights from these presentation videos.  The full list of videos is available at: http://www.stereoscopic.org/2012/program.html

 

 

ABOUT THE SD&A CONFERENCE

The 23rd annual Stereoscopic Displays and Applications (SD&A) conference was held 23-25 January 2012 at the Hyatt Regency San Francisco Airport Hotel.  The SD&A conference is the world’s premier conference for 3D innovation.  At this year’s conference over 90 technical manuscripts were presented covering a wide range of stereoscopic imaging topics.  The SD&A conference is held annually as part of the Electronic Imaging Symposium organized by IS&T and SPIE.  The SD&A conference website provides a very useful background about this annual 3D event:http://www.stereoscopic.org

Next year the 24th annual SD&A conference will be held February 2013 at the Hyatt Regency San Francisco Airport Hotel.

 

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Please circulate this message amongst your 3D colleagues.

Join the SD&A Linkedin group:  www.linkedin.com/groups?gid=1945944

Visit the Stereoscopic Displays and Applications website: www.stereoscopic.org

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MISSION

  • To advance technology and innovation within the entertainment industry
  • To provide a neutral setting for the entertainment industry, technology and electronics companies and to identify and discuss pressing issues
  • To understand the impact of technology on the consumer experience and the creative process
  • To connect and leverage the University of Southern California’s extensive research facilities, faculty and student body with companies
  • To provide insight about emerging consumer habits
  • To convene industry peer groups and partners to share knowledge and experience
  • To create an environment for testing and evaluation of proposed technology solutions
  • To help identify new business models for the entertainment industry
  • To improve the consumer experience and advance the art of entertainment as the 21st century unfolds

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