News Stories

Disney R&D Create Real-Time Tool to Improve 3D Perception

[3D Focus]

The Disney Research Centre, ETH Zurich, Black Rock Studios and Disney Interactive Studios have published a report describing OSCAM – a solution to  provide high quality S3D regardless of screen size, reducing production costs.

While the business model for 3D television and gaming is still being established, research in lab centres around the globe are tackling the issues inherent in fooling the brain into ‘seeing’ a 3D image. Many problems can be fixed in a post process but researchers at the Disney Research Centre, ETH Zurich, Black Rock Studios and Disney Interactive Studios have been very active in analysing how various factors such as screen size, viewing distance and individual physiological states can affect stereoscopic perception in real-time interactive applications like S3D gaming.

The team have just released a paper describing their OSCAM solution which attempts to solve the problems with stereoscopic creation processed in real-time. For example, in a first-person perspective game, where the player is in control of the view, a simple collision with another object will result in excessive disparities that cause visual fatigue or destroy stereopsis (see Figure 1). In order to guarantee correct S3D, a controller is required that adjusts the range of disparities to the viewer’s preferences such as camera convergence and interaxial width without the need for expensive computational solutions.

In the report, researchers acknowledge that perceived depth is not just influenced by the disparity between the left and right images (other factors include vertical size and focus pulling) but the ‘geometrical approach’ (distance between the two images) is the most important influence on perceived depth and this is where their research has been focussed.

In it, they establish there is a comfort zone for perceived depth for each individual viewer. This ‘range’ (also called a ‘depth budget’) consists of the sum of the negative and positive disparities. Disney researchers are proposing a “stereoscopic control mechanism for disparity that is able to guarantee an exact mapping of arbitrary (personally chosen) content to a comfortable target depth range.”

Their controller allows any scene content to be mapped into a specific depth range (‘depth budget’ or range between positive – screen elements appearing ‘behind’ the screen, and negative – screen elements appearing ‘out’ of the screen) when the viewing geometry values are known (screen size and viewing distance).  …

OSCAM considers …

Applications for OSCAM

Adaptive stereoscopy and automatic fail-safe …

Changing target screen size and viewing conditions …

Post Production …

As producers and platform owners become increasingly keen to push 3D content on a wide variety of devices from IMAX to mobile phones, Disney’s solution could be a compelling proposition, especially to drive down costs. For example, when Atlantic Productions produced Flying Monsters 3D, they had to re-shoot different versions for the 3D cinema presentation and 3D television presentation. Also, such a rendering engine could allow 3D games intended for small handheld devices be ported to large screens.


Read the full story here: http://www.3dfocus.co.uk/3d-news-2/3d-technology/disney-rd-create-real-time-tool-to-improve-3d-perception/6373

3D PDF Consortium names David Opsahl as Interim Executive Director

[CAD CAM News]

Today the 3D PDF Consortium announced that David Opsahl, the former CEO of Actify, Inc.,would become its Interim Executive Director. Dave Opsahl is a 25+-year high tech industry veteran and thought leader with extensive experience in visualization and collaboration in the CAD/CAM/PLM/SCM markets.

Greg Baker, President of Tetra 4D, a founding member of the Consortium explained, “I’m glad to have Dave at the helm of the 3D PDF Consortium during this crucial start-up phase. With his expertise as CEO of one of the top viewing companies in the CAD industry, Dave has the expertise required to work with software vendors and large enterprise companies who all share a vested interest in seeing 3D PDF continue to progress as an international standard for the exchange, archival, and retrieval of 3D data.” The 3D PDF Consortium is a group of end-users, software vendors, systems integrators, developer and software toolkit providers whose charter mission is to encourage the continued development and adoption of 3D PDF as a truly open standard for visualization, collaboration, data exchange and the long-term archiving of engineering data.  …

See the full story here: http://www.cadcamnews.in/2011/10/3d-pdf-consortium-names-david-opsahl-as.html

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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