News Stories

Case Study: Blackpool Tower 4D Experience

[Philip Lelyveld comment: this is a lengthy, well written story about their 3D process.  This website has many more case studies and tutorials.]

[3D Roundabout]

The Blackpool Tower is an iconic structure and long-standing visitor attraction in the seaside resort of Blackpool, England. It is now owned by the Merlin Entertainments Group, whose portfolio includes Tussauds, Sea Life, Alton Towers and the London Eye amongst others. In fact Merlin is the market leader in Europe for visitor attractions, and worldwide, is second only to Disney.

As part of the refurbishment and re-opening of the Blackpool Tower, in January 2011 Merlin commissioned production company and brand agency, Sharp Cookies, to provide an exciting 4D-experience film. This was to comprise a 3D film, 7.1 surround sound and physical effects such as snow, rain, smells, a vibrating floor and more, with a public opening date of the 1st September 2011.

The 4D experience is provided to visitors to the Tower immediately prior to their ascent to the Tower top. Sharp Cookies also provided several other 2D films for the attraction for screens situated in ‘front of house’, the 4D cinema waiting area and the queue area for the lifts to the top.

The brief

The original brief for the 4D film was to create a sophisticated yet fun 4D film that captures the essence of Blackpool and the northern coastline through aerial views and creative storytelling. The idea was to build on the success of the London Eye 4D film and create a more enhanced 4D visitor experience.

…..

Conclusion

The 4D Experience opened to unanimous approval on the 1st September 2011. The first showing was to invited members of the press, who ended the viewing with spontaneous applause.

The creative process was very easy between Merlin Studios and Sharp Cookies. Both teams had an open dialogue to help meet the brief and come up with new ideas to enhance the film. It was an excellent collaborative process, resulting in a film with its own original personality.  …

Getting Acquainted With the 3D Generation

[Philip Lelyveld comment: this article addresses 3D game creative and technical design issues]

[IT Business Net]

High-definition gaming is on the cusp of a visual evolution. The past year’s introduction and slow proliferation of 3D-enabled games, displays and laptopssuggests that the next major frontier is on the horizon.

 

Whether 3D moves beyond a stylistic evolution and becomes a revolution, though, has yet to be seen. As somedevelopers and players note, the unique visual effect of 3D — with the initial disorientation of viewing a scene with an illusion of depth and then continuing to direct the action — can take some getting used to. However, the PCgames that have made the jump to 3D run the gamut, including StarCraft II, Call of Duty: Black Ops, World of Warcraft and Duke Nukem Forever.  …

Getting the Basics
A common misconception is that 3D only works for certain genres of games, like shooters that require judgments in depth, or slow-moving games that afford players more time to enjoy the view. But it’s more about figuring out how the specific aspects of 3D can be best applied to a given game.  …

Moving Into the Next Dimension
PC monitors have an advantage over TVs in being able to display 3D at 1080p60. Although glasses-free monitors and televisions are emerging, and passive polarized glasses present a less bulky option, the current standard is set by combinations of active shutter glasses and 120Hz 3D displays.  …

3D as an Art Form
3D presents a number of creative challenges and questions, which will only increase as more developers use it. Convergence — where the focal point of a scene is, determining its range of depth — affects both gameplay and cut scenes. The specific camera implementation in a game — whether it’s a fully controllable first-person camera, a third-person camera with a fixed distance to the avatar, or a static isometric camera — naturally makes this more or less complicated.  …

It’s a common sentiment that 3D game development, as a creative approach, is in its very earliest stage. Experts and developers speculate on using 3D to deliver a true sense of vertigo by controlling the rate of change of convergence planes or amplifying its shock value in survival horror games. In one innovative use of 3D technology, Sony is experimenting with allowing active shutter wearers to play together on one screen by having one player view the 2D left image and one player view the right. When it comes to 3D development, the horizon’s the limit.

Read the full story here: http://business.itbusinessnet.com/article/Getting-Acquainted-With-the-3D-Generation-1765771

 

 

 

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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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