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Working in 3D The performers’ view (Life in 3D)

For the past two centuries the film community has been adapting the 3D world to the 2D medium of still and moving photography, according to Sony’s 3D executive producer Buzz Hays. Now filmmakers have “the chance to explore a visual medium more congruent with our natural way of seeing”.

Hays describes 3D as giving storytelling an inherent truth and power. “When [3D is] done well, it is like the transformation from black and white to colour,” he says.

The fantasy film Avatar, as the publicists at Fox like to keep reminding us, is the biggest 3D feature film ever made. But this year Hollywood is expected to produce more than 30 big-budget 3D films – a massive leap from the handful made in 2009. In addition, live action films such as Alice in Wonderland and Clash of the Titans are being converted from 2D to 3D for event showings.

Emerging markets

Not everyone is convinced that 3D films are any less of a fad than they were in 1983 when Jaws 3D bombed in the cinema. But there are signs that 3D might be here for good: Martin Scorsese recently announced that his next film was to be made in 3D. Cinemas also seem to be on board, with most multiplexes in the UK having at least one 3D-enabled screen.

So does this mean we are likely to see 3D become almost the norm for producers? Is the film industry preparing for a 3D future? Among those who argue that filmmakers should be embracing 3D wholeheartedly is Sky’s director of product development, Brian Lenz. With Sky’s launch of its first 3D television channel in October, and Discovery snapping up a 3D licence in the UK, film professionals now have a TV distribution platform for their 3D work. This, combined with the clear cinematic demand for 3D movies should, Lenz says, encourage a far larger number of prospective 3D-feature filmmakers to “go after a new and emerging market”.

Others, however, say the potential of  3D television for feature Filmmakers is being overstated. “Filmmakers have to firmly decide early on in the process whether their 3D project is for cinema or television,” says the BBC’s head of HD and 3D, Danielle Nagler. “A programme made for TV may not look right on a bigger screen and vice versa, so there is less flexibility than you might at first imagine.”

In addition, the experience of home viewing in 3D may be compromised by the technical difficulties. “A viewing cinema will place the seats in the right place but it is a technical issue which perhaps not everybody viewing at home will be able to achieve,” Nagler says. Early adopters will be careful to set up their 3D kit to ensure the right effects but it may “be an issue for people coming after them”.

And then there’s the question of cost. Making a feature film in 3D remains very expensive, though creativity and forward planning can make a big difference. Then there’s the additional expertise and support required, a separate edit and, for recorded programmes, more shooting time.

Hays acknowledges the issue of cost but says that this can be managed by filmmakers. “The ability to be creative and take risks is still inherent to the creative process,” he says.

And for Lenz, when it comes to making films in 3D, filmmakers must be prepared to experiment to get the best results. “A lot of things you do instinctively, but these have to be re-learned. For example lighting, which may create mood with 2D – does that work with the depth of 3D?” he says. “It is not something someone can get on top of immediately.”

Planning is key: “You cannot fly by the seat of your pants with a 3D because you will burn money,” Lenz says. “But if you plan effectively, there is no reason why you cannot produce good stuff for a reasonable sum.”

One team of programme makers who have joined the 3D revolution are wildlife film specialists Vicky Stone and Mark Deeble of Deeble and Stone Productions, a wildlife filming team of 25 years standing. They have finished filming a 10-minute pilot of what is thought to be the first 3D wildlife feature film. Distant Thunder follows a family of elephants and marks the couple’s first major 3D project after eight years of experimentation in the medium.

Breaking new ground

“Before, much 3D film-making was for ballet or opera where you know where your subjects are going to be,” says Deeble. “Only in the last year have cameras become small enough to be used in the field.”

However, 3D is still most suitable for larger animals which move slowly, he says. Filming creatures which can only be filmed with a telephoto lens, which doesn’t work well for 3D, is difficult.

Stone adds: “3D was traditionally associated with porn or horror from the 1980s onwards; now it’s managing to branch out.” She believes that 3D works best in the cinema when it creates an event.

Both are insistent that 3D technology, while exciting, is merely an additional aspect to the filming process and shouldn’t be an end in its own right. “Like colour or sound, it will be a tool that is used to enhance the story,” Stone says, “but its power is that it has the ability to immerse the audience in the scene like nothing else can – and I find that very exciting.”

Working in 3D The performers’ view

Lysette Anthony, Actress

Anthony has finished filming her first 3D project, a horror film called Bak2Hell. Written and directed by Richard Driscoll and made by his production company House of Fear, it also stars Reservoir Dogs actor Michael Madsen and the actress Bai Ling. “Some things just lend themselves to 3D – and horror certainly does,” says Anthony. “The smashed windows and, yes, some of the gore in this shoot really do come alive, but this film is about animation, and the possibilities of animation in 3D are blended perfectly with the real-life action.”

The workload was heavy and Anthony says she did not have time to become self-conscious about the filming, but she did notice one detail. “My eyelashes seem to have a life of their own – quite a good effect, actually.”

Having a six-year-old son means Anthony is “switched on to 3D – we seem to spend our lives at the Imax. It really is extraordinary – some of the things I’ve seen have blown me away.”

James Streeter, Dancer

Streeter filmed an as-yet-untitled dance piece in 3D for the launch of Sky’s 3D channel in October. The effects, he says, are “breathtaking”.

“Nothing can beat live performance but this comes close. I was privileged to watch the rushes and you could look around the whole theatre from the front of the stage to the back,” he explains.

“When I watched 3D before, I though it could be a bit gimmicky and in your face.” But, he explains, watching this was different.

“At one moment a dancer’s leg seemed to stretch out towards me and it was such a realistic image,” he says. “Watching dance in 3D also gives a very strong sense of the movement as well as the strength and the power involved in the performance, particularly for the men who are doing the lifting.”

Streeter also hopes 3D will encourage people to come and watch ballet live. “In terms of dance on TV, this certainly is the future” he says.

link to original post: http://www.guardian.co.uk/life-in-3d/3d-tv-set-to-flourish

View from the sofa: gaming in 3D (Life in 3D)

Playing in 3D makes it even easier to imagine that you’re really there, says Naomi Alderman

Though I’ve been playing games for 25 years I’d never played in 3D before last week, so I was probably more amazed than most when, having set up my loaned 3D TV, put on the glasses and sat down in front of a Killzone 3 demo, suddenly the picture leapt out of the screen two feet into my living room.

In the demos I tested, the most effective gaming moments are those which really make use of the technology – in the Motorstorm Apocalypse demo, when you hit one of the many pedestrians who have foolishly decided to stand in the path of your apocalyptic street race, they fly past your windscreen and into the living room. I was flicking my head to the side to avoid them. The more civilised racing of the Gran Turismo 5 demo, on the other hand, I didn’t find a great deal improved. The 3D images of Rome or Madrid were beautiful, but racing around a track in 3D isn’t much different to doing it in 2D.

The real question is whether 3D can offer a gaming experience so good it becomes essential. As with all newly developed gadgets, there are a few teething troubles. My friends and I found that our 3D glasses would occasionally cut out, leaving us staring at a fuzzy image.

There’s also an issue if you’re not sitting directly in front of the TV. I was testing the 40-inch screen, which could just about fit four of us in prime viewing position. If you’re even a bit off to the side, the images can appear flattened. Since this is a piece of kit you’d probably want to show off to as many friends as possible, it’s worth bearing those restrictions in mind.

All that said, the 3D technology certainly increases immersiveness, all-important in a first-person shooter. Playing Killzone 3 in 3D makes it even easier to imagine that you’re really there – the gun appears to be exactly where your hands are, holding the controller. And when you move your head, you can look around your gun barrel to spot hidden enemies, which is both realistic and useful in gameplay.

The list of 3D titles available still isn’t massive but it is growing all the time, and those games that are available are mostly the high-octane titles which work well with this system.

The demos I played have made good use of the potential to create spectacular visual sequences; scenes of a chopper flight in Killzone 3 were particularly impressive. There’s no doubt that 3D gaming certainly has its “wow” factor.

Naomi Alderman is an author and online games writer

Naomi was testing three of the latest 3D games on the market. Here’s a quick rundown of the 3D titles she experienced:

Gran Turismo 5

The latest version of the legendary, super-realistic driving game has been around seven years in the making – but its attention to detail is so incredible you can see where all that time was spent. With more than 1,000 beautifully rendered versions of real cars and the world’s finest tracks, such as Silverstone and the Nurburgring Nordschleife, it will, quite simply, redefine driving games, with 3D only making it more immersive. Plus, if you team it up with a PlayStation Eye camera, it will track your head movements – meaning you’ll be able to see through the virtual side windows if you look round.

Killzone 3

The fourth in the series – the first in 3D – Killzone 3 picks up directly from its predecessor and takes its protagonist Sev (“a special forces operative fighting for the Interplanetary Strategic Alliance”) into a series of harsh environments, including Arctic landscapes, alien jungles and nuclear wastelands. A characteristic of Killzone 2 was its “weighty” control scheme, and developers Guerrilla Games say the new PlayStation Move motion controller aims to retain this sense of realism while still improving accuracy and responsiveness, a claim that will be tested on its release next year.

Motorstorm Apocalypse

With 40 unique races and 13 different classes of vehicles to choose from, there are a wealth of options in this, the third (console) game in the Motorstorm series. Developer Simon Barlow from Evolution Studios has cited disaster movies and action adventure games as the inspiration behind the racing game, set during the midst of a devastating earthquake, and it shows. Look out for crumbling buildings dropping chunks of debris into your path, not to mention the 20 or so other racers around you in a whole host of impressive vehicles.

3D gaming at home: What you need

At its simplest you need a 3D TV connected to a 3D device, such as a Blu-ray player or games console, capable of carrying 3D content. Simply plug in through any high speed High-Definition Multimedia Interface (HDMI) lead and you’re ready to enter the 3D world.

3D gaming guru Andrew Oliver, chief technical officer of UK developer Blitz Games, whose Invincible Tiger beat-em-up was one of the first true 3D games, emphasises the need to check your 3D connectivity.

“The one thing you need to check is that the TV has a sensor which will synchronise with the glasses.” Some glasses come with TVs and you can buy more as accessories. However, says Oliver, “the cost to TV manufacturers of making a TV 3D isn’t much, but because they are going after early adopters, the glasses can be an extra cost.”

Expert opinion: Naomi tests 3D gaming Photograph: Naomi Alderman

link to original post: http://www.guardian.co.uk/life-in-3d/the-gamers-opinion

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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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