News Stories

Some Thoughts on RealD’s Passive 3DTV Technology

The catalyst for today’s Display Daily article was a comment offered by Josh Greer, the President and Co-founder of RealD Inc.(Beverly Hills, CA) at the 3rd Annual 3D Entertainment Summit recently held in Burbank, CA. Greer stated that consumer electronics companies are targeting April 2011 for an initial offering of LCD 3DTV’s utilizing passive polarized glasses and based on RealD’s ZScreen technology.

This article is a “think-through” of the prospects for this technology as a competitor in the home 3DTV marketplace. Let’s start with a quick lay-of-the-land.

The current state of the art in 3DTV technology is based on the use of shutter glasses. The advantages of this approach include the production of a decent 3D image and the fact that the technology can be integrated into current generation LCD and plasma displays at little additional cost. The consumer is basically buying a conventional, albeit higher end, 2DTV. If they want to enable the 3D option, then they spend the money to buy “expensive” shutter glasses. The other disadvantage is, of course, the awkwardness associated with wearing shutter glasses.

At the other extreme, the Holy Grail in 3DTV is a glasses free technology. Despite recent developments in such technologies, the simple fact is that it is just not ready for prime time and commercial products are likely years off.

This leaves the middle ground: 3DTV based on passive glasses. Such an approach has users wearing inexpensive and presumably comfortable glasses. These glasses do not require batteries or an IR emitter.

One such passive technology has been around for a while. It is called patterned retarder or MicroPol. To implement this technology, a sheet consisting of an array of waveplate stripes is precisely positioned on the front of the LCD. This is an expensive component. Adding to the expense is that fact that the logistics of the supply chain are very unfavorable with fabrication and application of the patterned retarder sheet currently available principally from a single supplier based in Japan. Other disadvantages of the approach include the fact that the vertical resolution of the 3D image is reduced by half and the vertical viewing cone is quite restricted. Although undesirable, neither of these later disadvantages are necessarily killer problems.

RealD’s flat screen ZScreen approach is likely a descendent of the computer monitor ZScreen developed by the seminal 3D company, StereoGraphics, which was acquired by RealD in 2005. It is basically a screen-sized electro-optical polarization switch. As was the case for the patterned retarder sheet, the addition of a ZScreen constitutes an expensive modification to a conventional LCD 2DTV.

The ZScreen approach does, however, have an important advantage. Since the ZScreen operates in a time sequential mode, the resolution in the 3D mode is not reduced from that presented by the display in the 2D mode. Another potential advantage is that in principle, it can be cost effectively produced by existing manufacturers of LCDs and assembled by existing module makers.

On the down side, the addition of the ZScreen does introduce a reduction in image brightness, as well as some angular dependence to the quality of the 3D image.

When the advantages and disadvantages are added up, the patterned retarder approach has not been able to capture any market share. The story for the ZScreen may be different. Greer set reasonable expectations by stating that he does not anticipate the RealD passive 3D approach to replace current shutter glasses based 3DTV offerings but, rather, to co-exist and carve out a portion of the market. I would agree, the combination of advantages and trade-offs offered by the ZScreen approach should allow it to achieve this modest level of success.

original post: http://displaydaily.com/2010/10/29/some-thoughts-on-realds-passive-3dtv-technology/

Question marks over ESPN’s 3D future

The broadcaster is using ESPN Wide World of Sports, a new theme park experience at Disney World and the largest multi-sport facility in the US, to organise a week long test session for 3D technology in December. /

ESPN’s 3D channel is half way through a one year trial with which to prove a business case or it may be pulled from the air, writes Adrian Pennington. The network, which launched in June carrying 25 FIFA World Cup matches and plans to produce 94 live events in its first year, will have its future reviewed in early 2011.

“We committed to a full year of trial of ESPN 3D and we’re preparing for a second year, but whether this is something we repeat or continue or cut is something that at this point we have very little indication on one way or another,” ESPN Senior Director of Technology, Jonathan Pannaman (pictured), told the Sports Broadcast Europe conference.

“We’re still not sure what makes sense for 3DTV and we don’t yet see a proven ROI,” Pannaman said. “At the same time the buzz is huge and we are hopeful of a huge push by the consumer electronics association ahead of Christmas to market 3DTV sets and services, and we’re seeing more stereo 3D movies and 3D Blu-ray discs come to market.

“Regardless of whether we continue as an event-based network or go to a 24/7 network switch to VoD, we definately have to make production efficiencies to make it work. We’ve also got to get more eyeballs looking at 3D to get some idea of acceptance in the marketplace.”

Pannaman is leading the sportscaster’s 3D task force whose premise he said is to find technology that will allow it “to do ubiquitous production of 3D with an absolute minimum of additional cost” over 2D production.

“That’s a tall order,” said Pannanman. “The current approach is based on the film model but it’s our focus to reduce and change that. We have to bring in more automated rig correction, even to the point where there is a single workstation which can manage many tasks. Currently we are fielding a convergence operator for each camera position. That economy can’t be allowed to continue.”

The broadcaster is using ESPN Wide World of Sports, a new theme park experience at Disney World and the largest multi-sport facility in the US, to organise a week long test session for 3D technology in December.

All major rig manufacturers and 3D acquisition suppliers will be invited to set up their systems on a variety of sports events for a side by side shoot out.

“This is a big bang theory to test how each manufacturer’s rigs and conversion technologies work,” said Pannaman. “ We will test everything.”

ESPN is also to conduct a major study into depth metadata and depth analysis.

“This is major topic which impacts events downstream. For example we need to think very carefully about how we place closed captions and graphics in stereo. Do we need to develop some automated alarm which will alert us before we go to air whether a graphic is going to occlude the image? These are monumental challenges which are vital to enable us to produce good 3D.”
Story Code : bb56

original post: http://www.tvbeurope.com/main-content/full/question-marks-over-espn-s-3d-future

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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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