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Stereo 3D Tutorial: The Over The Shoulder shot

From: simon sieverts | November 02, 2010  | 341 views

This tutorial is based on the talks I gave at the Dimension3 Expo, the cinec, the medientage and the RME at the german national tv network ZDF. That’s why the floating window is black instead of white. Thanks to Werner Bloos for pointing that out. However, it makes it instantly noticable. The results come from 2 years of working on various S3D projects and with Frameforge3D. Thanks to Tina Braun for her invaluable help.

Comments and thumbs up will be much appreciated.

Thanks.

Simon

View the 4.31 minute video here.  http://www.youtube.com/watch?v=I71i8anneP8

(Video embed code is disabled, so I can’t put the video inside this post.)

Sony wishes Nintendo good luck with 3DS, because it’s 3D

Any interest in 3D is good for Sony

Sony is surely jealous of Nintendo’s success in this console cycle, but the two battling companies do have something in common – they want people to believe 3D is the future of gaming, and as such, Sony has nice things to say about the upcoming 3DS.

In a recent interview, Sony Computer Entertainment America’s marketing VP Peter Dille says he hopes the people at Nintendo “do a great job” with the 3DS. That’s not something you commonly hear a company say about one of its arch rivals.

But the fact is, as Dille points out, “Collectively, we [the entire industry] need to make sure a consumer has a good experience with 3D however they’re experiencing it.”

If people become interested in the 3DS, they’ll realize how much better a 3D gaming experience is. Then, they’ll becoming “interested in other 3D platforms,” Dille hopes. So the 3DS will essentially be the gateway device.

The 3DS uses a technology called autostereoscopic 3D, which is able to present the same sort of sense of effect as other 3D media, but without glasses.

Nintendo has been less flattering about Sony. In its E3 presentation where it debuted the 3DS, Nintendo of America president Reggie Fils-Aime mocked Sony’s approach and the fact that PS3 3D gamers need to wear special 3D glasses. But Sony has also previously diminished Nintendo’s system, saying it isn’t “true” 3D and faces technological limitations.

It makes Microsoft the outcast, as the only console maker that has shown no real interest in 3D gaming. The company has said 3D games are possible on the Xbox 360, just like the PS3, but it has no plans to create any first-party 3D games or to promote the console’s 3D capabilities.

As someone who owns a 3D TV and has dabbled with all of the PS3’s 3D games to date, I’m personally captivated by it, and the glasses are not a big deal to me. But investing heavily into such a technology is a risk, especially since the glasses-required and glasses-free standards are now posing a sort of ad hoc format war. And the last thing Sony wants at this point is for there to be any confusion about 3D.

by: Mark Raby, GamesRadar US

Source: http://www.gamesradar.com/ps3/playstation-3/news/sony-wishes-nintendo-good-luck-with-3ds-because-its-3d/a-20101105151441288076/g-20060314115917309058

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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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