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3DTV Production Still Has A Lot To Learn

Industry execs share first-hand experiences at 3DTV 2011 event /

It’s clear the 3DTV industry still has a lot to learn about production technique as a group of executives shared their real world experiences in a panel discussion moderated by TV TechnologyEditor Tom Butts at  the “3DTV 2011 – What’s Next?” event hosted by Broadcasting & Cable, Multichannel News, TV Technology, TWICE, DV and Videography, Thursday afternoon in New York.
Jerry Passaro, SVP, network operations and distribution, MSG Network, who has produced 3D hockey games at Madison Square Garden, said he’s learned the key is staying low with camera shots, cutting slow and minimizing the use of graphics.

For Mark Rodin, executive director, Seminole Productions at Florida State University, it’s taking advantage of new technology, like the Panasonic camera, which has had a huge impact on his filming of collegiate games. Because of its auto-alignment feature, he now has 40 minutes of highlights per game instead of five. “Things I thought would not be comfortable from a theory standpoint are now very comfortable with that camera,” he said.

Most of the panelists’ 3D production experience was in sporting events, as that type of programming has been an early adopter to 3D technology. “When done correctly, 3D literally takes you to the game,” said Jack Kestenbaum, director of technical operations, YES Network, who shot the Yankees-Mariners game in 3D this summer. “It’s said HDTV is a window into the game, 3D places you in the chair.”

Although sports is not the only programming that can be enjoyed in 3D, pointed out Joe Signorino, senior project engineer, NEP Broacast, who has produced 3D music shows for DirecTV,”It’s often easier to accomplish good 3D in those environments than in big sports venues,” he said.

And those obstacles of producing in those environments are sometimes significant. “To make it cost efficient is very difficult, said Kestenbaum. “At most venues, the infrastructure is not conducive to this. So return on investment very difficult at that point.”

Because 3D cameras have to be placed lower in a venue, the equipment ends up killing seats that could otherwise be sold (very expensively). Passaro says devices have to get smaller and more robotics need to be introduced, which will be the linchpin to sustained success. “It has to become a business for the networks,” he said.

By Andrea Morabito

source: http://www.broadcastingcable.com/article/460089-3DTV_Production_Still_Has_A_Lot_To_Learn.php

Fujifilm To Launch 3D Cinema Ad (cross-media ad campaign for 3D camera))

Fujifilm is set to launch a seven-figure 3D cinema ad campaign next month to promote its new 3D camera.

The ad will launch in the UK on December 3rd and will feature prior to screenings such as ‘The Voyage of the Dawn Treader’ and ‘Megamind’. The 30 second ad was created by Ogilvy Germany and launches in Europe today.

The ad is set to span several mediums, including small six sheet billboards in London and Birmingham shopping centres, large billboards in major UK cities as well as online, print and at cinemas.

According to Lucy Edwards, Marketing Manager for Fujifilm UK “The Fujifilm camera range is incredibly strong – featuring innovative, easy-to-use, technology at realistic prices, which is why we’re supporting the range with a comprehensive consumer campaign leading up to Christmas.”

source: http://www.bdrecruitment.com/news/news-article.php?id=696

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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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