News Stories

Digiturk puts Galatasaray-Fenerbahçe into 3D

The 102 year-old rivalry between Galatasaray and Fenerbahçe will be played out in 3D by Lig TV and the Digiturk platform on March 20. Digiturk, which has previously shown documentaries in the 3D format, is partnering with Sony for Turkey’s first live sports broadcast.

Separate equipment and staff will be used for the 3DTV transmission that will run in parallel to Lig TV’s regular high definition broadcast. Between them 40 cameras and 2 live broadcast vehicles will be used. 150 personnel will be deployed.

Customers will need a suitable 3DTV and Digiturk Plus box.

Published: 08.23 UTC, February 28, 2011 by Julian Clover

See the original post here: http://www.broadbandtvnews.com/2011/02/28/digiturk-puts-galatasaray-fenerbahce-into-3d/

Nintendo 3DS Review

(Here is the conclusion of the lengthy review)

3D REVOLUTION

So after a marathon of features are we holding a device worth the 200 sheets you’ll likely be paying? The answer is a resounding “yes”. While some of the 3DS’ in-built software is light on the ground, it’s the tech it demonstrates that is really incredibly important.

The 3DS has enough juice and a small enough screen to churn out visuals which well surpass any of Nintendo’s past portable offerings – that’s why we can look forward to big names that normally would never fit into a little DS like Metal Gear Solid and Resident Evil.

But even that’s not the key point. These great looking games are being beamed to you in 3D, unadulterated by shaded glasses or any other auxiliary device. Okay, so some of the smaller bits of software are gimmicky and the camera is more a point of interest than a visual spectacle, but 3DS’s core function will very likely blow you away.

It’s the full production games that are meant to draw in the crowds, and there is no doubt in our mind that they’ll do just that. Oh, and when we say “crowds” we mean scores of people representing a complete cross-section of society.

In true Nintendo fashion there’s something here for mum, dad, nan and your annoying baby brother. Most importantly for us, though, there’s something for the hardcore market – and it’s more than a little bit magical.

We’ve always been great believers in the growing prominence of 3D gaming, but Nintendo’s glasses-free tech could well represent the tipping point for the technology. If you want an example of a modern day gaming revolution, look no further.

by Tom.Pakinkis@futurenet.com

Read the entire, lengthy review here: http://www.computerandvideogames.com/291003/nintendo-3ds-review-2011/

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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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