News Stories

Sprint Offers Gamers Glasses Free 3D Smartphone with HTC EVO 3D

[Philip Lelyveld comment: take a deep dive into autostereo technology by listening to the SMPTE webcast and downloading the pdf at  Autostereoscopic Displays: State of the Art and the Way Forward]

 

 

[by John Gaudiosi, GamerLive.tv]
Sprint and AT&T will start competing directly with Nintendo in the glasses free (autostereoscopic) gaming arena this summer. AT&T has the LG Thrill 4G and Sprint has the HTC EVO 3D. Both phones will play new 3D games from publishers like Gameloft. Check out the Sprint phone in action in this exclusive video preview from CTIA 2011.
The HTC EVO 3D is powered by a 1.2 GHz Qualcomm Snapdragon dual-core processor, and it is built on Android 2.3, Gingerbread. It also features dual 5-megapixel cameras, which can be used to capture both high-quality conventional and stunning 3D images and videos, opening up new frontiers for user-generated content, social networking and streaming video, and a 1.3-megapixel front-facing camera for video chat.
The Android-powered HTC EVO 3D displays 3D content on its glasses-free QHD screen. Powered by enhanced HTC Sense software, the sequel to last year’s game-changing HTC EVO 4G also sports a brawny dual-core Snapdragon processor and a beefier 1730 mAh Lithium-ion battery, in a compact and elegant design.
“Sprint is taking wireless innovation to the next level once again as we bring our customers the ability to experience 3D on their phone without glasses,” said Steve Elfman, president – Network Operations, Product and Wholesale, Sprint. “HTC EVO 3D makes it easy to take pictures or movies in 3D when you are on vacation, and then feel like you are there again when you view it months later. This device takes full advantage of Sprint’s powerful 4G network and offers the innovation one would expect as the next benchmark device in the prestigious EVO product line.”
As 3D has become more sought-after in both movie theaters and family rooms, the ability to enjoy 3D on a wireless phone – 3D glasses-free – will change the way customers interact with their devices. According to The NPD Group’s 3D 360° Monitor (September 2010), consumers show a high degree of interest in working with personal media in 3D (with one-third saying they would like to take photos in 3D).
“At HTC, we believe in offering a wide portfolio of beautifully designed, powerful and highly customizable devices for our customers, and the HTC EVO portfolio at Sprint does just that,” said Jason Mackenzie, president – HTC Americas. “As HTC continues to push the limits of innovation, we are looking forward to delivering the HTC EVO 3D and our first 4G tablet, the HTC EVO View 4G, to Sprint customers this summer.”
According to ABI Research (Dec. 20, 2010) mobile 3D devices will be driven by three key applications: creation of user-generated 3D content by integrated video and still cameras, playback of 3D content and 3D gaming. It also anticipates that mobile devices may turn out to be the most successful form factor towards bringing 3D technology into mainstream markets.

With integrated 3D HD (720p) video capture, 4G speeds, and the latest version of the acclaimed HTC Sense experience, HTC EVO 3D makes it possible to become part of the action and then easily and seamlessly post high-quality video to YouTube or Facebook, or share moments in real time over the Internet live, via Qik. Its integrated DLNA (Digital Living Network Alliance) capability makes it fast and easy to share stored music, pictures and user-generated HD video wirelessly with other DLNA-certified home electronics, including HDTVs, monitors, digital cameras, printers and more. Using an HDMI cable (sold separately) makes it possible to also share user-created 3D video content via a 3D TV.

See the original post here:  http://www.gamerlive.tv/article/sprint-offers-gamers-glasses-free-3d-smartphone-htc-evo-3d

Cave Story 3D Releasing August 9

 

[by David Sanchez, Gamezone]

Nintendo 3DS owners, mark your calendars for August 9 because Cave Story 3D will be launching on Nintendo’s new dual screen handheld this summer. Fans of the original are sure to be excited about the game. Even if you have yet to play Cave Story for PC or WiiWare, you should watch out for this title.

Cave Story rose to prominence as one of the most popular and well-known indie games ever created. Developed by one man who called himself Studio Pixel, Cave Story offered a deep and touching story with plenty of humor and dialogue. The formula lent itself to that Metroid/Castlevania style of side-scrolling action-adventure gameplay that so many gamers adore.

Cave Story 3D was recently announced for the 3DS, and we’ve been learning new details about the game little by little. Aside from being on a snazzy 3DS game card and featuring some pretty sweet box art, Cave Story 3D will also feature revamped visuals. But the graphics aren’t just 3DS-style 3D—the levels themselves have actually been revamped to rotate slightly as you progress through the game.

Indie game fans are sure to be watching out for this one. But any gamer with a love for good titles should have their sights set on Cave Story 3D. It’s just an incredible, iconic adventure, and gamers would be doing themselves a disservice if they passed up the opportunity to play this game.

See the original post here:  http://www.gamezone.com/news/item/cave_story_3d_releasing_august_9/

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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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