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3D Market Research Report from Research and Markets

[Philip Lelyveld comment: this appears to be the DigDia Jan. 2011 report being remarketed]

2010 was the big coming out party for 3D. Hot on the heals of Avatar, just about everyone was eager to offer movies, consumer electronics, services and television content in 3D.   

Now that 2010 is over, some pundits are now saying that 3D has been a disappointment. 3D movie reviewers find it easy to bad mouth some titles. 3D TV hasn’t taken off like some thought it would. Glasses are expensive and cumbersome, and there isn’t much 3D programming to watch.   

But, none of this is a surprise for many in the industry. 3D was overhyped at the 2010 CES. The inevitable bad movies were converted to 3D. Standards were not all in place. The industry was caught a little by surprise. All of this was to be expected, and many predicted it would happen.   

Remember, 3D didn’t really start in movies until 2005 and 3D TV didn’t start until mid-2010. Look at the chart above – the number of 3D movie titles is still growing at an incredible rate.   

In the meantime, efforts to make 3D better and more complete are happening on all fronts, from movies, to equipment and tools, to devices, to content and services. An explosion of 3D in just about every product category imagined was on evidence at CES 2011.   

But, opportunities to improve just about every element of the ecosystem still exist, if you know how things work. This is true, even for 3D TVs, which are now on their 3rd generation.   

This report covers the complete 3D ecosystem. It talks about the market, the vendors, the technology, the products, the content and the services. Along the way, several areas of opportunity are mentioned or are made obvious.   

For more information please click on:   
http://www.researchandmarkets.com/product/69a73881/digital_3d_entertainment_practical_realitie

Title Index:   

1 Introduction   

2 Digital Cinema Overview   

3 Digital 3-D Movie Market   
3.1 Why Now and Will it Succeed?   
3.1.1 The Money   
3.1.2 The Experience   
3.2 3D Titles   
3.3 How Many 3D Screens are Needed?   
3.4 Number of 3D Screens   
3.5 Theater Economics   
3.6 Distributor Economics   
3.7 Video   
3.7.1 Windows   
3.7.2 Premium TV   
3.8 Games   

4 Digital 3D Content Creation   
4.1 Production   
4.1.1 Story Telling   
4.1.2 Depth Script   
4.1.3 Toe in – Toe out   
4.1.4 Vergence Accommodation Conflict   
4.1.5 Depth Budget   
4.1.6 Exaggerated Depth   
4.1.7 Camera Convergence   
4.1.8 Parallel Cameras   
4.1.9 Safe Area   
4.1.10 False Perspective Problem   
4.1.11 Breaking the Frame   
4.1.12 Animation and CGI   
4.1.13 Cameras   
4.1.14 Camera Issues   
4.2 Postproduction   
4.2.1 Issues to deal with   
4.2.2 Ghost busting   
4.2.3 Editing and Digital Intermediate   
4.2.4 A missing tool   
4.2.5 Dimensionalization   
4.2.6 Captioning   
4.2.7 File Formats   

5 Digital 3D Exhibition   
5.1 Triple Flash   
5.2 3D Projection Technologies   
5.3 Image Brightness   
5.4 3D Server   
5.5 Live 3D Alternative Content   
5.6 The Screen and Dead Seats   

6 Home viewing   
6.1 3D Standards and Groups   
6.1.1 3D Home Master   
6.1.2 HDMI 1.4   
6.1.3 DVB   
6.1.4 CableLabs   
6.1.5 CEA   
6.1.6 3D@Home   
6.2 3D Televisions and Displays   
6.2.1 3D Ready Televisions   
6.2.2 Autostereoscopic Displays   
6.2.3 Other 3D Consumer Displays   
6.3 Consumer 3D Format Wars   
6.3.1 Full Resolution, Full Frame Rate   
6.3.2 Anaglyph   
6.3.3 Spacial Compression or Frame Compatible   
6.3.4 Temporal Compression, Frame Sequential, Page Flip   
6.3.5 2D + Delta or metadata   
6.3.6 2D plus Depth   
6.3.7 Selective 3D   
6.4 Codecs   
6.5 Other issues   
6.5.1 Display Size Adjustment   
6.5.2 2D to 3D Real Time Conversion   
6.5.3 Consumer 3D Glasses   
6.5.4 Ghost busting   
6.5.5 Commercials   
6.5.6 Porn   
6.6 Media & Content   
6.6.1 TV Content   
6.6.2 Blu-ray   
6.6.3 DVD   
6.6.4 Cable Services   
6.6.5 Satellite   
6.6.6 Over the Air   
6.6.7 Internet   
6.6.8 Mobile   

7 Appendix   
7.1 Glossary   
7.2 SMPTE Standards Index   
7.4 Organizations   
7.5 Books   
7.6 Publications   
7.7 Conferences   

Figures   

Figure 1 – Number of 3D Feature Movies by Year   
Figure 2 – Digital Cinema Ecosystem Overview   
Figure 3 – Production & Postproduction workflow   
Figure 4 – Distribution and Theater Workflow   
Figure 5 – Live 3D event poster   
Figure 6 – Growth of 3D Screens major titles have opened with   
Figure 7 – 3D Genres Percentages   
Figure 8 – Total Number of Screens by Theater Chain Rank   
Figure 9 – Simulated Number of 3D Screens Needed   
Figure 10 – Growth in 3D Screens Worldwide (2006 – 2009)   
Figure 11 – Worldwide Market Share of Major Digital 3D Vendors   
Figure 12 – Percentage of 3D Screens Installed in N.A., Europe, Asia/ROW   
Figure 13 – Digital Cinema Screens by Region, 2005 – 2009   
Figure 14 – Projection of Digital Cinema Screens by Region   
Figure 15 – Projection of 3D Screen Count by Region   
Figure 16 – How VPF Money Flows   
Figure 17 – Release Windows   
Figure 18 – Average Theater to DVD Window vs. Domestic Theater Gross   
Figure 19 – Theatrical to DVD Window from 2000 to 2008   
Figure 20 – Percent of Box Office Take by Week After Release   
Figure 21 – Timeline of Studio agreements with Premium TV   
Figure 22 – Depth Script   
Figure 23 – Transitioned Depth   
Figure 24 – Eye’s Parallax   
Figure 25 – Parallax relative to the screen   
Figure 26 – Percival’s Zone   
Figure 27 – Distance from Screen vs. Disparity   
Figure 28 – A Depth Budget rule of thumb   
Figure 29 – Trench binoculars for exaggerated depth   
Figure 30 – Virtual camera placement when zoomed in   
Figure 31 – Keystoning   
Figure 32 – Camera convergence and where infinity appears in theater   
Figure 33 – Safe Area   
Figure 34 – False perspective used in Lord of the Rings   
Figure 35 – False Perspective   
Figure 36 – What Left and Right Eye see   
Figure 37 – Floating Window   
Figure 38 – 3D camera used for Creature from the Black Lagoon   
Figure 39 – DepthQ 3D Camera Rig   
Figure 40 – 21st Century 3D cameras   
Figure 41 – NHK Technical Services camera   
Figure 42 – 3D camera with adjustable intraocular   
Figure 43 – Pace HD Fusion   
Figure 44 – 3ality camera (side view)   
Figure 45 – 3ality looking into the beam splitter   
Figure 46 – Convergence and Interocular controls   
Figure 47 – Silicon Imaging SI-2K Mini   
Figure 48 – Iconix HD-RH1   
Figure 49 – Concept Panasonic 3d Camera   
Figure 50 – Kruno Mav Rig   
Figure 51 – Thomson camera for Depth Mapping   
Figure 52 – 3D Holographic Camera   
Figure 53 – Real-time Holographic Video Display   
Figure 54 – Ghosts   
Figure 55 – Ghost busting   
Figure 56 – Quantel Pablo 3D station   
Figure 57 – Filmlight’s Baselight DI station operating on a 3D clip   
Figure 58 – DVS 3D output selection menu   
Figure 59 – Dimensionalizing requires creating hidden images   
Figure 60 – Triple Flash   
Figure 61 – Z Screen
polarizer and Christie projector   
Figure 62 – An alternative polarization system   
Figure 63 – Polarized glasses   
Figure 64 – 2nd Generation Active glasses from XpanD   
Figure 65 – Color Shifting   
Figure 66 – Dolby glasses   
Figure 67 – Inside of the projector where filter wheel goes   
Figure 68 – Closeup of Dolby color shift wheel   
Figure 69 – Sony 4K projector with RealD   
Figure 70 – RealD XL System improves brightness   
Figure 71 – RealD XL on a Christie Projector   
Figure 72 – Stacked Projectors   
Figure 73 – 3D Alignment Frame   
Figure 74 – Doremi DCP-2000 Digital Cinema Server   
Figure 75 – Dolby Digital Cinema products   
Figure 76 – Dolby screenshot of playlist control   
Figure 77 – QuVIS Cinema Player   
Figure 78 – GDC Tech Digital Film Server   
Figure 79 – Sony Media Block   
Figure 80 – Qube servers and control panel   
Figure 81 – Kodak Content Player   
Figure 82 – DTS Digital Cinema FilmStore   
Figure 83 – NEC Server   
Figure 84 – XDC CineStore Solo G3   
Figure 85 – XDC touchscreen   
Figure 86 – Electrosonic Player   
Figure 87 – DVC Player   
Figure 88 – Digital Cinema Servers   
Figure 89 – Diagram of how Live 3D Sports works   
Figure 90 – Screen gain   
Figure 91 – Keystone perception issue   
Figure 92 – Dead seats   
Figure 93 – Hannah Montana 3D Glasses from Wal-Mart   
Figure 94 – 3D standards in the value chain   
Figure 95 – Side-by-Side with Passive Glasses   
Figure 96 – Not all anaglyph are the same   
Figure 97 – Samsung 3D glasses   
Figure 98 – Lenticular Lens   
Figure 99 – nVidia glasses and emitter   
Figure 100 – 3D Picture Frame   
Figure 101 – Parallax Barrier   
Figure 102 – Consumer 3D Camera   
Figure 103 – SLR 3D Lens   
Figure 104 – 3D for the iPhone   
Figure 105 – 3D Mobile Phone in Japan   
Figure 106 – Two-layer LCD 3D   
Figure 107 – Sony 3D Glasses   
Figure 108 – 3D Glasses for immersive game play   
Figure 109 – 3D Mobile TV   
Figure 110 – 3D Portable Gaming   
Figure 111 – Various 3D Data Formats   
Figure 112 – 3:2 and 2:3:3:2 Pulldown   
Figure 113 – Examples of new 3D glasses fashion   
Figure 114 – Sisvel 3D glasses sensor   

Tables   

Table 1 – 3D screen box office multiplier over 2D   
Table 2 – 2005 to 2007 Digital 3D Movies/Events and Comments   
Table 3 – 2008 Digital 3D Movies/Events and Comments   
Table 4 – 2009 Digital 3D Movies/Events and Comments   
Table 5 – 2009 Digital 3D Movies/Events and Comments (Cont.)   
Table 6 – 2010 Planned Digital 3D Titles   
Table 7 – 2010 Planned Digital 3D Titles (Cont.)   
Table 8 – 2011 3D Titles   
Table 9 – 2011 and later Planned 3D Titles   
Table 10 – 3D Cameras and Production   
Table 11 – 3D Editing and Digital Intermediate   
Table 12 – Stereoscopic 3D theater systems   
Table 13 – 3D Technologies Comparison   
Table 14 – 3D Technologies Comparison (cont.)   
Table 15 – 3D Television Vendors and Technology employed   
Table 16 – Digital Signage 3D Display Companies   
Table 17 – 3D Codec Vendors   

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Amy Cole   
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Research and Markets Ltd   
amy.cole@researchandmarkets.com

Toshiba Qosmio F750 3D review [displays on-screen 2D and 3D simultaneously]

[Excerpt]

Toshiba Qosmio F750 3D: 3D performance

So is the Toshiba Qosmio F750 3D this year’s saviour of 3D that will act as a catalyst for mass adoption by, well, the masses? Not really. That’s not to say the 3D doesn’t offer brilliant 3D depth and the lack of glasses means a stunningly bright screen. But the clever lag-free eye-tracking technology, which maps where our eyes are to adjust the 3D for the best position, only offers one optimal focal point. As soon as we dived an inch out of the right range we lost 3D playback. There’s no chance of getting two in on the act. Like  something else we can think of, this is strictly a solitary experience.

We do admire Toshiba’s commitment to making the most comprehensive 3D laptop money can buy. The Qosmio F750 3D can play 2D and 3D simultaneously, can upscale 2D to 3D and can output 3D through the HDMI port. It’s also a lot less fiddly to set up than Nvidia or ATI’s tech because it’s done at the press of a 3D hardware button. 

All that power made the Qosmio F750 a hot runner and ate in to the batteries. We only got just under two hours on max performance playing Blu-ray movie but  Toshiba claimed it will last up to three hours on light use.

Read the full article here: http://www.t3.com/reviews/computers/laptops/toshiba-qosmio-f750-3d

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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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