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2D glasses aim to relieve 3D headache

[by Editor, Rapid TV News]

It’s not just TV makers, content owners and distributors who are finding 3D: so do as many as a tenth of those watching. But an ironically named company is aiming to solve this matter.

This represents as many as 30 million people in the US alone .However the seemingly inappropriately named 2D-Glasses, is claiming to have developed eyewear that enables those suffering 3D-related ailments to be able to watch without getting a headache.

The company’s target is to empower those that have minor eye problems, including muscle imbalances, depth perception trouble, and lazy eye that causes the brain to work harder to process 3D images and results in headaches strong enough to cause significant pain and discomfort. It cites other symptoms include dizziness and nausea.

The 2D-Glasses technology is designed to disable the 3D effect, permitting the person to attend a 3D movie with family or friends and not suffer from headaches or other unpleasant symptoms during the film. Normally when a person watches 3D content, 3D glasses have one lens that blocks one projected image and another lens blocks the other image. However, 2D Glasses block the same image with both lenses, so each eye gets the same picture resulting in a 2D image and an elimination of the eyeball and muscle strain that leads to headaches.

See the original post here: http://rapidtvnews.com/index.php/2011060712665/2d-aims-to-relieve-3d-headache.html

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From www.2D-glasses.com

 

2D Glasses allow any RealD 3D movie to be viewed as if it is a normal two-dimensional movie. I created them so my wife could come see 3D movies with me without getting a headache. Soon, I realized that we weren’t the only people with this problem, so i decided to make them avaliable online
My wife loves them, and I hope you will too, 

E3: Analyst Believes Sony’s ‘Uncharted 3’ Could Be the ‘Avatar’ of 3D Games

First stereoscopic 3D game from LA developer Naughty Dog drew on Hollywood 3D filmmaking techniques.

 

[by John Gaudiosi, The Hollywood Reporter]

Sony-owned game studio Naughty Dog is taking its bestselling video game franchise, Uncharted, to the third dimension. Uncharted 3: Drake’s Deception for PlayStation 3, the developer’s first stereoscopic 3D video game, makes its debut at Sony’s E3 booth this week. And the third-person action game is already drawing comparisons to James Cameron‘s Avatar.

Uncharted 3 could do for 3D gaming what Avatar did for 3D movies,” said analyst Jesse Divnich, vice president of capital research for Electronic Entertainment Design and Research (EEDAR). “I’ve personally never been fond of games in stereoscopic 3D, but now that I have had to chance to experience Uncharted 3 in 3D, that opinion has changed.”

The Santa Monica-based game developer studied hit 3D movies like Avatar and How to Train Your Dragon in the hopes of replicating that success in the interactive realm.

James Cameron’s Avatar movie sold a lot of people on the concept of 3D,” said Jacob Minkoff, co-lead designer on Uncharted 3 at Naughty Dog. “We really want Uncharted 3 to be the video game that you play in 3D at Costco or a Sony Style store and then want to buy a 3D TV for gaming.”

Minkoff and his development team turned to Hollywood filmmakers for guidance in navigating the 3D landscape. The new adventure sends Nathan Drake (Nolan North) on a searchfor the fabled “Atlantis of the Sands.” Players will explore diverse locales like the Arabian Desert, as well as lush tropical jungles and treacherous mountaintops.

“Hollywood has been making 3D movies for many years and we’re only just dipping our toes into it in the video game space,” said Minkoff.

Players will actually become more immersed in the gameplay with 3D glasses, according to Minkoff. There’s now a much deeper sense of vertigo when Drake is climbing along a ledge and the player looks down into the abyss. From a combat perspective, when a player is hiding behind cover, they can more accurately peak out to gain better sightlines on enemies.

“3D is just engrossing,” said Robert Cogburn, game designer on Uncharted 3 at Naughty Dog. “The multiplayer experience really pops when you’re playing in environments like the air strip level, where you’re dealing with moving cargo planes with spinning propellers.”

Justin Richmond, game director on Uncharted 3 at Naughty Dog, said the studio has taken the time-consuming process of rendering each frame of action twice, one for each eye. While more expensive, the process netted a bonus for gamers.

“Even those who don’t play the game in 3D will be able to partake in the split-screen multiplayer action,” said Richmond.

Minkoff said there’s a real art to designing good 3D games.

“Overall, people will still feel that they’re seeing a 3D experience, but you need to make it feel good to them as they’re watching it,” said Minkoff. “I don’t think many people realize how much work goes into each shot in a 3D game to make sure the player doesn’t get confused, feel sick or get sore eyes.”

Sony is investing heavily in 3D across all of its studios. Most of the company’s big games at E3 2011, including the new God of War, Resistance 3, and Ratchet & Clank: All 4 One, have been designed from the ground up to take advantage of 3D.

“One of the things quite unique to Sony is the fact that we’re the only business in the world that has the entire software and hardware chain of 3D within our core business,” said Mick Hocking, director of Sony Worldwide Studios 3D Stereoscopic Team.  “Not only do we pool the knowledge of the game studios, but we also talk to Sony Pictures about what they’ve learned from their latest techniques with 3D, their latest use of 3D cameras, or editing with 3D.  We’re also talking to Sony Electronics about what 3D devices they have coming out and what software we might be able to exploit.”

According to John Koller, director of hardware marketing, Sony Computer Entertainment America, currently 78 percent of PS3 owners have HDTVs. Koller believes the next logical step for these gamers is to upgrade to 3D TVs like Sony’s Bravia, although PS3 supports any 3D TV technology and manufacturer currently on the market.

But to drive 3D TV sales and open the door to a 3D living room, it’s ultimately going to take killer applications like Uncharted 3.

Read the original post here: http://www.hollywoodreporter.com/news/e3-analyst-believes-sonys-uncharted-195182

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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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