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Consumer Reports: How LG’s first ‘passive’ 3D TV stacks up

[Article subheaders: In the Lab, 1080p resolution—really?, and Active or passive?]

 

[by James K. Willcox, Consumer Reports]

Ever since we heard that all of LG’s 3D LCD TVs would use “passive” 3D technology, we’ve wanted to get one in the labs and see how it compared to the only other passive 3D set we’ve tested so far, Vizio’s 65XVT3D Theater 3D model. Both companies’ passive 3D TVs employ a polarizing filter on the TV, enabling viewers to wear lightweight, inexpensive passive 3D glasses rather than the pricier, bulkier active-shutter eyewear required by so-called active 3D sets.

In particular, we wanted to check one of LG’s most unusual claims: That unlike the Vizio set, LG’s passive 3D TVs were capable of displaying true 1080p (1920×1080) resolution to each eye. That claim goes against our general understanding of the current passive polarization techniques, which typically cut vertical resolution in half. In 3D mode, these passive TVs essentially divide the display screen—and thus the 3D stereo image—into odd and even lines, each group having a different polarization. The matching polarization in the glasses then steers the odd lines to one eye and the even lines to the other eye, which means each eye only sees half the 1080-line vertical resolution (1920×540).

So how can LG claim 1080p resolution when each eye is forever blocked from seeing half the lines? For each single frame of incoming video, LG refreshes the image to each eye two times. For one eye, the first pass presents the odd lines of the 1080p image onto the odd line rows of the screen, followed by the even lines, which are also—and unusually—presented on the screen’s odd line rows (not on the even line rows).

While this method technically presents each eye with all the 1080p information, it does so by placing half the lines of video in the wrong row location, at odds with standard video processing practices. Since the odd and even line information is presented sequentially to each eye, but in the same line locations, at any given time each eye is still only seeing half the resolution. But we’ll reserve final judgment for our resolution tests, which are presented below.

In the lab
For our evaluation, we purchased a 47-inch model in LG’s LW5600-series Cinema 3D TV. The 47LW5600, priced at about $1,700, is a fairly high-end Smart TV with a lot of features, including an edge LED backlight with local dimming, 120Hz technology, built-in Wi-Fi, and of course 3D capability. It also has a 2D-to 3D conversion feature, and like the Vizio set, it comes with four sets of passive 3D glasses.

We tested the set with several 3D movies, including Monsters vs. Aliens and Avatar, as well as with Panasonic’s 3D test disc. We also used special 3D test patterns we created ourselves to measure crosstalk, or ghosting, which occurs when images for the left and right eye aren’t kept completely separate.

There were several things we liked. One was the brightness of the set, probably even a bit brighter than the Vizio passive 3D TV, the brightest 3D TV we’ve tested to date. Also, the aliasing artifacts we saw on the Vizio—diagonal lines that looked jagged and moiré—were less pronounced on the LG set, though visible.

The Vizio set was remarkably free from ghosting except at very wide viewing angles. With the LG TV, as long as the viewer remained at eye level with the center of the set, crosstalk was also negligible across a wide viewing angle. Ghosting on the LG was most dependent on both the viewer’s vertical viewing angle and proximity to the set (which can alter the vertical viewing angle). In fact, the LG set appeared to be more sensitive to the vertical viewing angle than the Vizio, although the difference in screen size—47 inches diagonal compared to the Vizio’s 65-inch screen—could account for some of the difference.

Still, under normal viewing conditions, it is more difficult to make ghosting apparent on the Vizio whether viewing from below or from the sides or walking closer to the TV. (When we stood on a step stool and looked down at the Vizio, there was also an increase in ghosting, but Vizio’s screen is so large that in normal use a viewer would not likely encounter this viewing condition.)

 

We also noticed an unusual visual artifact on the LG set’s 3D mode: Non-uniform brightness variations in the form of bands running across the screens. These appeared as we approached the screen, first becoming visible at about a 6-foot distance. The bands can become quite apparent as you approach the TV, and appear also to be related to the relatively limited vertical viewing angle. The presence of both banding and ghosting increases as the viewer watches from above or below center of screen, and is most visible against a uniform background, such as a blue sky (see photo above). Our guess is that the bands are related to some interference involving the polarizers, but we’re not certain, and we did not see anything like this on the Vizio set.

1080p resolution—really?
We found that despite its claims, the LG LW5600 wasn’t able to produce true 1080p images to each eye in the 3D mode. The loss of resolution was apparent on our resolution test patterns, as well as on regular programming, where we saw course, jagged edges on objects that should have been smooth, and on broken lines that should have appeared continuous. It was especially visible on graphics and text, where we could see scan lines (see photo above). But on natural video (people, nature scenes), the lack of resolution and related artifacts were less apparent and never distracting.

In general, image artifacts caused by the lack of vertical resolution are definitely less pronounced on the LG than on the Vizio, whose jaggies and coarse edges are very prominent on most content. But it didn’t produce the clean, crisp edges we expect from true 1080p images, such as those we’ve seen on the best active 3D sets.

It should be noted again, however, that the ghosting and banding issues we’ve mentioned disappear when the TV is within the appropriate vertical viewing angle and proximity limits of the LG. Our initial evaluation leads us to believe that the LG set has a better overall image quality than the Vizio, thanks to the reduced coarseness in the resolution. But in 3D mode the LG does not provide 1080p resolution, though it may be good enough for all but the most discerning viewers.

Active or passive?
The natural question, of course, is which 3D TV technology—active or passive— is best? Now that we’ve been able to test two passive 3D TVs, it’s clear they offer a credible alternative to active 3D sets. Finicky viewers will likely opt for the extra detail, wide viewing angles, and ghost-free images offered by active plasma 3D TVs, especially on the bigger screens. But the 3D images on these TVs tend to be dimmer, and they require more expensive active 3D glasses.

For more casual viewers and families, passive 3D TVs may offer a reasonable compromise, trading higher resolution and some viewing angle issues in exchange for a brighter picture and cheaper, more comfortable 3D glasses. (And all the passive 3D TVs we’ve seen come with four free pairs, so you may not even need to get more.)

If you’ve decided to step up to 3D TV this year, let us know which of the technologies you find most appealing, and why. And of course we’ll continue to test more 3D sets of both types as they’re released.

See the original post here:  http://news.consumerreports.org/electronics/2011/05/first-look-lgs-first-passive-3d-tv.html

Dream Trigger™ 3D Now Available from D3Publisher for Nintendo 3DS™ System

[Business Wire press release]

“Dream Trigger 3D is the perfect visual showcase for the 3D graphical abilities of the Nintendo 3DS system and provides an experience never before seen on a handheld system.”

The Nintendo 3DS System Comes to Life Blending Sound and Eye-Popping Graphics for the Ultimate 3D Arcade Shooter Experience

D3Publisher (D3P), a publisher and developer of interactive entertainment software, today announced that Dream Trigger 3D is now available for the Nintendo 3DS™ handheld system in North America. Dream Trigger 3D is a completely original arcade shooter where players expose colorful enemies using sonar and then blast them into multicolored 3D patterns to create a first of its kind handheld gaming experience.

Dream Trigger 3D will test players’ arcade shooting skills and have them at the edge of their seats as they navigate through dozens of nightmare-induced stages in 3D,” said Peter Andrew, vice president of product development, D3P. “Dream Trigger 3D is the perfect visual showcase for the 3D graphical abilities of the Nintendo 3DS system and provides an experience never before seen on a handheld system.”

Dream Trigger 3D is a completely original arcade shooter that will please any hardcore fan with a combination of over 50 captivating stages that feature stunning visuals and explosive 3D action. Dream Trigger 3D is designed specifically for the Nintendo 3DS™ system and is played by one or two players in a frenetic combination of color and light mixed with a dynamic multi-track musical score. The visuals provide an unparalleled immersive experience as players use sonar bombs to destroy and detect enemies, dodge attacks, and move through a variety of layered environments that burst seamlessly off the screen. Ultimately, each player is to be the “fixer of dreams” and end nightmarish attacks forever before being consumed completely.

Dream Trigger 3D is developed by Art Co. Ltd. and is rated “E” (Everyone – Mild Fantasy Violence) by the ESRB and is available at the suggested retail price of $39.95. For more information on Dream Trigger 3D, please visit www.DreamTrigger.com and find Dream Trigger 3D on Facebook at www.facebook.com/DreamTrigger.

See the original post here:  http://www.businesswire.com/news/home/20110510005424/en/Dream-Trigger™-3D-D3Publisher-Nintendo-3DS™-System

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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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