News Stories

New glasses-free 3D technology allows for multiple viewers

[by Kate Taylor, TG Daily]

Nintendo’s 3DS glasses-free 3D gaming device has been on sale for only a month – but it’s already redundant, thanks to work from MIT.

Researchers at MIT’s Media Lab have developed a fundamentally new approach, dubbed HR3D, which they say can expand the viewing angle of a 3D screen, making it practical for larger devices with multiple users.

It also maintains the 3D effect even when the screen is rotated and doubles the battery life of devices, without compromising screen brightness or resolution.

The MIT team started with the idea that, in the real world, as viewers move around an object, their perspective on it changes constantly – meaning a convincing 3D experience could require a dozen different perspectives.

But with parallax-barrier 3D, adding multiple perspectives in the vertical direction as well as the horizontal would require bands in both axes. For a display with enough different views, the parallax barrier would end up practically solid.

The system they came up with uses two layers of liquid-crystal displays. But instead of displaying vertical bands, as the 3DS does, or pinholes, as a multiperspective parallax-barrier system would, the top LCD displays a pattern customized to the image beneath it.

In practice, the ideal pattern ends up looking a lot like the source image, with thousands of tiny slits, whose orientations follow the contours of the objects in the image.

Because the slits are oriented in so many different directions, the 3D illusion is consistent, no matter whether the image is upright or rotated 90 degrees. Adding more perspectives changes the pattern of the slits, but allows just as much light to pass.

If a device like the 3DS used HR3D, says the team, its battery life would be longer, because the parallax barrier would block less light. The 3-D effect would also be consistent no matter what the orientation – indeed, applications could actually take advantage of screen rotation, particularly in devices that have built-in motion sensors.

“The great thing about {Ramesh Raskar’s] group is that they think of things that no one else has thought of, and then demonstrate that they can actually be done,” says Neil Dodgson, professor of graphics and imaging at the University of Cambridge. “It’s quite a clever idea they’ve got here.”

See the original post here:  http://www.tgdaily.com/games-and-entertainment-features/55730-new-glasses-free-3d-technology-allows-for-multiple-viewers

Punchier 3D from SIM2? (high end home projector)

[by Anna Sheldrick, 3D TV Watcher]

Italian manufacturer SIM2 has taken 3D one step further this week as it announced the launch of its first home 3D projector.

The projector, Lumis 3D-S, is the only home projector which uses the three flash technology that is used in commercial cinema projectors.

With the three flash technology the projector allows for smoother movement and puts less strain on the eyes.

This will also eliminate ghost images and ‘flicker’ as the three flashes allow the projector to have a much higher frame-rate per second (fps).

Normal home 3D projectors are usually limited to about 120 fps but the Lumis 3D-S has 140 fps.

On top of this, the projector is based on 3-chip DLP technology, which allows the image to be “punchier and more enjoyable” than other projector technologies.

Although SIM2 is not the first company to approach the market with a 3D product, the managing director of SIM2 UK, Alan Roser, said that it made a conscious decision not to be the first on the scene.

“We have come to market at the right time with a product that is unrivalled in the home cinema market for its 3D images,” he said.

SIM2 also mentioned that it was proud to be one of the first to bring the M-3DI standard for active-shutter 3D compatibility to 3D TVs, computers, home projectors and cinema projection.

The projector will still require glasses, however, but they will come with the projector which starts at a whopping £29, 995 for the T1 and T2 models, and £31, 995 for the T3 model.

See the original post here:  http://www.3dtvwatcher.co.uk/punchier-3d-from-sim2-2069/

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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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