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SXSW | Penetrating 3D: The Past, Present and Future of Stereoscopic Moviemaking


[by Paul Brunick, indiewire.com]

A set-piece of this year’s SXSW Film panels was “3D Day”: a two-part three-hour overview of stereoscopic moviemaking. Kicking off the event was an introductory lecture on 3D’s basic science and technological history. The event was led by Tim Dashwood, a 3D evangelist who has worked in the format as a director, DP and editor.

iW caught up with him afterward and got his thoughts on the past, present and future of the technology.

3D Video Technology is Getting Less Expensive and Easier to Use
’ A couple of years ago we had to hobble together bits and pieces of equipment, routing everything through our computers in order to “mux” the 3D signal. [“Muxing” here refers to the process of combining pairs of 2D videos into a 3D whole.] But when Black Magic and AJA came out with MUXer boxes that are only $500 each, that just made everything easier. There is now a product that indie productions can use in the field. So the price-point coming down on things like muxers and 3D cameras.

3D: The New Domestic Medium

The other big thing that’s happened is that TV manufactures have begun releasing consumer 3D television sets. Now that there is another set of end users who are consuming stereoscopic content, the demand for 3D content has skyrocketed. For a coupe of years we were basically trying to convince people that they needed the content to be prepared, but ultimately when it came down to money the deals will fall through. Why? Because they didn’t believe that 3D content could be produced cheaply and there was no immediate monetary pressure on them to test that theory without an already extant audience.

Theatrical producers are probably surprised at how quickly the home market is beginning to adopt 3D. They planned on dominating 3D for the next few years which is why the theatrical market has transitioned so aggressively these last few years because it was a unique draw that only they could provide, and a way of getting people out of the house. But now you have manufacturers like Panasonic doing these plasma TVs that look really great and there are big ones coming out.

The Misleading Example of “Avatar”

Many times when we were pitching 3D productions, producer would say to us: “How can you possibly produce a $3.5 million dollar picture in 3D when ‘Avatar’ cost half a billion?” But “Avatar” is a bad example for a producer to look at as a prototypical 3D production. There’s a film that’s 80%-85% CGI. They were also breaking new ground, so a lot of that budget went to research and development. They were also in production for six years! They shot tons of experimental test footage they never used. And they learned a lot, I’m sure, but that’s not typical.
The Collaborative 3D Community

My opinion is that it benefits the whole industry if everyone is properly trained. So I never hold back information or insights in a proprietary or competitive manner. I’m not worried about losing gigs to people I educate because ultimately you get gigs — as an individual and as a member of the 3D technological guild – because there’s a trustworthiness you can handle the job. So in my company, I continually promote people who have started as interns and mentor their development, because that’s how I learned — my mentor was a guy names Allan Silliphant. [Director of 1969’s “The Stewardesses,” a softcore steroscopic porno that held the record for most commercially successful 3D film until it was dethroned by “Avatar.”]

So my advice for anyone who wants to get involved with 3D: latch on to someone who’s doing it and learn directly from an experienced hand. You can read every book ever written on 3D but you need to shoot 3D and you need to make mistakes and ask, “Why does this make my eyes hurt?” At this point there are probably 40-50 stereographers in the world who are truly, truly good at what they do.

And there are so many productions now where you have lots of people taking gigs that are above their abilities. So whats going to happen to their careers when they work on a big budget film and it’s a disaster? Apprenticing and open exchange of ideas are the best way forward for individuals and for the 3D community as a whole.

[Tim Dashwood is the founder of Dashwood Cinema Solutions, a stereoscopic research, development & consultancy division of his Toronto-based production company Stereo3D Unlimited. Dashwood is an accomplished director/ cinematographer & stereographer. His diverse range of credits include music videos, commercials, feature films and 3D productions for Fashion Week, CMT, Discovery Channel and the National Film Board of Canada. He also consults on and previsualizes fight/stunt action scenes for productions such as Kick-Ass and Scott Pilgrim vs the World. Dashwood is the creator of the award winning Stereo3D Toolbox plugin suite and highly anticipated Stereo3D CAT calibration system. His website is www.timdashwood.com]

See the original post here: http://www.indiewire.com/article/2011/03/17/sxsw_penetrating_3d_the_past_present_and_future_of_stereoscopic_moviemaking

 


NTT MoPaCo 3D Video Communication System

[by DigInfo]

At Interaction 2011, NTT demonstrated a 3D video communication system called MoPaCo, which is currently being developed.

This system enables 3D communication using a single-lens camera and a 2D display, by processing images in line with how the user’s viewpoint moves.

“The other person talking has a camera. The person and background are separated from those 2D pictures, to create a 3D space. The observer’s camera measures where the observer is, and it uses information about that person’s viewpoint and the other person’s space, to calculate in real time what sort of pictures it should generate for showing through the window.”

Depth information is obtained by calculating the observer’s position within the image. Faces are recognized using characteristic parts such as the eyes and mouth, and based on their size and position, the system estimates how far the person is from the camera.

“Basically, we think this system could be used for various types of video communication. For example, people could discuss projects while looking at each other’s desk, or they could see into each other’s room to talk about furniture they’ve bought. We think this system could be used to have conversations while sharing each other’s space.”

“As this is NTT research, we’d like to provide services with even higher added value for current videophones. But there are still a variety of issues to overcome, such as reproducing people in 3D more effectively. So we need to keep working on those aspects.”

Read the original post here: http://www.diginfo.tv/2011/03/17/11-0068-r-en.php

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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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