News Stories

Glasses-free 3D TVs years from market

[by Wesley Yin-Poole, eurogamer.net]

Korean Consumer electronics giant Samsung reckons it’ll be “difficult” to release glasses-free 3D tellys within the next 10 years.

Just coming up with a working prototype will take five years, it said.

Sony has of course bet big on stereoscopic 3D, investing heavily in the tech for its TVs, movies and gaming on the PlayStation 3.

For many, having to wear active-shutter glasses to see 3D visuals turns them off to the tech, with some waiting for true glasses-free stereoscopic TVs to launch before forking out their cash.

That wait, according to Samsung, will probably be lengthy.

“Considering our current technology, we can make glasses-free 3D TV in R&D level, however it can be viewed from only a few viewing spots,” Samsung told the Wall Street Journal.

“To make naturally viewed glasses-free 3D TV, for instance in a living room where several people can watch TV from various angles, it needs at least 32 viewing spots.

“We believe that creating a prototype for lab-grade glasses-free 3D TV, broadcasting system and display will take about five years.

“For mass commercialization to become possible, manufacturing costs must come down and TV broadcasters will have to upgrade infrastructure, which includes securing transmission band.

“Attempts to put glasses-free 3D TV to market within the next 10 years will be difficult.”

In October last year a study suggested 80 per cent of gamers were willing to wear 3D glasses to play video games.

Sony, predictably, insists that wearing 3D glasses isn’t as big a problem as many claim. “With the latest technology, the glasses are light and you kind of forget you’re wearing them after a while,” president of Sony’s Worldwide Studios Shuhei Yoshida said last year.

See the original post here: http://www.eurogamer.net/articles/2011-03-11-glasses-free-3d-tvs-years-from-market

 

Much to My Surprise, I Love 3D Gaming

[By Don Reisinger, www.slashgear.com]

For a while, I believed that I could effectively keep away from 3D gaming. Even as it was brought to the PlayStation 3 and Xbox 360, and as the 3DS launch nears, I believed that my distaste for even the idea of 3D gaming would be enough for me to stick in the 2D realm forever.

But then Killzone 3 arrived at my house. And a perfect storm erupted in my living room.

See, I recently purchased a 3D television. And when Killzone 3 hit the doorstep, I still hadn’t taken the opportunity to put the ugly, bulky glasses on and see how the 3D experience would appeal to me. I had every intention of trying 3D out with an on-demand movie, but I hadn’t gotten around to it.

However, with Killzone 3 in hand and a few hours to kill before I was slated to go out to dinner, the timing felt right. And against my better judgment, I popped the disc into my PlayStation 3, put on the 3D glasses, and entered into my first 3D gaming experience. I thought for sure it would be my last.

Oh, how wrong I was.

From the get-go, I was surprised by how much I really enjoyed playing Killzone 3 in 3D. The feature was expertly crafted and the addition of depth went a long way in adding a level of immersion that I had not thought possible.

I then tried a few other 3D games to see if it was a fluke. Each time, I was impressed. And for the most part, I found the experience as enjoyable in those games as I did in Killzone 3.

Along the way, I realized that 3D gaming was nothing like I had expected. I thought the experience would be a gimmick that delivered no added value to playing a game. I thought I would tire of it after a half hour or so. And I thought for sure that the glasses would annoy me.

But none of that was true for me. The addition of 3D was not a gimmick in the least; it actually added value to the game. I played 3D games for two hours and didn’t tire of the experience once. And surprisingly, the 3D glasses proved to be far less annoying than I had expected.

Plus, my experience playing games in 3D taught me something else: it could be a key component in the future of this industry.

I know the history of 3D in gaming. And I’m fully aware that the vast majority of gamers either have no interest in 3D or haven’t had the chance to try it out. But if developers can find unique ways to integrate it into their titles, and they can prove to gamers that it really is integral to the experience, I think it’ll be around indefinitely. Most importantly, I think it might eventually be considered a must-have in any game.

Will that happen overnight? Of course not. And I’m willing to bet that there will be a vocal group of gamers that balk at the idea of 3D playing a part in every title. But the 3D experience can only improveover time.

And as it does, I think more people will see value in it.

See the original post here: http://www.slashgear.com/much-to-my-surprise-i-love-3d-gaming-10139220/

 

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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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