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Technical Handbook of Visual Display Technology (2000 pages!)

[emailed by Mark Fihn]

Dear display enthusiast,

 

I am one of the three editors-in-chief of a new reference work covering all aspects of displays technology in 2000 pages. The work has taken 5 years to create. Please look at:

http://www.springer.com/engineering/signals/book/978-3-540-79566-7

 

The Handbook of Visual Displays Technology will be published by Springer in August, and we have arranged a discount of 20% for those reserving a copy before publication. If you would like to see details of this offer, please email robin@canopusbooks.com(Canopus edited the handbook with Springer).

 

“I am honored to write a ‘Foreword’ for the precious and voluminous book that you all edited tirelessly after compiling the chapters written by numerous experts of display technology in the world and I am proud of all those who contributed because most of them are well known in SID and they are the ‘cream’ in the world”.

 

— Prof Anandan, President of SID

 

 

Best regards,

 

Mark Fihn

www.veritasetvisus.com

Film buffs and video game junkies could be surprised by how media look on the Nintentdo 3DS and 3D-equipped mobile phones.

(Philip Lelyveld comment: Jukka Hakkinen is a friend of the ETC 3D Lab)

Viewing 3D movies on small screens could lead to radically different perceptions of relative depth when compared to seeing them in the theater or on a television, conclude Nokia engineers.

In a paper published in the Proceedings of Stereoscopic Displays and ApplicationsJukka Hakkinen and colleagues tested three short animations on viewers. What they discovered is a direct consequence of how we perceive depth and how it is recorded via dual cameras when creating 3D films: the closer you are to a display and the smaller it is, the greater the perceived difference of depth of features in a scene.

This effect was not seen when viewers were shown the same animations on a television or in a cinema, at viewing distances typical for those formats. The effect comes about because 3D is generated via two different cameras (or camera views, in the case of digital effects): When viewing a 3D movie, the user’s eyes are effectively the same distance apart as the cameras used to shoot a scene, other enhancements notwithstanding.

This enhances the effect of 3D at short viewing distances and is lessened for greater viewing distances. In addition, the researchers discovered that effects that went beyond one degree of visual angle simply weren’t perceived at all on television or in a cinema, for reasons that aren’t entirely clear.

The researchers note that those creating 3D media must therefore take into account the various viewing distances and screen sizes at which that media might be viewed, and limit the depth effects they’re trying to generate so that they are acceptable in all contexts. An alternate solution would be to re-master — perhaps even dynamically, in the case of video games — a 3D scene so that it looks best on whatever size screen it’s viewed.

The bottom line is that viewing a 3D movie on a Nintendo DS might be a very different experience than seeing it on a television or in a movie theater. Whether or not that experience is better or worse will depend on the film — it’s going to be interesting to see how users perceive individual works once they are available on both smaller devices 3D televisions.

CHRISTOPHER MIMS 03/04/2011

See the original story here: http://www.technologyreview.com/blog/mimssbits/26471/?p1=A5

 

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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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