News Stories

Holography story (Glasses-free 3D – direct from computer to you)

Virtualization with a twist: direct conversion of 3D models into full color 3D holographic images. We can design worlds on a computer and see them in 3D. Can 3D TV and cheap holographic storage be far behind?

3D is hot in Hollywood right now, thanks to James Cameron’s painstaking technical work on Avatar and – the crucial fact – its record breaking box office. But it’s beginning to look like 3D is poised to move into our daily lives in multiple ways – from small 3D displays on cell phones to large, computer-generated color reflection holograms.

Zebra Imaging creates such holograms direct from 3D modeling data from programs like Autodesk. Here’s 16 seconds on what they look like:

Holographic motion pictures
Since we can create 1 color hologram, what’s stopping us from creating 24 a second for a couple of hours? Only the lack of sufficient computing power to drive detailed 3D pixel (”voxel” or Volumetric Picture Element) creation and an up-dateable holographic medium.

At the University of Arizona, researchers have demonstrated a system that produces a new monochrome image every 2 seconds. No good for football, but useful for medical or other remote imaging applications.

At next month’s Consumer Electronics Show a Hungarian company, iPONT, claims they will be showing a system aimed at consumers that converts Blu-ray 3D content into glasses-free 3D viewable across a 120 degree window. They say they can also convert live streaming 3D content as well.

I’ll be stopping by their booth to see – in living color 3D! – where hype and reality meet.

The Storage Bits take
The relationship between storage and display is surprisingly close: one of the earliest workable storage systems used cathode ray tubes – older folks may remember those – as storage. Any persistent medium can be used for storage. Interactive storage needs a rapidly re-writeable persistent medium.

The promise of holography has tantalized scientists, engineers and investors for decades. But harnessing holography for commercial customers isn’t easy.

Only with the mass production of a successful consumer product will holography become a mainstream storage technology.

By Robin Harris | December 8, 2010, 11:34am PST

Full story here: http://www.zdnet.com/blog/storage/glasses-free-3d-direct-from-computer-to-you/1209

Image deblurring using inertial measurement sensors (technical story)

Image deblurring has a long history involving signal processing, statistics, image processing, AI, inverse problems and so on. Today it’s probably best regarded as part of the bigger subject of computational photography. The problem is simple to state. You have a photo that is blurred due to some defect in the system – out-of-focus, motion blur due to camera or due to subject etc. In principle, as long as you assume that there are no non-linear effects the problem is one of inverse filtering. Work out the point spread function of the distortion and apply the inverse filter by either Fourier methods or direct convolution.

The big problem is, of course that you don’t have the point spread function of the blurring. In theory you should be able to work it out by analysing known objects in the image – for example if you are lucky enough to have isolated star in the image then you have the blurrings point spread function and can undo the blur. Another problem is that software deblurring algorithms often remove blurring due to depth of field effects which might have been included in the picture as an “artistic” effect.

Now a team at Microsoft Research has had an amazing about of fun building a camera with 3 gyros and a 3D accelerometer. The idea is that if you know the camera’s orientation and movement you can deduce the exact form of the distortion and apply the appropriate filter to undo the effect. The extra camera hardware – it’s based on an Arduino – computes the cameras position in realtime during the exposure (triggered via the flash connection).

The key result is that this whole camera sensor method worked better than lens based image stabilisation or software only deconvolution. It also only removes blur due to camera movement – linear and angular. It’s ideal for taking photos from the deck of a ship or any moving vehicle.

It also uses cheap off-the-shelf components so it’s entirely possible that it could end up in mobile phone cameras and other low end digital cameras. Of course you could just buy a tripod.

Written by Mike James
Sunday, 05 December 2010 00:00

Full story here: http://www.i-programmer.info/news/144-graphics-and-games/1663-image-deblurring-using-inertial-measurement-sensors.html

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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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