News Stories

Samsung Shallow Depth of Field Camera Patent Can Give 3D a Boost

 

 

[Excerpt]

A new patent filed by Samsung for a shallow depth of field camera would utilize two separate lenses to give the depth of field effect obtained from a more expensive DSLR camera. Essentially, the patent application can be implemented on regular digital point and shoot equipment or those found on smartphones, such as Samsung’s Galaxy series Android phones.

In order to achieve the shallow depth of field effect that’s been a popular feature of DSLR, Samsung will make use of one camera lens to capture the full resolution image and a secondary lens to evaluate the distances between various other objects.

Information from both lenses would be combined, and software would be used to extrapolate what gets blurred and what will remain in focus.

The effect of Samsung’s patent application can give [3D camera sales] a boost.

 

Read the full article here: http://www.gottabemobile.com/2011/07/20/samsung-shallow-depth-of-field-camera-patent-can-give-3d-a-boost/

Sony using 3D headset to experiment with Virtual Reality gaming

[Excerpt]

Apparently, Sony has plans to immerse gamers into the experience far deeper than passive viewing. In an interview with Develop, Sony London studio manager Mick Hocking discussed the PS Vita, PS3 3D gaming, whether 3D technology was a commercially viable format and then dropped a little more information about their headset project.

“The head-mounted display has twin-OLED screens; very high quality,” he said. “At the moment it’s just a head-mounted display; the head isn’t being tracked – but that’s something we’re doing R&D on… We’re working with a couple of games at Sony that are experimenting with virtual reality type experiences.

The idea of Virtual Reality has been around for a while (Lawnmower Man, Virtual Boy) but Dvice points out that the primitive A.I. and tracking, which Hocking mentions in the interview, is one of the main reasons why actual VR failed in the early 1990s. With the new technology available, Sony may be able to find virtual reality’s holy grail and make the concept a viable reality.

Read this full article here: http://www.digitaltrends.com/gaming/sony-using-3d-headset-to-experiment-with-virtual-reality-gaming/

Read the Develop story here: https://www.etcenter.org/2011/07/sonys-3d-re-vision/

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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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