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Doremi Cinema’s 4K Technology receives technology patent US 7,868,879B2

Doremi has been a pioneer of technological advancements and cutting edge engineering for over two and a half decades, and the journey continues with the recent attainment of its 4K technology patent.

Doremi’s 4K technology development was initiated five years ago with the intent of being integrated into Sony’s 4K cinema product. This engineering effort carried on to afford Doremi the position as today’s only commercially available 4K solution for Texas Instruments’ DLP Cinema® 4K platform.

With the recent release of DLP Cinema® 4K chips from Texas Instruments to its licensees, leading manufacturers of Digital Cinema projectors have been able to showcase their newest product lines to some of the largest global motion picture exhibitors. At the core of the dazzling 4K demonstrations, lies Doremi Cinema’s    IMB-4K (Integrated Media Block). Utilizing Doremi’s patented 4K decoding technology, the IMB-4K proves to be a fundamental building block in accomplishing the pristine playback of 4K resolutions on the big screen.

Doremi Cinema, through its vast in-depth vision of technological advancements and collaborative alliances with DLP and their licensees has managed to conclude the development of their 4K system. The company has been extremely savvy in playing a major role in the evolution and perfection of 4K resolution. The IMB-4K will be demonstrated at the upcoming CinemaCon exhibition in March along with Doremi’s cohesive 2K/4K playback and mastering line of products.

“We have set a precedent over the last five years to ensure our customers always have the ability to obtain the latest technology,” stated Michael Archer, Vice President, Digital Cinema.  “The issuance of this patent is a tribute to the vision and fortitude of our engineering team to keep Doremi ahead of our competition.”

The original press release is here: http://www.dcinematoday.com/dc/pr.aspx?newsID=2185

Terminal Reality’s Infernal Engine Green-Lighted For Nintendo 3DS Development

(Philip Lelyveld summary: Multi-platform game engine Infernal Engine has been approved for developing 3D games for the Nintendo 3DS.  The engine also works on Xbox 360, PlayStation 3, Wii, PSP and PS2.)

Terminal Reality said Thursday that its multiplatform Infernal Engine — used in titles including Ghostbusters: The Video Game — has been authorized by Nintendo for use in 3DS development.

News of the recent authorization of the Infernal Engine on the handheld comes just over a month before the 3DS’ March 27 North American launch.

Nintendo’s handheld will sell for $249 in the U.S., with its main distinguishing feature being glasses-free stereoscopic 3D. The device also has multiple cameras and motion and touch controls. Lewisville, TX-based Terminal Reality said it expects to be a”major player” on the platform.

Terminal Reality VP of marketing Joe Kreiner told Gamasutra that the Infernal Engine’s ability to target multiple platforms exhibits the engine’s flexibility. It’s also available for Xbox 360, PlayStation 3, Wii, PSP and PS2.

Kreiner said the 3DS’ glasses-free 3D is “certainly a marketing driver, and [Nintendo] should generate a lot of interest in the platform based on that.” He added in a statement that further announcements of Infernal-built 3DS games are coming soon.

Terminal Reality, founded in 1994, is also at work on a Star Wars game for Microsoft’s Kinect. The studio recently released Def Jam Rapstar, published by Konami and produced by 4mm Games.

See the original post here: http://www.gamasutra.com/view/news/33081/Terminal_Realitys_Infernal_Engine_GreenLighted_For_3DS_Development.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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