News Stories

How to shoot Hurricane Irene in 3D

 

[Stereoscopy News .com]

Are you living on the US east coast this week-end? If yes, try to shoot some “Hurricane Irene” 3D stereoscopic videos! Follow the four steps guide here under and publish your movie on YouTube 3D!

3) Start shooting one or two minutes sequences. Alternate between shots with a fixed viewpoint and slow pans following the wind direction. If your camera has a zoom, try various settings, but don’t zoom too far as the 3D will suffer.

4) Edit your videos with your favorite editing sofware; keep the length around three to five minutes; …

Read the full story here: http://stereoscopynews.com/hotnews/3d-movies/arthouse-a-amateur/1810-how-to-shoot-hurricane-irene-in-3d.html

A Developer's Guide To Stereoscopic 3D In Games

[Gamasutra – excerpts]

[Wondering what the landscape for stereoscopic 3D games looks like? This in-depth article from Darkworks SA co-founder Guillaume Gouraud examines platforms, display technologies and middleware, to offer a look at the landscape for developers planning to implement 3D into their games.]

Whether you love it or hate it, stereoscopic 3D is here, and with it comes new challenges that will certainly have developers and publishers questioning if they have the technological muscle and understanding to make the leap into this new arena.

To help, we’ll cover how stereoscopic 3D works, while also examining various technological solutions making true depth possible. And with the new surge of technological advancements over the past years, there is indeed plenty to explore.

3D Platforms

What 3D Means for Game Makers

3D Rendering Techniques

2011 and Beyond

Summary

It’s evident that three-dimensional media has seen a great deal of interest and growth over the last few years. And with more studios taking note of the new 3D trend, it’s important that everyone involved in the process understands the principals behind 3D and how they can be used to create games that actually extend a sense of reality, resulting in experiences that consumers want. …

Read the full article here: http://www.gamasutra.com/view/feature/6459/a_developers_guide_to_.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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