News Stories

Making Content In 3D

The good news about producing TV content in 3D: Adding depth to nature programming, live sports and computerized games works especially well.

The bad news: No matter the genre, it’s way more expensive than shooting in 2D. That was the word from last week’s CTAM Summit, where production-side executives from ESPN, 3DNet and Flight 33 Productions talked candidly about how 3D advances storytelling.

Session highlights on shooting sports in 3D: Golf, the X-Games, and other sports played on topographically diverse surfaces shows off 3D better than flat-field sports, like basketball, football and hockey.

A second set of commentators is required to call games produced in 3D. Because the universe of 3DTV owners is still pretty small, the announcers often add in commentary about how the game is being produced.

Hard: Dealing with glitches on live events that wouldn’t matter at all in 2D. Like when a shot is set for 50 feet, and a cheerleader suddenly jumps into the frame from 10 feet away. Likewise for quick swipes from one side of the field to another – slower is better, to give the brain and eyes time to interpolate the depth on the screen.

Non-sports 3D highlights: Creating content about abandoned places – a small town inside Chernobyl, as part of Flight 33’s work on Life After People, was cited as one example – works especially well in 3D. Long shots, common in nature and history programming, don’t show well in 3D.

In all cases, producing in 3D is still way more expensive than shooting in 2D, because of the additional set-up, cameras, and gear required.

What about converting existing 2D content into 3D? Doing it right can cost as much as $125,000 per minute; doing it wrong can permanently damage the perception of a film.

The holiday season arrives in about 60 days. That will almost certainly shed light on how consumers view the 3DTV equation.

by Leslie Ellis

original post: http://www.multichannel.com/blog/Translation_Please/31704-Making_Content_In_3D.php

Rachel Ray Does Halloween in 3D

The Rachael Ray Show is going 3D for Halloween. “Rach’s Halloween Bash in 3-D” will be telecast this Friday using a process from Westbury, N.Y.’s 3-D Vision. The program will be the first in the commercial realm to use the company’s FullColor 3D technology, the vendor said.

“The show will be viewable in full-color and in 3D on all existing TV sets, 2D and 3D, thanks to a new type of 3D glasses which will be given away to over 2.4 million viewers in the Oct. 25 issue of ‘TV Guide Magazine,’” 3-D Vision said.

The FullColor 3D glasses are said to use patented brightness and color filters, even as the company says its process “eliminates previous 3DTV problems by providing full-color images.” Compatibility with “all existing TV sets,” indicates it’s likely color-filtered anaglyph technology. How FullColor3D compares to traditional anaglyph, in which opposite hues are filtered, is not clear. 3-D Vision’s
Web site is still under construction. Principal of the company is optic pioneer and 3D entrepreneur Gene Dolgoff.

Another application being used on the Halloween special involves conversion. 3-D Vision’s Auto 3-D is said to allow 3D conversion to be completed “in a short time at a reasonable cost.” “The Rachel Ray” show took three computer operators two weeks to convert, the company said.

original post: http://www.televisionbroadcast.com/article/108358

< PREVIOUS ARTICLES NEXT ARTICLES >

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.

Oops, something went wrong.