|
Published by: DIGDIA
Published: Jun. 1, 2009 - 140 Pages
Table of Contents
- 1 Introduction
- 2 Digital Cinema Overview
- 3 Digital 3-D Movie Market
- 3.1 Why Now and Will it Succeed?
- 3.1.1 The Money
- 3.1.2 The Experience
- 3.2 3D Titles
- 3.3 How Many 3D Screens are Needed?
- 3.4 Number of 3D Screens
- 3.5 Theater Economics
- 3.6 Distributor Economics
- 3.7 Video
- 3.7.1 Windows
- 3.7.2 Premium TV
- 3.8 Games
- 4 Digital 3D Content Creation
- 4.1 Production
- 4.1.1 Story Telling
- 4.1.2 Depth Script
- 4.1.3 Toe in - Toe out
- 4.1.4 Vergence Accommodation Conflict
- 4.1.5 Depth Budget
- 4.1.6 Exaggerated Depth
- 4.1.7 Camera Convergence
- 4.1.8 False Perspective Problem
- 4.1.9 Breaking the Frame
- 4.1.10 Animation and CGI
- 4.1.11 Cameras
- 4.1.12 Camera Issues
- 4.2 Postproduction
- 4.2.1 Issues to deal with
- 4.2.2 Ghost busting
- 4.2.3 Editing and Digital Intermediate
- 4.2.4 A missing tool
- 4.2.5 Dimensionalization
- 4.2.6 Captioning
- 4.2.7 File Formats
- 5 Digital 3D Exhibition
- 5.1 Triple Flash
- 5.2 3D Projection Technologies
- 5.3 Image Brightness
- 5.4 3D Server
- 5.5 Live 3D Alternative Content
- 5.6 The Screen and Dead Seats
- 6 Home viewing
- 6.1 3D Standards and Groups
- 6.1.1 3D Home Master
- 6.2 3D Televisions and Displays
- 6.2.1 3D Ready Televisions
- 6.2.2 Autostereoscopic Displays
- 6.2.3 Other 3D Consumer Displays
- 6.3 Consumer 3D Format Wars
- 6.3.1 Anaglyph
- 6.3.2 Spacial Compression
- 6.3.3 Temporal Compression
- 6.3.4 Full 1080P
- 6.3.5 2D plus Depth
- 6.3.6 Selective 3D
- 6.4 Codecs
- 6.5 Other issues
- 6.5.1 Display Size Adjustment
- 6.5.2 Ghost busting
- 6.5.3 Commercials
- 6.5.4 Porn
- 6.6 Media
- 6.6.1 Blu-ray
- 6.6.2 DVD
- 6.6.3 HDMI
- 6.6.4 Cable
- 6.6.5 Satellite
- 6.6.6 Over the Air
- 6.6.7 Internet
- 6.6.8 Mobile
- 7 Appendix
- 7.1 Glossary
- 7.2 SMPTE Standards Index
- 7.4 Organizations
- 7.5 Books
- 7.6 Publications
- 7.7 Conferences
- Figures
- Figure 1 - Number of 3D Feature Movies by Year
- Figure 2 - Digital Cinema Ecosystem Overview
- Figure 3 - Production & Postproduction workflow
- Figure 4 - Distribution and Theater Workflow
- Figure 5 - Live 3D event poster
- Figure 6 - Growth of 3D Screens major titles have opened with
- Figure 7 - 3D Genres Percentages
- Figure 8 - Total Number of Screens by Theater Chain Rank
- Figure 9 - Simulated Number of 3D Screens Needed
- Figure 10 - Growth in 3D Screens Worldwide (2006 - 2009)
- Figure 11 - Worldwide Market Share of Major Digital 3D Vendors
- Figure 12 - Percentage of 3D Screens Installed in N.A., Europe, Asia/ROW
- Figure 13 - Digital Cinema Screens by Region, 2005 - 2009
- Figure 14 - Projection of Digital Cinema Screens by Region
- Figure 15 - Projection of 3D Screen Count by Region
- Figure 16 - How VPF Money Flows
- Figure 17 - Release Windows
- Figure 18 - Average Theater to DVD Window vs. Domestic Theater Gross
- Figure 19 - Theatrical to DVD Window from 2000 to 2008
- Figure 20 - Percent of Box Office Take by Week After Release
- Figure 21 - Timeline of Studio agreements with Premium TV
- Figure 22 - Depth Script
- Figure 23 - Transitioned Depth
- Figure 24 - Eye's Parallax
- Figure 25 - Parallax relative to the screen
- Figure 26 - Percival's Zone
- Figure 27 - Distance from Screen vs. Disparity
- Figure 28 - A Depth Budget rule of thumb
- Figure 29 - Trench binoculars for exaggerated depth
- Figure 30 - Virtual camera placement when zoomed in
- Figure 31 - Keystoning
- Figure 32 - Camera convergence and where infinity appears in theater
- Figure 33 - False perspective used in Lord of the Rings
- Figure 34 - False Perspective
- Figure 35 - What Left and Right Eye see
- Figure 36 - Floating Window
- Figure 37 - 3D camera used for Creature from the Black Lagoon
- Figure 38 - DepthQ 3D Camera Rig
- Figure 39 - 21st Century 3D cameras
- Figure 40 - NHK Technical Services camera
- Figure 41 - 3D camera with adjustable intraocular
- Figure 42 - Pace HD Fusion
- Figure 43 - 3ality camera (side view)
- Figure 44 - 3ality looking into the beam splitter
- Figure 45 - Convergence and Interocular controls
- Figure 46 - Silicon Imaging SI-2K Mini
- Figure 47 - Iconix HD-RH1
- Figure 48 - Concept Panasonic 3d Camera
- Figure 49 - 3D Holographic Camera
- Figure 50 - Real-time Holographic Video Display
- Figure 51 - Ghosts
- Figure 52 - Ghost busting
- Figure 53 - Quantel Pablo 3D station
- Figure 54 - Filmlight's Baselight DI station operating on a 3D clip
- Figure 55 - DVS 3D output selection menu
- Figure 56 - Dimensionalizing requires creating hidden images
- Figure 57 - Triple Flash
- Figure 58 - Z Screen polarizer and Christie projector
- Figure 59 - An alternative polarization system
- Figure 60 - Polarized glasses
- Figure 61 - 2nd Generation Active glasses from XpanD
- Figure 62 - Color Shifting
- Figure 63 - Dolby glasses
- Figure 64 - Inside of the projector where filter wheel goes
- Figure 65 - Closeup of Dolby color shift wheel
- Figure 66 - Sony 4K projector with RealD
- Figure 67 - RealD XL System improves brightness
- Figure 68 - RealD XL on a Christie Projector
- Figure 69 - Stacked Projectors
- Figure 70 - 3D Alignment Frame
- Figure 71 - Doremi DCP-2000 Digital Cinema Server
- Figure 72 - Dolby Digital Cinema products
- Figure 73 - Dolby screenshot of playlist control
- Figure 74 - QuVIS Cinema Player
- Figure 75 - GDC Tech Digital Film Server
- Figure 76 - Sony Media Block
- Figure 77 - Qube servers and control panel
- Figure 78 - Kodak Content Player
- Figure 79 - DTS Digital Cinema FilmStore
- Figure 80 - NEC Server
- Figure 81 - XDC CineStore Solo G3
- Figure 82 - XDC touchscreen
- Figure 83 - Electrosonic Player
- Figure 84 - DVC Player
- Figure 85 - Digital Cinema Servers
- Figure 86 - Diagram of how Live 3D Sports works
- Figure 87 - Screen gain
- Figure 88 - Keystone perception issue
- Figure 89 - Dead seats
- Figure 90 - Hannah Montana 3D Glasses from Wal-Mart
- Figure 91 - 3D standards in the value chain
- Figure 92 - Not all anaglyph are the same
- Figure 93 - Samsung 3D glasses
- Figure 94 - Lenticular Lens
- Figure 95 - nVidia glasses and emitter
- Figure 96 - 3D Picture Frame
- Figure 97 - Parallax Barrier
- Figure 98 - Consumer 3D Camera
- Figure 99 - SLR 3D Lens
- Figure 100 - 3D for the iPhone
- Figure 101 - 3D Mobile Phone in Japan
- Figure 102 - Sony 3D Glasses
- Figure 103 - 3D Glasses for immersive game play
- Figure 104 - 3D Mobile TV
- Figure 105 - Various 3D Data Formats
- Figure 106 - 3:2 and 2:3:3:2 Pulldown
- Tables
- Table 1 - 3D screen box office multiplier over 2D
- Table 2 - 2005 to 2007 Digital 3D Movies/Events and Comments
- Table 3 - 2008 Digital 3D Movies/Events and Comments
- Table 4 - 2009 Digital 3D Movies/Events and Comments
- Table 5 - 2009 Digital 3D Movies/Events and Comments (Cont.)
- Table 6 - 2010 Planned Digital 3D Titles
- Table 7 - 2010 Planned Digital 3D Titles (Cont.)
- Table 8 - 2011 3D Titles
- Table 9 - 2011 and later Planned 3D Titles
- Table 10 - 3D Cameras and Production
- Table 11 - 3D Editing and Digital Intermediate
- Table 12 - Stereoscopic 3D theater systems
- Table 13 - 3D Technologies Comparison
- Table 14 - 3D Technologies Comparison (cont.)
- Table 15 - 3D Television Vendors and Technology employed
- Table 16 - Digital Signage 3D Display Companies
- Table 17 - 3D Codec Vendors
AbstractSomeone flipped a switch on the topic of “3D” in 2009. In every industry from movie production to consumer electronics, the subject of 3D has been a main topic of discussion. Topics like Digital Cinema, Digital Cable and HDTV have begun to settle down and forward thinkers are now wondering what 3D means to their businesses. It is difficult to think of a topic that is catching fire across this many parts of the digital entertainment value chain.
While many people still wonder out loud if 3D is just a fad the way it was in the past, a growing number of people are well beyond this controversy - and they are putting their money where their mouth is. Investments are being made all across the board.
This report covers the value chain from the production, distribution and exhibition of 3D movies to the ways companies are planning and sometimes offering 3D to the home. Market issues and technologies are explored - both essential to understand if one intends to take advantage of the opportunities in digital 3D. This report is 140 pages, with 106 illustrations and 17 tables.
Get Full Details About This Report >>
|