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Digital 3D Entertainment From Theater to Home Why, How & Opportunities

Published by: DIGDIA

Published: Jan. 1, 2010 - 158 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 Parallel Cameras

4.1.9 Safe Area

4.1.10 False Perspective Problem

4.1.11 Breaking the Frame

4.1.12 Animation and CGI

4.1.13 Cameras

4.1.14 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

6.1.2 HDMI 1.4

6.1.3 DVB

6.1.4 CableLabs

6.1.5 CEA

6.1.6 3D@Home

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 Full Resolution, Full Frame Rate

6.3.2 Anaglyph

6.3.3 Spacial Compression or Frame Compatible

6.3.4 Temporal Compression, Frame Sequential, Page Flip

6.3.5 2D + Delta or metadata

6.3.6 2D plus Depth

6.3.7 Selective 3D

6.4 Codecs

6.5 Other issues

6.5.1 Display Size Adjustment

6.5.2 2D to 3D Real Time Conversion

6.5.3 Consumer 3D Glasses

6.5.4 Ghost busting

6.5.5 Commercials

6.5.6 Porn

6.6 Media & Content

6.6.1 TV Content

6.6.2 Blu-ray

6.6.3 DVD

6.6.4 Cable Services

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 - Safe Area

Figure 34 - False perspective used in Lord of the Rings

Figure 35 - False Perspective

Figure 36 - What Left and Right Eye see

Figure 37 - Floating Window

Figure 38 - 3D camera used for Creature from the Black Lagoon

Figure 39 - DepthQ 3D Camera Rig

Figure 40 - 21st Century 3D cameras

Figure 41 - NHK Technical Services camera

Figure 42 - 3D camera with adjustable intraocular

Figure 43 - Pace HD Fusion

Figure 44 - 3ality camera (side view)

Figure 45 - 3ality looking into the beam splitter

Figure 46 - Convergence and Interocular controls

Figure 47 - Silicon Imaging SI-2K Mini

Figure 48 - Iconix HD-RH1

Figure 49 - Concept Panasonic 3d Camera

Figure 50 - Kruno Mav Rig

Figure 51 - Thomson camera for Depth Mapping

Figure 52 - 3D Holographic Camera

Figure 53 - Real-time Holographic Video Display

Figure 54 - Ghosts

Figure 55 - Ghost busting

Figure 56 - Quantel Pablo 3D station

Figure 57 - Filmlight's Baselight DI station operating on a 3D clip

Figure 58 - DVS 3D output selection menu

Figure 59 - Dimensionalizing requires creating hidden images

Figure 60 - Triple Flash

Figure 61 - Z Screen polarizer and Christie projector

Figure 62 - An alternative polarization system

Figure 63 - Polarized glasses

Figure 64 - 2nd Generation Active glasses from XpanD

Figure 65 - Color Shifting

Figure 66 - Dolby glasses

Figure 67 - Inside of the projector where filter wheel goes

Figure 68 - Closeup of Dolby color shift wheel

Figure 69 - Sony 4K projector with RealD

Figure 70 - RealD XL System improves brightness

Figure 71 - RealD XL on a Christie Projector

Figure 72 - Stacked Projectors

Figure 73 - 3D Alignment Frame

Figure 74 - Doremi DCP-2000 Digital Cinema Server

Figure 75 - Dolby Digital Cinema products

Figure 76 - Dolby screenshot of playlist control

Figure 77 - QuVIS Cinema Player

Figure 78 - GDC Tech Digital Film Server

Figure 79 - Sony Media Block

Figure 80 - Qube servers and control panel

Figure 81 - Kodak Content Player

Figure 82 - DTS Digital Cinema FilmStore

Figure 83 - NEC Server

Figure 84 - XDC CineStore Solo G3

Figure 85 - XDC touchscreen

Figure 86 - Electrosonic Player

Figure 87 - DVC Player

Figure 88 - Digital Cinema Servers

Figure 89 - Diagram of how Live 3D Sports works

Figure 90 - Screen gain

Figure 91 - Keystone perception issue

Figure 92 - Dead seats

Figure 93 - Hannah Montana 3D Glasses from Wal-Mart

Figure 94 - 3D standards in the value chain

Figure 95 - Side-by-Side with Passive Glasses

Figure 96 - Not all anaglyph are the same

Figure 97 - Samsung 3D glasses

Figure 98 - Lenticular Lens

Figure 99 - nVidia glasses and emitter

Figure 100 - 3D Picture Frame

Figure 101 - Parallax Barrier

Figure 102 - Consumer 3D Camera

Figure 103 - SLR 3D Lens

Figure 104 - 3D for the iPhone

Figure 105 - 3D Mobile Phone in Japan

Figure 106 - Two-layer LCD 3D

Figure 107 - Sony 3D Glasses

Figure 108 - 3D Glasses for immersive game play

Figure 109 - 3D Mobile TV

Figure 110 - 3D Portable Gaming

Figure 111 - Various 3D Data Formats

Figure 112 - 3:2 and 2:3:3:2 Pulldown

Figure 113 - Examples of new 3D glasses fashion

Figure 114 - Sisvel 3D glasses sensor

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

Abstract

Someone flipped a switch on the topic of “3D” in 2009. Then, during CES in January, 2010, 3D was suddenly on everyone's mind as multiple 3D TVs, Blu-ray players, and TV channels were announced. 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. Yet, in the wake of CES 2010, the industry also knows that much work is yet to be done. The engineers know this all too well.

This report covers the value chain from the production, distribution and exhibition of 3D movies to the ways companies are planning and offering 3D to the home. This edition greatly expands coverage of the issues that face the industry to make 3D successful in 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 158 pages, with 114 illustrations and 17 tables.

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