Digital 3D Entertainment - Practical Realities & Opportunities

Published by: DIGDIA

Published: Jun. 1, 2011 - 283 Pages


Table of Contents

1 Introduction


2 Digital Cinema Overview


3 Digital 3-D Movie Market
3.1 Early Success
3.1.1 Money Incentive
3.1.2 Good Experiences
3.1.3 Bad Experiences
3.2 3D Titles
3.3 3D Genres
3.4 How Many 3D Screens are Needed?
3.4.1 Simulation 1 – Based on Typical Genre Mix
3.4.2 Simulation 2 – Based on Actual 3D Release Dates
3.5 Number of 3D Screens
3.6 Theater Economics
3.7 3D and Equipment Financing
3.7.1 More Financing
3.8 Video
3.8.1 Mixing Windows
3.8.2 3D TV Programming
3.8.2.1 3D Programming Still Slim
3.8.2.2 Five ways to improve 3D TV’s Market
3.9 Games


4 3D Content Creation
4.1 3D Production (and Postproduction) Issues
4.1.1 Story Telling
4.1.2 The Stereographer and Convergence Puller
4.1.3 Depth Indicators
4.1.4 Depth Script
4.1.5 Toe in – Toe out
4.1.5.1 Toe-out for 3DTV
4.1.6 Vergence Accommodation Conflict
4.1.7 Depth Budget
4.1.8 Hyperstereo Issues
4.1.9 Camera Convergence or not
4.1.9.1 With Convergence
4.1.9.2 Parallel Cameras
4.1.9.3 Optical Shift
4.1.10 Safe Area
4.1.11 Image Stabilization
4.1.12 False Perspective Problem
4.1.13 Breaking the Frame
4.1.14 Animation and 3D
4.1.15 Live Action with CGI/Animation
4.1.16 3D Bugs and other Small Critters
4.2 Cameras
4.2.1 Film
4.2.2 Digital Side-by-Side Rigs
4.2.3 Mirrored Rigs
4.2.4 Mini Cameras for 3D
4.2.5 Professional Integrated 3D Camcorders
4.2.6 Unusual 3D Cameras
4.2.7 Camera Issues and Summary
4.3 Postproduction
4.3.1 Issues to deal with
4.3.2 Ghost busting
4.3.3 Editing
4.3.3.1 Editing Z Space
4.3.4 Digital Intermediate
4.3.5 A missing tool
4.3.6 3D Training
4.3.7 2D to 3D Conversion
4.3.7.1 Bum Rap?
4.3.7.2 Cheap Tricks
4.3.7.3 Automated 2D to 3D
4.3.7.4 2D to 3D Postproduction Houses
4.3.8 CGI Issues
4.3.9 Captioning
4.3.10 File Formats


5 3D Exhibition
5.1 Digital 3D Projection Technologies
5.1.1 Polarized Approach
5.1.2 Active Glasses
5.1.3 Color Shift
5.1.4 Triple Flash
5.1.5 4K Approach
5.1.6 Beyond 2K S3D
5.1.7 Film 3D Projectors
5.1.8 3D Theater System Companies
5.1.9 Serial Links
5.2 Image Brightness
5.2.1 Lamp Issue
5.2.2 Recovering Lost Brightness
5.2.3 Stacked Projectors
5.2.4 Brighter Projectors
5.2.5 Alignment
5.2.6 3D Technology Comparison Summary
5.3 3D Server
5.3.1 Server Summary
5.4 Live 3D Alternative Content
5.4.1 Live 3D Production
5.5 The Screen and Dead Seats
5.6 Sound Systems
5.7 Network Operation Center (NOC)
5.8 DCDC
5.9 “4th” Dimension


6 Consumer 3D
6.1 The Diffusion of 3D
6.2 3D Standards and Groups
6.2.1 3D Home Master and Related SMPTE efforts
6.2.2 HDMI 1.4a
6.2.3 ITU
6.2.4 DVB
6.2.5 CableLabs
6.2.6 CEA
6.2.7 3D@Home
6.2.8 Badge of Quality?
6.3 Consumer 3D Technologies – Pros and Cons
6.3.1 Consumer 3D Format Wars
6.3.1.1 Full Resolution, Full Frame Rate
6.3.1.2 Anaglyph
6.3.1.3 Spacial Compression (Frame Compatible)
6.3.1.4 Temporal Compression, Frame Sequential, Page Flip
6.3.1.5 2D + Delta or metadata (Service Compatible)
6.3.1.6 Other Service Compatible Methods
6.3.1.7 Frame & Service Compatible
6.3.1.8 2D plus Depth
6.3.1.9 Selective 3D
6.3.2 Service Provider Formats
6.3.2.1 Satellite Services
6.3.2.2 CableLabs Formats
6.3.2.3 DVB Formats
6.3.3 Underlying Display Technologies
6.3.4 3D Display Technologies
6.3.5 Translating 24 fps Movies to 3D TV
6.3.6 Green 3D TV
6.3.7 Codecs
6.3.8 2D to 3D Real Time Conversion
6.3.9 Display Size Adjustment
6.3.10 Other issues
6.3.10.1 Action Game Issues
6.3.10.2 Ghost busting
6.4 3D Consumer Products
6.4.1 3D Televisions
6.4.2 Blu-ray Players
6.4.3 Consumer 3D Glasses
6.4.3.1 Active
6.4.3.2 Passive
6.4.4 Consumer 3D Cameras & Camcorders
6.4.4.1 General Observations
6.4.5 Frames, Multimedia Players, Wearable and Printers
6.4.6 PC Monitors, Notebooks, Pads & eBooks
6.4.7 Mobile 3D
6.4.8 Digital Signage
6.4.9 Odds and Ends
6.5 Content
6.5.1 Disk Media
6.5.1.1 Blu-ray 3D
6.5.1.2 3D Blu-ray Authoring
6.5.1.3 DVD
6.5.2 Commercials
6.5.3 Porn
6.6 Broadcast
6.6.1 Broadcast Production
6.6.2 Stereo 3D Graphics
6.6.3 Missing Metadata
6.6.4 Full Resolution 3D?
6.6.5 Cable Services
6.6.6 Satellite
6.6.7 Over the Air
6.6.8 Internet
6.6.9 Other 3D Mobile
6.6.10 Accessibility


7 Suggestions to the 3D Industry
7.1 Why 3D will take hold this time, but…
7.2 Shooting one’s own foot, and suggestions


8 Appendix
8.1 Glossary
8.2 SMPTE Standards Index
8.4 Organizations
8.5 Books
8.6 Publications
8.7 Conferences


Figures
Figure 1 - Relative news volume on "3D"
Figure 2 - Number of Feature Length 3D Titles
Figure 5 - Digital Cinema Ecosystem Overview
Figure 6 – Production & Postproduction workflow
Figure 7 - Distribution and Theater Workflow
Figure 8 - Live 3D event poster
Figure 9 – Opening U.S. 3D screen counts for selected major titles (2005 - 2010)
Figure 10 - Opening night: 3D screens / Sites
Figure 11 - Total Number of Screens by Theater Chain Rank
Figure 12 – Simulated Number of 3D Screens Needed
Figure 13 - Simulated 3D Screen Count Requirements based on Actual 3D Release Dates
Figure 14 - 3D Screens Worldwide (2006 – 2010)
Figure 15 - WW Digital Cinema Installations by Major Region (2005 - 2010)
Figure 16 – Worldwide Market Share of Major 3D Cinema Vendors
Figure 17 - Percentage of 3D Screens Installed in N.A., Europe, Asia/ROW
Figure 18 - Speculative WW Digital Screen counts by major region (2010 - 2015)
Figure 19 - Speculative WW 3D screen count by major region (2010 - 2015)
Figure 20 - 3D Glasses Washer System (KoopTech)
Figure 21 - How VPF Money Flows
Figure 22 - Release Windows
Figure 23 - Average Theater to DVD Window vs. Domestic Theater Gross
Figure 24 - Theatrical to DVD Window from 2000 to 2008
Figure 25 – Percent of Box Office Take by Week After Release
Figure 26 - Depth Script
Figure 27 - Transitioned Depth
Figure 28 - 3ality depth map tool screenshot
Figure 29 - Eye's Parallax
Figure 30 - Parallax relative to the screen
Figure 31 - Percival's Zone
Figure 32 - Distance from Screen vs. Disparity
Figure 33 - 3DTV and Viewing Distance Problem
Figure 34 - 3D TV viewing by Children
Figure 35 – A Depth Budget rule of thumb
Figure 36 - Trench binoculars for exaggerated depth
Figure 37 - Virtual camera placement when zoomed in
Figure 38 – Keystoning
Figure 39 - Y-axis distortion problem
Figure 40 - Camera convergence and where infinity appears in theater
Figure 41 - Optical Shifting
Figure 42 - Safe Area
Figure 43 - False perspective used in Lord of the Rings
Figure 44 - False Perspective
Figure 45 – What Left and Right Eye see
Figure 46 – Floating Window
Figure 47 - 3D camera used for Creature from the Black Lagoon
Figure 48 - Early rig by 21st Century 3D
Figure 49 – “Hyper Stereoscopic” depth camera
Figure 50 - Early Pace HD Fusion camera
Figure 51 – Kronomav StereoCam 300
Figure 52 - Kronomav Boom 3D Rig
Figure 53 - 21st Century 3D - BX-2 and BX-3
Figure 54 - 3ality rigs, TS-1 and TS-2
Figure 55 - 3ality looking into the beamsplitter
Figure 56 - Convergence and Interocular controls
Figure 57 - Technica 3D rig
Figure 58 - Rig with Steadicam
Figure 59 - Binocle 3D Brigger III
Figure 60 - Paradise FX Rig
Figure 61 - Silicon Imaging SI-2K Mini
Figure 62 - Iconix HD-RH1
Figure 63 - Panasonic's Professional 3D camera
Figure 64 - Sony prototype 3D cam
Figure 65 - IMAX camera used for Hubble 3D shots
Figure 66 - Thomson camera for Depth Mapping
Figure 67 - Depth is indicated by color
Figure 68 - 3D Holographic Camera
Figure 69 - Real-time Holographic Video Display
Figure 70 – Ghosts
Figure 71 - Ghost busting
Figure 72 - Quantel Pablo Neo Station
Figure 73 - Quantel Pablo Stereo3D screenshot
Figure 74 - Blackmagic Design DaVinci Resolve 3D
Figure 75 - Filmlight's Baselight DI station operating on a 3D clip
Figure 76 - DVS Clipster
Figure 77 - DVS 3D output selection menu
Figure 78 – Sony MVSX 3D station
Figure 79 - Screenshot from Sony MVSX showing depth analysis
Figure 80 – 2D to 3D conversion requires creating occluded images
Figure 81 - Cheap Occlusion Trick
Figure 82 - Cheap Rubber Trick
Figure 84 – Z Screen polarizer and Christie projector
Figure 85 - An alternative polarization system
Figure 86 - Polarized glasses
Figure 87 – 2nd Generation Active glasses from XpanD
Figure 88 - Color Shifting
Figure 89 - Dolby glasses
Figure 90 - Inside of the projector where filter wheel goes
Figure 91 - Closeup of Dolby color shift wheel
Figure 83 - Triple Flash
Figure 92 - Sony 4K projector with RealD
Figure 93 - Technicolor 3D film format and lens
Figure 94 - Business end of Technicolor's 3D lens
Figure 95 - Oculus3D format and lens
Figure 96 - SoliDDD's 3D film lens
Figure 97 - Panavision 3D Film System
Figure 98 - Panavision 3D Digital Wheel
Figure 99- LTI Philips LTIX 6000-DC Xenon Digital Lamp
Figure 100 - RealD XL System improves brightness
Figure 101 - RealD XL on a Christie Projector
Figure 102 - IMAX 3D projector system
Figure 103 - Stacked Projectors
Figure 104 - 3D Alignment Frame
Figure 105 - 3D alignment frame used by Oculus3D
Figure 106 – Doremi DCP-2000 Digital Cinema Server
Figure 107 - Doremi Integrated Media Block
Figure 108 - Server and Media Block diagram
Figure 109 - Doremi Server for Live 3D
Figure 110 – Dolby Digital Cinema products
Figure 111 – QuVIS Cinema Player
Figure 112 – GDC Tech Server and Integrated Media Block
Figure 113 - Sony Media Block
Figure 114 – Qube server and control panel
Figure 115 - Kodak Content Player
Figure 116 – Datasat Digital Entertainment
Figure 117 - XDC CineStore Solo G3 and screenshot
Figure 118 - Electrosonic and Extron players
Figure 119 - DVC Player
Figure 120 – Digital Cinema Servers
Figure 121 - Diagram of how Live 3D Sports works
Figure 122 - Screen gain
Figure 123 - Keystone perception issue
Figure 124 - Dead seats
Figure 125 - 16 channel audio
Figure 126 - Spacial Audio Processor
Figure 127 - Iosono Speakers
Figure 128 - 3D Sound
Figure 129 - 3D standards in the value chain
Figure 130 - Various 3D Data Formats
Figure 131 - Anaglyph Glasses
Figure 132 - A format for Service & Frame compatible
Figure 133 - Side-by-Side with Passive Glasses
Figure 134 - Dynamic LED backlighting
Figure 135 - LCD ghost pixels
Figure 136 - Ghosting for object moving away from viewer
Figure 137 - Close up of a Micropolarized display
Figure 138 - LG Passive Glasses TV with no HDTV resolution loss
Figure 139 - LG Dual Engine LCoS system
Figure 140 - Lenticular Lens
Figure 141 - Stand Here
Figure 142 - Parallax Barrier
Figure 143 - 2-Layer Pseudo 3D
Figure 144 - Variations of “3:2 Pulldown” for 3D
Figure 145 - FTC TV Label
Figure 146 - European TV Label
Figure 147 - LG's Smart 3D Positioning
Figure 148 - Portable 3D Blu-ray Player
Figure 149 - CEA 3D Glasses Logo
Figure 150 - Samsung's 3D Glasses Evolution
Figure 151 - Panasonic's 3D Glasses Evolution
Figure 152 – Monster Glasses and RF syng
Figure 153 - XpanD Youniversal
Figure 154 - RealD in Active Glasses
Figure 155 – Volfoni
Figure 156 - Sisvel 3D glasses sensor
Figure 157 - Examples of passive 3D glasses
Figure 158 - Fashion Glasses
Figure 159 - Fujifilm W3
Figure 160 - Sony Bloggie 3D
Figure 161 – Viewsonic 3D Cameras and Camcorders
Figure 162 - Sharp 3D Camera
Figure 163 - Aiptek 3D camera
Figure 164 - DXG's 3D camcorders
Figure 165 - Hero 3D camera
Figure 166 - Panasonic 3D Camera
Figure 167 - SLR 3D Lens
Figure 168 - Panasonic 3D Cam and Lens explosion
Figure 169 - Sony 3D Camcorder
Figure 170 - JVC's one and a half 3D camcorders
Figure 171 - Front Niche
Figure 172 –3D Frames
Figure 173 - Wearable 3D Displays
Figure 174 - 3D Multimedia Player
Figure 175 - Kodak's 3D prints
Figure 176 - Side-by-Side viewer
Figure 177 - nVidia glasses and emitter
Figure 178 - Samsung's 3D Monitor
Figure 179 - 3D Android Pad
Figure 180 - 3D for the iPhone
Figure 181 - 3D Mobile Phone from recent past
Figure 182 - LG and Sharp 3D Mobile Phones
Figure 183 - 3D Mobile TVs
Figure 184 - 3D Portable Gaming
Figure 185 - Sony 3D Billboard
Figure 186 - A real 3D display
Figure 187 - ViewSonic 3D interface
Figure 188 - 2D to 3D Anaglyph converter
Figure 189 - HDMI 3DTV Extender
Figure 190 - 3D IP Camera
Figure 191 - 3D Slot Machine
Figure 192 – Sony screenshots
Figure 193 - Broadcast Facility Block Diagram
Figure 194 – Harris, Evertz & Miranda equipment
Figure 195 - Ericsson pair of receivers for 3D
Figure 196 - Typical message tells viewer how to set 3DTV mode
Figure 197 - Dish STB for 3D
Figure 198 - Caption Window


Tables
Table 1 – Early 3D screen box office multiplier over 2D
Table 2 - 3D Titles (2005 to 2010); next page (2011 & 2012)
Table 3 - Changing 3D Genres over the Years (2005 to 2011)
Table 4 - 3D Cameras and Rigs
Table 5 - 3D Editing and Digital Intermediate
Table 6 - Stereoscopic 3D theater systems
Table 7 - 3D Projector Technologies Comparison
Table 8 - 3D Projector Technologies Comparison (cont.)
Table 9 - ITU Roadmap
Table 10- DVB allowable 3D formats
Table 11 -3D Codec Vendors
Table 12 – 3D Codec Vendors (Cont.)
Table 13 – 3D Television Vendors and Technology employed
Table 14 - Consumer 3D Glasses
Table 15 – Digital Signage 3D Display Companies

Abstract

2010 was the big coming out party for 3D. Hot on the heals of Avatar, just about everyone was eager to offer movies, consumer electronics, services and television content in 3D.

Now that 2010 is over, some pundits are now saying that 3D has been a disappointment. 3D movie reviewers find it easy to bad mouth some titles. 3D TV hasn't taken off like some thought it would. Glasses are expensive and cumbersome, and there isn't much 3D programming to watch.

But, none of this is a surprise for many in the industry. 3D was overhyped at the 2010 CES. The inevitable bad movies were converted to 3D. Standards were not all in place. The industry was caught a little by surprise. All of this was to be expected, and many predicted it would happen.

Remember, 3D didn't really start in movies until 2005 and 3D TV didn't start until mid-2010. Look at the chart above - the number of 3D movie titles is still growing at an incredible rate.

In the meantime, efforts to make 3D better and more complete are happening on all fronts, from movies, to equipment and tools, to devices, to content and services. An explosion of 3D in just about every product category imagined was on evidence at CES 2011.

But, opportunities to improve just about every element of the ecosystem still exist, if you know how things work. This is true, even for 3D TVs, which are now on their 3rd generation.

This report covers the complete 3D ecosystem. It talks about the market, the vendors, the technology, the products, the content and the services. Along the way, several areas of opportunity are mentioned or are made obvious.



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