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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
Abstract2010 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.
Get full details about this report >>
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