issue #20 - Veritas et Visus
Transcription
issue #20 - Veritas et Visus
We are pleased to provide this sample of the 3rd Dimension newsletter from Veritas et Visus. We encourage you to consider an annual subscription. • For individuals, an annual subscription (10 issues) is only $47.99. Order information is available at http://www.veritasetvisus.com/order.htm. • For corporations, an annual site license subscription is $299.99. The site license enables unlimited distribution within your company, including on an intranet. Order information is available at http://www.veritasetvisus.com/order_site_license.htm. • A discount is available to subscribers who order all five of our newsletters. Our five newsletters cover the following topics: ο ο ο ο ο 3D Touch High Resolution Flexible Displays Display Standards The goal of this newsletter is to bring subscribers the most comprehensive review of recent news about the emerging markets and technologies related to 3D displays. This newsletter combines news summaries, feature articles, tutorial, opinion & commentary columns, summaries of recent technology papers, interviews and event information in a straight-forward, essentially ad-free format. The 3rd Dimension enables you to easily and affordably stay on top of the myriad activities in this exciting market. We look forward to adding you to our rapidly growing list of subscribers! Best regards, Mark Fihn Publisher & Editor-in-Chief Veritas et Visus http://www.veritasetvisus.com Veritas et Visus 3rd Dimension 3rd Dimension Veritas et Visus DAZ 3D, p39 September 2007 September 2007 MED, p72 Beowulf, p22 Vol 2 No 10 AMD, p43 Letter from the publisher : A different perspective… by Mark Fihn 2 News from around the world 12 S3D Basics+ Conference, August 29-29, 2007, Berlin, Germany 42 Society for Information Display 2007 Symposium, May 20-25, Long Beach, California 45 International Workshop on 3D Information Technology, May 15, 2007, Seoul, Korea 49 3DTV CON 2007, May 7-9, Kos Island, Greece 52 Stereoscopic Displays and Applications 2007 Conference, January 29-31, San Jose 60 Interview with Greg Truman from ForthDD 69 Interview with Ian Underwood from MED 72 Expert Commentary: • Shoveling Data by Adrian Travis • 3D camera for medicine and more by Matthew Brennesholtz • 3D isn’t so easy by Chris Chinnock • Selling to the market for 3D LCD displays… by Jim Howard • 3D maps – a matter of perspective? by Alan Jones • PC vs. Console – Has the mark been missed? by Neil Schneider • 3D DLP HDTVs – all is revealed! by Andrew Woods • The Last Word: How things get invented by Lenny Lipton Calendar of events 76 78 79 82 85 89 91 96 98 The 3rd Dimension is focused on bringing news and commentary about developments and trends related to the use of 3D displays and supportive components and software. The 3rd Dimension is published electronically 10 times annually by Veritas et Visus, 3305 Chelsea Place, Temple, Texas, USA, 76502. Phone: +1 254 791 0603. http://www.veritasetvisus.com Publisher & Editor-in-Chief Managing Editor Associate Editor Contributors Mark Fihn [email protected] Phillip Hill [email protected] Geoff Walker [email protected] Matt Brennesholtz, Chris Chinnock, Jim Howard, Alan Jones, Lenny Lipton, Neil Schneider, Adrian Travis, Andrew Woods Subscription rate: US$47.99 annually. Single issues are available for US$7.99 each. Hard copy subscriptions are available upon request, at a rate based on location and mailing method. Copyright 2007 by Veritas et Visus. All rights reserved. Veritas et Visus disclaims any proprietary interest in the marks or names of others. http://www.veritasetvisus.com 1 Veritas et Visus 3rd Dimension September 2007 A different perspective… by Mark Fihn Not long ago, one of our subscribers asked me why I include topics in this newsletter that not directly related to 3D displays. He suggested that my coverage of 3D photography, 3D binoculars, 3D pointing devices, 3D scanners, stereo-lithography, lenticular printing, 3D art, etc., was a distraction from the topic of displays. Fortunately, this gentleman seems to be in the minority, because most of the feedback I get is quite positive with regard to these non-display topics. In any case, if you don’t care for the non-display coverage, we’re confident that you can choose to scroll through it quickly and find those topics that are most interesting to you. The reason that we cover non-display-related topics in this newsletter is because most of it is directly related to displays, and even those things that are not electronic in nature, provide us with some amazing clues about stereo vision and three-dimensional imaging. Readers of our sister newsletter, High Resolution, will be aware of my fascination with optical illusions. How is it that we “see” things that really aren’t there? Of course, this is exactly what stereographic 3D displays do – they recreate an illusion, as we are not actually seeing three dimensions on the surface of the 2D display. Perhaps this is one of the reasons that I find 3D so fascinating – it’s little more than a trick we play on our brains. But as with all good optical illusions – the consequent image is really quite convincing. In addition to optical illusions, I find myself fascinated with artwork that considers three dimensions. Sculpture is an obvious three-dimensional exercise, but even more than sculpture, I am fascinated by the imaginative forms of art that consider the third dimension from a different perspective. As such, in what will be a rather lengthy introduction to the newsletter, I’m going to share several creations in 3D (or the appearance of 3D) that intrigue me. Although not directly related to displays, only those of you straight-jacketed by the practical and mundane will fail to find the next pages interesting, or at least a little fun. Enjoy! Jen Stark art work explores three-dimensional use of paper Artist Jen Stark introduced an interesting collection that explores how two-dimensional objects like paper can be transformed into stunning three-dimensional creations. The basic premise is simple – involving nothing more than hand-cutting stacks of construction paper. http://www.jenstark.com http://www.veritasetvisus.com 2 Veritas et Visus 3rd Dimension September 2007 Robert Lang shows off incredible origami The Japanese art of paper-folding known as origami is a well known process that takes two-dimensional sheets of paper to create three-dimensional objects. An American, Robert Lang, has been an avid student of origami for over thirty years and is recognized as one of the world’s leading masters of the art, with over 400 designs catalogued and diagrammed. He is noted for designs of great detail and realism, and includes in his repertoire some of the most complex origami designs ever created. His work combines aspects of the Western school of mathematical origami design with the Eastern emphasis upon line and form to yield models that are distinctive, elegant, and challenging to fold. http://www.langorigami.com On the left is Robert Lang’s “Allosaurus Skeleton”, fashioned from 16 uncut squares of paper; in the center is “Tree Frog”, made from a single uncut square of paper; and on the right is “The Sentinel”, crafted from 2 uncut sheets of paper The Punch Bunch features 3D floral punch art My wife runs a little business called The Punch Bunch in which she wholesales craft punches to scrapbook and craft stores. One of the things that she has worked hard to popularize is an amazing form of art in which specialty paper punches are used to cut out shapes that are then molded and colored to create what are some amazing threedimensional floral bouquets. The business started almost 10 years ago out of our home, (the first warehouse was some extra space in the master bathroom). She now ships all over the world and offers perhaps the largest collection of punches in the world. A substantial portion of what she sells is used by crafters to make floral arrangements that are often difficult to distinguish from real flowers. http://www.thepunchbunch.com Floral arrangements crafted from paper punch outs. The image on the left is by Australian punch artist Leone Em; the two images on the right are by Seattle-based artist Susan Tierney-Cockburn. http://www.veritasetvisus.com 3 Veritas et Visus 3rd Dimension September 2007 Guido Daniele shows off more Handimals In issue #18 of the 3rd Dimension, we showed off some intriguing hand paintings by Italian artist Guido Daniele whose “Handimals” serve as an excellent schoolteacher for creating 2D images on a 3D form. By changing the perspective of the viewer, Daniele’s meticulous images use the human hand as an easel, but the image is lost if the perspective is altered or if the hand is moved. 3D displays have similar problems – except that they recreate a 3D image on a 2D form, but similar problems of perspective persist. http://www.guidodaniele.com Note that body art has become quite popular, particularly when it comes to painting “clothing” on the bodies of attractive young female models. While some of this body art is truly creative, it rarely relies so much on the shape of the body parts and the perspective of the viewer to create the three-dimensional effect. In addition to his popular Handimals, Daniele’s website features numerous examples of full-body art, most of which has been created for commercial purposes. The image to the right, although not a full body-art image is an example of Daniele’s commercial art using his animal motif in relation to a Jaguar. http://www.veritasetvisus.com 4 Veritas et Visus 3rd Dimension September 2007 Julian Beaver’s sidewalk chalk paintings continue to astound In past editions of the 3rd Dimension, we’ve shown images of Julian Beever’s amazing chalk paintings, (see issues #12 and #13), which so clearly show us the importance of perspective. The bottom pair of images serves to identify just how important the viewer’s position is to a successful rendering of a 3D image on a 2D surface. In all of these images, the lines in the sidewalk serve to remind us that these really are 2D paintings. http://users.skynet.be/J.Beever http://www.veritasetvisus.com 5 Veritas et Visus 3rd Dimension September 2007 John Pugh’s amazing trompe-l’œil artistry Trompe-l’œil is an art technique involving extremely realistic imagery in order to create the optical illusion that the depicted objects really exist, instead of being mere, two-dimensional paintings. The name is derived from French for “trick the eye”. One of the current-day masters of the technique is John Pugh, whose stunning creations are so lifelike they have caused traffic accidents. In his image “Art Imitating Life Imitating Art Imitating Life” (shown below), which is featured at a café in San Jose, California, a customer complained he had received “the silent treatment” when he tried to introduce himself to the woman reading a book. http://www.illusion-art.com John Pugh’s “Art Imitating Life Imitating Art Imitating Life”. The lower left image is an early concept layout; the lower right shows Pugh painting the statue. http://www.veritasetvisus.com 6 Veritas et Visus 3rd Dimension September 2007 Eric Growe paints 3D murals Eric Growe is another fascinating artist that uses the trompe-l'œil style to create amazing murals that transform 2D spaces into stunning 3D paintings. Growe does most of the artwork by himself and researches, paints and designs each project from scratch. These paintings, all on flat surfaces, completely change the perception of an otherwise empty space and serve to create a truly novel way to attract interest and attention. http://www.ericgrohemurals.com Growe painted the above mural on the side of a shopping mall in Niagara, New York. The upper images are before and after photos; the lower image shows detail while, also providing a hint about how the image appears from differing perspectives. On the left is the side of a store in Massillon, Ohio, previously nothing more than a brick wall. The front of the building was later painted to match the architectural details of the mural on the side of the building. On the right is a mural on a wall at the Mount Carmel College of Nursing in Columbus, Ohio. http://www.veritasetvisus.com 7 Veritas et Visus 3rd Dimension September 2007 Two of four murals painted by Growe at the Washington State Corrections Center for Women in Gig Harbor, Washington. RollAd competition showcases 3D illusions on sides of trucks German ad agency RollAd rents out advertising space on the sides of trucks and for the past three years has sponsored the Rolling Advertising Awards competition. The ads are printed on interchangeable canvas covers which are placed over the container portions of the trucks. The winners of the competition have their mock-up designs actually implemented and showcased at the annual awards ceremony (http://www.rhino-award.com). The website shows many very clever examples. The 2005 competition winner was the Pepsi design shown lower left. Interestingly, the lower right image is taken from a different perspective where the illusion is not as effective. http://www.veritasetvisus.com 8 Veritas et Visus 3rd Dimension September 2007 Devorah Sperber uses chenille stems to show examples of perspective Devorah Sperber showcases on her website a couple of amazing pieces of art made from chenille straws that both center on Holbein’s art and which highlight the importance of perspective when viewing art. In her words: “While many contemporary artists utilize digital technology to create high-tech works, I strive to ‘dumbdown’ technology by utilizing mundane materials and low-tech, labor-intensive assembly processes. I place equal emphasis on the whole recognizable image and how the individual parts function as abstract elements, selecting materials based on aesthetic and functional characteristics as well as for their capacity for a compelling and often contrasting relationship with the subject matter.” http://www.devorahsperber.com In this piece, called “After Holbein”, Sperber arranged chenille stems in such a way that when the image is reflected from a polished steel cylinder that Holbein’s work becomes visible In this piece, a skull becomes obvious only when viewed from an extreme viewing angle http://www.veritasetvisus.com 9 Veritas et Visus 3rd Dimension September 2007 Inakadate rice farming… Each year since 1993, farmers in the town of Inakadate in Aomori prefecture create works of crop art by growing a little purple and yellow-leafed kodaimai rice along with their local green-leafed tsugaru-roman variety. The images start to appear in the spring and are visible until harvest time in September. While I suppose it’s arguable about whether these are 3D images, the notion of perspective is a big consideration, as depicted in the close-up image depicted in the bottom right. http://www.am.askanet.ne.jp/~tugaru/z-inakadate.htm The top left image is the 2007 crop art image creation by the farmers of Inakadate, Japan. On the top right is the 2006 image and the lower left image is from 2005. The lower right image is a close-up of the different rice plantings, identifying the importance of perspective when viewing any image. Stan Herd crop artistry Stan Herd is an American crop artist known for creating advertisements that are strategically placed to coincide with airline flight paths. Pictured here are a couple of his more artistic and not-so-commercial efforts. On the left is his “Sunflower Field” and on the right is a “Portrait of Saginaw Grant”. http://www.stanherdart.com http://www.veritasetvisus.com 10 Veritas et Visus 3rd Dimension September 2007 Heather Jansch creates driftwood sculptures Heather Jansch’s driftwood sculptures don’t give us any insights into 2D to 3D transformation or into perspective, but they are such unique and beautiful creations that I couldn’t resist including them here anyway. Her specialty is in assembling life-size works made from scrap driftwood, particularly of horses. Jansch lives and works in the West Country of England. She is holding “Open Studio” 2007 from September 8th to 23rd, showing off work-in-process, new life-size works in driftwood and in oak, a woodland walk, a children’s “treasure trail”, and some featured guest artists. http://www.jansch.freeserve.co.uk http://www.veritasetvisus.com 11 Veritas et Visus 3rd Dimension September 2007 3D news from around the world compiled by Mark Fihn and Phillip Hill Acacia Research to soon release 3D Content Creation 2007 report Market researchers Acacia Research announced their impending release of “3D Content Creation 2007”, which will examine the market for 3D modeling and animation tools in the film and video, video game, advertising, visualization, and other industries. In addition to software shipment and revenue forecasts, this market study will provide details on revenues and budgets of the industries that use the tools and a look at spending on 3D content creation within those industries. It will discuss the major trends in the industry including consolidation, new market opportunities, the explosion of specialized and lightweight tools, and much more. The report is available at an individual rate for $1,995.00 and at a site license rate of $2,992.50. http://www.acaciarg.com ITRI forms 3D display alliance with panel makers Taiwan’s Industrial Technology Research Institute (ITRI) recently formed the 3D Interaction & Display Alliance with Taiwan LCD panel makers, including AU Optronics (AUO), Chi Mei Optoelectronics (CMO), Chunghwa Picture Tubes (CPT) and HannStar Display, and digital TV content suppliers as well as several system makers. ITRI suggested that the 3D display market will grow from $300 million in 2007 to over $2 billion in 2010. Taiwan panel makers such as CMO and CPT have already developed 3D LCD panels with CMO set to volume produce 22-inch 3D panels in the third quarter while CPT’s 20.1-inch wide-screen panel has gained attention from first-tier display vendors, according to sources. http://www.itri.org.tw Jon Peddie Research reports about Q2’07 graphics market JPR released its Q2’07 quarterly MarketWatch report on PC graphics shipments. Traditionally, the second quarter is slow for the computer industry. Nevertheless Q2’07 saw nVidia make significant grains, while AMD and Intel saw more typical results for the time period. VIA saw a slight rise, SiS slipped more, and Matrox dropped too. Total shipments for the quarter were 81.3 million units, up 3% in over last quarter. Compared to the same quarter last year shipments were up 10.6%. On the desktop nVidia was the clear winner, claiming 35.0% against Intel’s 31.3%, while AMD had a modest gain to 18.8%. In the mobile market Intel held its dominant position and grew slightly to 51.5%, with nVidia number two at 27% and AMD at 21%. Mobile chips continued their growth to claim 31.2% of the market with 24.5 million units. http://www.jonpeddie.com Vendor AMD Intel nVidia Matrox SiS VIA/S3 TOTAL Q2’07 15.86 30.59 26.48 0.13 2.00 6.26 81.32 http://www.veritasetvisus.com Market share 19.5% 37.5% 32.6% 0.2% 2.5% 7.7% 100.0% Year ago 19.67 29.68 14.48 0.10 3.33 6.27 73.53 Market Share 26.7% 40.4% 19.7% 0.1% 4.5% 8.5% 100.0% Growth -19.4% 3.1% 82.9% 30.0% -39.9% -0.2% 10.6% 12 Veritas et Visus 3rd Dimension September 2007 Ozaktas and Onural edit new book about “Three-Dimensional Television” The scope of a new book entitled “Three-Dimensional Television: Capture, Transmission, Display”, reflects the diverse needs of this emerging market. Different chapters deal with different stages of an end-to-end 3DTV system such as capture, representation, coding, transmission, and display. In addition to stereographic 3D solutions, both autostereoscopic techniques and holographic approaches are also covered. Some chapters discuss current research trends in 3DTV technology, while others address underlying topics. In addition to questions about technology, the book also addresses some of the consumer, social, and gender issues related to 3DTV. The 800-page book is expected to be available in early December. In hardcover, the book is priced at $269.00/€199.95/£154.00. http://www.springer.com Philips introduces WOWzone 132-inch 3D display wall In late August at IFA in Berlin, Philips introduced the 3D WOWzone, a large 132-inch multi-screen 3D wall, designed to grab people’s attention with stunning 3D multimedia presentations. Philips claims that the out-ofscreen 3D effects fascinate viewers and holds their attention for longer than standard 2D images, thereby making 3D a valuable marketing tool. No glasses are needed to view the Philips 3D WOWzone and it gives marketeers an element of surprise that leaves their target audience with an entertaining 3D multimedia experience. The Philips WOWzone multi-screen 3D wall consists of nine 42-inch Philips 3D displays in a 3x3 display set-up. A fully automated dual mode feature allows the user to display 3D content as well as 2D high-definition content. Philips WOWzone is a complete end-to-end solution including 3D displays, mounting rig, media streamer computers, control software and dedicated 3D content creation tools. The WOWzone is available today on a project basis and will be commercially available from Q1 2008 onwards. Philips and eventIS demonstrate 3D video-on-demand feasibility In early September, Philips and eventIS announced that they successfully completed testing of 3D video-ondemand (VoD) using an eventIS metadata system and Philips 3D displays. This proves that the new 3D video format, based on “2D-plus-depth”, can be integrated into existing media distribution and management systems such as video-on-demand via cable, satellite, Internet or terrestrial broadcasting. Earlier this year Deutsche Telekom and Philips demonstrated interactive 3D applications like movies, home shopping and online games. Now eventIS takes this a step further, by demonstrating that 3D VoD capabilities can easily be implemented in their metadata media management system. According to the company, VoD will play an important role in the early distribution of highquality 3D movies to the consumer. In the demo, eventIS makes use of a library that consists of 3D animated, stereoscopic and 2D-to-3D converted videos. http://www.philips.com/newscenter On the left is the Philips 3D WOWzone 132-inch 3D display wall; the image on the right depicts 3D video-on-demand http://www.veritasetvisus.com 13 Veritas et Visus 3rd Dimension September 2007 iZ3D ships 22.0-inch 3D gaming monitor In late August, San Diego-based iZ3D announced it is selling its iZ3D 22.0-inch widescreen 3D gaming monitor for $999 – and the company is specifically targeting the gaming market. iZ3D says the system works using custom software drivers, and the user must wear passive polarized glasses. iZ3D is a newlyformed partnership between 3D imaging developer Neurok Optics and Taiwan’s Chi Mei Optoelectronics. The monitor itself offers a 1680x1050 pixel format, 5 ms response time, 170° viewing angle, 600:1 contrast, and dual DVI/VGA inputs designed to connect to a dual-output video card. The display ships with stereo drivers which are compatible with either the nVidia GeForce 8 series or ATI’s FireGL V3600 workstation graphics cards. The monitor incorporates two LCDs and can also be used for standard 2D computing tasks. http://iz3d.com Fraunhofer Research demonstrates autostereoscopic Free2C display Fraunhofer Research showed off its Free2C 3D Display at IFA in late August, claiming it to be “currently the most advanced development in autostereoscopic (glasses-free 3D) display technology”. Free2C is based on a special head-tracking lenticular-screen 3D display principle, allowing free head movements in three dimensions at a high level of image quality (the current resolution is 1600x1200 pixels). The particular design of the lens plate ensures that the stereoscopic images are almost perfectly separated (no ghosting). The Free2C-Desktop Display is perfectly suited for virtual prototyping, archaeology and oceanography, minimal invasive surgery and lifelike simulations. The researchers claim that the viewer can be freely positioned without degradation to resolution, brightness, and color reproduction, all with “extremely low crosstalk”. http://www.hhi.fraunhofer.de SD&A 2007 “Discussion Forum” now on-line At the 2007 SD&A event in San Jose, a panel discussion was conducted on the topic, “3D in the Home: How Close are We?” The discussion was moderated by Lenny Lipton (far left) from REAL D, and from left to right, included Brett Bryars from the USDC, Art Berman from Insight Media, Mark Fihn from Veritas et Visus, and Steven Smith from VREX. Transcripts of the forum are now on line: http://www.stereoscopic.org/2007/forum.html http://www.veritasetvisus.com 14 Veritas et Visus 3rd Dimension September 2007 Hitachi shows off new stereoscopic vision display technology In early August, Hitachi announced its development of a new “small-sized stereoscopic vision display technology”. Measuring in at 7.9 x 7.9 x 3.9 inches and weighing 2.2 pounds, the device utilizes an array of mirrors and projects a “synthetic image”. The device is reportedly similar in design to its larger “Transpost”. Hitachi hopes to implement the technology in locales such as schools, exhibitions, and museums. http://www.hitachi.co.jp NTT develops tangible 3D technology NTT Comware has developed “Tangible-3D” technology, a next generation communication interface for real-time motion capture that reproduces the physical feel of three-dimensional video. This technology is an improved version of the NTT Comware’s tangible 3D system without requiring special glasses that was originally developed in 2005. It relies on a pair of cameras that capture and process data about an object. It allows tactile impressions to be transmitted back and forth between multiple users on a real-time basis by the software to process the captured images. It displays 3D images without requiring special glasses on the 3D display and translates the images into a tactile impression that the user can feel with the dedicated tangible interaction device at the same time. It reproduces the physical feel of three-dimensional video on a remote location as well as to allow the viewers to literally reach out and touch the person or object on the screen by means of a special device. For instance, a real-time motion capture of 3D images and a tactile impression provides a virtual handshaking experience. To enable this experience, a pair of cameras captures the image of the hand of a user at one side. The image is processed to a 3D image and extracts the data of the tactile impression. The data is then transmitted to the receiving end on a real-time basis. The image of the hand captured is displayed on the 3D display without requiring special glasses. At the same time, the data of the tactile information for touching a hand is transmitted to the recipient’s hand through the tactile device to actually feel the on-screen image as it moves such as shaking hands. While the Tangible-3D system only works in one direction on a one-on-one basis in the demonstration for now, NTT Comware is developing a two-way system that allows tactile impressions to be transmitted back and forth between multiple users. The company is also working to improve the 3D screen for multiple angle viewing, which only appears three-dimensional from a particular viewing angle. The technology will also allow visitors of the museum to handle items of exhibits with 3D images such as fossils. If this technology is applied to a remote classroom to make ceramics for example, the students can obtain perceptible information of a work such as the real shape while the teacher shows the 3D image on the screen. This technology also enables interactive communication for video conferences. http://www.nttcom.co.jp http://www.veritasetvisus.com 15 Veritas et Visus 3rd Dimension September 2007 Novint Technologies brings out games titles for Falcon Novint Technologies announced a diverse lineup of upcoming titles for the Novint Falcon game controller. The company is adding its patented 3D touch technology to a variety of existing titles, including Feelin’ It: Arctic Stud Poker Run. Novint is also creating original titles designed specifically for 3D touch and will begin releasing all titles later this year. The Novint Falcon is a first-of-a-kind game controller that lets people feel weight, shape, texture, dimension, dynamics and force feedback when playing enabled games. New releases will range in price from $4.95 to $29.95 and be available to download through Novint’s N VeNT player. http://www.novint.com. Mova and Gentle Giant Studios show first moving 3D sculpture of live performance Performance capture studio Mova and Gentle Giant Studios unveiled at SIGGRAPH a 3D Zoetrope that uses persistence of motion to bring to life a series of 3D models of an actor’s face captured live by Mova’s Contour Reality Capture System. This 3D Zoetrope is the first to show a live-action, natural 3D surface in motion. The resulting effect is a physical sculpture of a speaking human face that comes to life with perfect motion, faithful to the original actor’s performance down to a fraction of a millimeter. The Zoetrope displayed at SIGGRAPH consisted of thirty 3D models of a face in motion. The models spin on a wheel and a strobe light illuminates each as it passes by a viewing window, much as still frames projected intermittently are perceived as a moving image. To the viewer, it looks like one 3D face in continuous motion. Mova used the Contour Reality Capture System to capture the live performance of an actor using an array of cameras with shutters synchronized to lights flashing over 90 times per second, beyond the threshold of human perception. The glow from phosphorescent (“glow in the dark”) makeup sponged onto the actor is captured by the camera array. Triangulation and frame-by-frame tracking of the 3D geometry is then used to produce over 100,000 polygons to create a 3D face, to an accuracy of a fraction of a millimeter. Gentle Giant Studios used the captured 3D surface geometry and formed 30 individual models with the help of a 3D stereolithography printer, which creates the models using a plastic resin. http://www.mova.com Mova’s 3D Zoetrope uses 30 3D models that result in a very lifelike full-motion facial representation Image Metrics performance capture system to model Richard Burton Image Metrics announced at the SIGGRAPH tradeshow in San Diego that its proprietary performance capture solution will provide the modeling and animation for a photo-realistic 11-foot 3D hologram of the late Richard Burton, for the Live on Stage! production of the multi-award winning, 15 million-selling album, Jeff Wayne’s Musical Version of The War of The Worlds. Image Metrics’ technology analyzes the motion data captured in any video recording of an actor. It removes the slow process of animation by hand required by other motion capture programs and eliminates the need for expensive motion capture camera systems. Image Metrics is completing a total of 23 minutes of photo-real facial animation perfectly synchronized to the original audio recording of the star. Image Metrics contributed 72 shots developed by a team of five artists. http://www.image-metrics.com http://www.veritasetvisus.com 16 Veritas et Visus 3rd Dimension September 2007 DAVID-Laserscanner brings out freeware for 3D laser scanning DAVID-Laserscanner is a freeware software for 3D laser range scanning to be used with a PC, a camera (e.g. a webcam), a background corner, and a laser that projects a line onto the object to be scanned. The concept of DAVID was developed by the computer scientists Dr. Simon Winkelbach, Sven Molkenstruck and Prof. F. M. Wahl at the Institute for Robotics and Process Control, Technical University of Braunschweig, Germany, and was published as a paper at the German Association for Pattern Recognition. The object to be scanned has to be put in front of a known background geometry (e.g. into the corner of a room or in front of two planes with an exact angle of 90°) with the camera pointed towards the object. The laser is held freely in the hand, “brushing” the laser line over the object. Meanwhile the computer automatically calculates 3D coordinates of the scanned object surface. To obtain a complete 360 degree model of the 3D object, the company has developed DAVIDShapefusion that automatically “puzzles” together the laser scans made from different sides. http://www.david-laserscanner.com/ Breuckmann launches 3D digital scanning technique Breuckmann has launched smartSCAN, especially developed for applications for high performance digitization in technique, education, art, and cultural heritage. The new system smartSCAN is positioned for target markets interested in digitization tasks. The company sees applications for high performance digitization: technical tasks, education, art, cultural heritage – everywhere where the emphasis is on creating reliable and accurate data. Due to the new and compact design the smartSCAN is easy to handle. SmartSCAN is available as a mono or stereo system: the setup can be configured with either one or two color cameras and one projection unit. With this design, the system can be configured to cover this wide range of applications. http://www.breuckmann.com Fraunhofer develops projector tiled wall system Fraunhofer of Germany has developed a cluster-based VR application in an extremely complex process handling distributed rendering, device management and state synchronization. Fraunhofer has dramatically simplified this process by utilizing X3D as the VR/AR application description language while hiding all the low level distribution mechanisms. It provides a new cluster application deployment solution which allows the running of X3D content on computer clusters without changes. The application developer can build high-level interactive application utilizing the full immersive profile of the ISO standard including PointingSensors and Scripting. The system has been demonstrated and deployed at the 48-projector/18-millionpixel tiled-display called HEyeWall. The HEyeWall offers an unmatched visual resolution compared to standard projection systems as it enables the visualization of brilliant pictures and stereoscopic 3D models. The marketready display system was developed by researchers of Fraunhofer IGD. Until now, the alerted eye could see single pixels, blurred shapes and colors when standing close to the projection wall. The HEyeWall allows examination of the projected image from any position. Various possible fields of application result from this: from efficient product development to the simulation of heavy flow of traffic and the visualization of highly structured 3D area and city models to the specific planning of rescue operations. A free beta version of the cluster-client/server solution is available from http://www.instantreality.org/home/. http://www.veritasetvisus.com 17 Veritas et Visus 3rd Dimension September 2007 NRL scientists viewing STEREO images using EVL’s ImmersaDesk4 technology Solar physicists at the Naval Research Laboratory (NRL) are viewing solar disturbances whose depth and violent nature are now clearly visible in the first true stereoscopic images ever captured of the Sun. These views from the STEREO program are providing scientists with unprecedented insight into solar physics and the violent solar weather events that can bombard Earth’s magnetosphere with particles and affect systems ranging from weather to our electrical grids. NRL scientists are viewing the high-resolution stereo pairs on an ImmersaDesk4 (I-Desk4) display system specifically commissioned and installed at the laboratory last summer in anticipation of the release of the data. The I-Desk4, invented at the University of Illinois at Chicago’s (UIC) Electronic Visualization Laboratory (EVL), is a tracked, 4-million-pixel display system driven by a 64-bit graphics workstation. Its compact workstation design is comprised of two 30-inch Apple LCD monitors mounted with quarter-wave plates and bisected by a half-silvered mirror enabling circular polarization. Multiple users can view the head-tracked 3D scene using lightweight polarized glasses. The Solar Physics Branch at NRL developed the SECCHI (Sun Earth Connection Coronal and Heliospheric Investigation) suite of telescopes for the spacecraft. The highresolution sensor suite includes coronagraphs, wide-angle cameras and an Extreme Ultraviolet Imager. The sensors generate 10 synchronized video feeds, each up to 2K by 2K pixels. In summer 2006, EVL student Cole Krumbholz worked with NRL solar physicist Dr. Angelos Vourlidas to help establish a solar imagery display environment at NRL. Krumbholz helped build two EVL-developed display systems capable of viewing and managing files on the scale of thousands of pixels per square inch: a nine-panel tiled LCD wall ideal for viewing high-resolution 2D imagery, and an I-Desk4 for viewing high-resolution 3D imagery. The tiled wall is capable of Dr. Angelos Vourlidas of the synchronously displaying multiple high-resolution video streams. NRL NRL's Solar Physics Branch scientists can also composite the sensor data into a single video to conduct a views stereoscopic solar images multi-spectral analysis, and view multiple days of video. Krumbholz taken with the EUV telescopes of implemented a distributed video-rendering tool with interactive features such NRL's SECCHI instrument suite as pan, zoom and crop. http://www.evl.uic.edu Anteryon develops new display screen optics for Zecotek 2D-3D system Anteryon of the Netherlands announced the launch of a new display screen optics product developed for the Zecotek 2D–3D display system. Zecotek is a Vancouver, Canada, based company with facilities in Vancouver and Singapore where the Anteryon display screen will be assembled into the Zecotek display system. The initial application focus for this Zecotek product lies in the field of biomedical imaging. http://www.anteryon.com Ramboll launches free floating video at Copenhagen Airport Ramboll of Denmark launched the Cheoptics360 XL at Copenhagen Airport where it is on display until October 4. Cheoptics360 XL displays free floating 3D video, opening up a whole new universe of possibilities to those seeking innovative and persuasive methods to present their products. Cheoptics360 XL is suitable as a stand-alone installation to be viewed from all angles, and it can also be integrated into all kinds of buildings, structures or environments. Presentations can be viewed on Cheoptics ranging in size from 1.5 meters wide up to 10 meters wide, allowing displays of both small and large objects. http://www.3dscreen.ramboll.dk http://www.veritasetvisus.com 18 Veritas et Visus 3rd Dimension September 2007 University of Tokyo researchers develop TWISTER A research team from the University of Tokyo has developed a rotating panoramic display that immerses viewers in a 3D video environment. The Telexistence Wide-angle Immersive STEReoscope, or TWISTER, is the world’s first full-color 360-degree 3D display that does not require viewers to wear special glasses. The researchers have spent over 10 years researching and developing the device. Inside the 4-foot by 6.5-foot cylindrical display are 50,000 LEDs arranged in columns. As the display rotates around the observer’s head at a speed of 1.6 revolutions per second, these specially arranged LED columns show a slightly different image to each of the observer’s eyes, thus creating the illusion of a 3D image. In other words, TWISTER tricks the eye by exploiting “binocular parallax”. For now, TWISTER is capable of serving up pre-recorded 3D video from a computer, allowing viewers to experience things like virtual amusement park rides or close-up views of molecular models. However, the researchers are working to develop TWISTER’s 3D videophone capabilities by equipping it with a camera system that can capture real-time three-dimensional images of the person inside, which can then be sent to another TWISTER via fiber optics. In this way, two people separated by physical distance will be able to step into their TWISTERs to enjoy real-time 3D virtual interaction. http://www.star.t.u-tokyo.ac.jp/projects/TWISTER/ MIT researchers develop 3D microscope that generates video images MIT researchers designed a microscope for generating three-dimensional movies of live cells. The microscope, which works like a cellular CT scanner, will let scientists watch how cells behave in real time at a greater level of detail. This new device overcomes a trade-off between resolution and live action that has hindered researchers’ ability to examine cells and could lead to new methods for screening drugs. Cells can’t be examined under a traditional microscope because they don't absorb very much visible light. So the MIT microscope relies on another optical property of cells: how they refract light. As light passes through a cell, its direction and wavelength shift. Different parts of the cell refract light in different ways, so the MIT microscope can show the parts in all their detail. The microscope creates three-dimensional images by combining many pictures of a cell taken from several different angles. It currently takes only a tenth of a second to generate each three-dimensional image, fast enough to watch cells respond in real time. This processing technique, called tomography, is also used for medical imaging in CT scans, which combine X-ray images taken from many different angles to create three-dimensional images of the body. http://web.mit.edu/newsoffice/2007/cells-0812.html This image of a live, one millimeter-long worm taken with a new 3D microscope clearly shows internal structures including the digestive system. The worm’s mouth is at the left and the thick red band is the worm’s pharynx. http://www.veritasetvisus.com 19 Veritas et Visus 3rd Dimension September 2007 DNP and Sony commence production of hologram technology to counter fake merchandise Dai Nippon Printing and Sony PCL announced in July the start of made-to-order production of a new Lippmann hologram for security uses, which is capable of storing dynamic picture images, including animation and liveaction created with stereogram technology. The newly developed hologram has the capacity to store in excess of 100 image frames on a single hologram, and because it is extremely difficult to counterfeit, is effective in helping to discriminate between genuine and counterfeit goods via uses including certification seals on genuine products. Live-action film as viewed via the newly developed hologram. By changing the viewing angle, the images appear to continually change. Unlike existing mainstream embossed holograms, which record images in physical relief on the surface of the material, the newly developed hologram is a Lippmann hologram, which stores images by recording interference patterns in photo-sensitive layers produced by laser. Lippmann holograms are extremely difficult to counterfeit, as it is difficult to obtain the photo-sensitive materials used, as Lippmann holograms are capable of producing unique image expressions not possible with other hologram formats, and as they require specialized manufacturing technology. DNP and Sony PCL have made it even more difficult to illicitly reproduce the holograms by providing them with the capacity to record in excess of 100 image frames on a single hologram via the unique application of line order recording technology, which has made it possible to record dynamic images, including flying logos and animation. Each parallax image displayed on the LCD is horizontally compressed into a vertical slit by a cylindrical lens. The beam of the slit and the reference beam form an interference pattern, which is then recorded on the photosensitive material on the glass substrate. The hundreds of vertical slits, placed sequentially side-by-side, form the larger hologram. The new hologram has undergone approximately 18 months of field tests, and DNP and Sony PCL have moved into full-scale operations after successfully confirming the effectiveness of the new hologram as an anti-counterfeiting measure. http://www.dnp.co.jp/international/holo/index.html New Carl Zeiss stereo microscope claims greatest FOV, zoom, resolution Carl Zeiss MicroImaging Inc. introduced the SteREO Discovery.V20 stereo microscope, which claims the industry’s largest field of view (23 mm at 10x), highest zoom range (20 to 1), and greatest resolution, all combined in one stereo microscope to allow visualization of large samples and their fine details without changing objectives or eyepieces. The new tool also promises a substantially greater depth of field than other stereo microscopes, allowing the ability to view and measure well-resolved object details with greater ease and accuracy. Step motor control enables continuous increases in magnification with precise zoom levels to create a well-defined, high contrast image throughout the zoom range. The System Control Panel (SyCoP) puts all major microscope functions at the user's fingertips, allowing for fast changeover between zoom, focus, and illumination functions and displays for total magnification, object field, resolution, depth of field, and Z position. Carl Zeiss has designed the system to meet the ergonomic demands of users working for hours at a time. The SteREO Discovery.V20 is fully integrated into Zeiss’ modular SteREO Discovery system and compatible with all SteREO components. The microscope can be combined with the AxioCam digital camera and the AxioVision image analysis and evaluation software for a powerful, complete image recording and analysis system. http://www.zeiss.com.au http://www.veritasetvisus.com 20 Veritas et Visus 3rd Dimension September 2007 Thomas Jefferson University Hospital software creates 3D view of the brain Researchers at Thomas Jefferson University Hospital in Philadelphia have developed software that integrates data from multiple imaging technologies to create an interactive 3D map of the brain. The enhanced visualization gives neurosurgeons a much clearer picture of the spatial relationship of a patient’s brain structures than is possible with any single imaging methods. In doing so, it could serve as an advanced guide for surgical procedures, such as brain-tumor removal and epilepsy surgery. The new imaging software collates data from different types of brain-imaging methods, including conventional magnetic resonance imaging (MRI), functional MRI (fMRI), and diffusion-tensor imaging (DTI). The MRI gives details on the anatomy, fMRI provides information on the activated areas of the brain, and DTI provides images of the network of nerve fibers connecting different brain areas. The fusion of these different images produces a 3D display that surgeons can manipulate: they can navigate through the images at different orientations, virtually slice the brain in different sections, and zoom in on specific sections. With the new software, surgeons are able to see the depth of the fibers going inside the tumor, shown as dashed lines, and the proximity of those on the outside, shown as solid lines. The lines are color-coded based on their depth; they range from dark red, which represents the deepest, to dark blue, which represents the shallowest. The scale on the left side of the accompanying images is based on depth, dark red being the deepest; dark blue the shallowest. http://www.jeffersonhospital.org AIST improves 3D projector In 1926, Kenjiro Takayanagi, known as the “father of Japanese television,” transmitted the image of a katakana character (イ) to a TV receiver built with a cathode ray tube, signaling the birth of the world’s first all-electronic television. In early August, in a symbolic gesture over 80 years later, researchers from Japan’s National Institute of Advanced Industrial Science and Technology (AIST), Burton Inc., and Hamamatsu Photonics K.K. displayed the same katakana character using a 3D projector that generates moving images in mid-air. The 3D projector, which was first unveiled in February 2006 but has seen some recent improvements, uses focused laser beams to create flashpoint “pixels” in mid-air. The pixels are generated as the focused lasers heat the oxygen and nitrogen molecules floating in the air, causing them to spark in a phenomenon known as plasma emission. By rapidly moving these flashpoints in a controlled fashion, the projector creates a three-dimensional image that appears to float in empty space. The projector’s recent upgrades include an improved 3D scanning system that boosts laser accuracy, as well as a system of highintensity solid-state femtosecond lasers recently developed by Hamamatsu Photonics. The new lasers, which unleash 100-billion-watt pulses (0.1-terawatt peak output) of light every 10-trillionths of a second (100 femtoseconds), improve image smoothness and boost the resolution to 1,000 pixels per second. In addition, image brightness and contrast can be controlled by regulating the number of pulses fired at each point in space. http://www.aist.go.jp http://www.veritasetvisus.com 21 Veritas et Visus 3rd Dimension September 2007 “Harry Potter and the Order of the Phoenix”: IMAX 3D shatters box office records IMAX Corporation and Warner Bros. Pictures announced that “Harry Potter and the Order of the Phoenix” shattered virtually every opening box office record at IMAX theatres during its debut, contributing $7.3 million of the $140 million that the film grossed at the domestic box office, from July 11 through July 15. The picture also broke the record for IMAX’s largest single day worldwide total at $1.9 million and posted a domestic opening per screen average of $80,500. “Harry Potter and the Order of the Phoenix” opened on 91 domestic IMAX screens and 35 international IMAX screens, making it the largest opening in IMAX’s 40-year history, with a recordsmashing worldwide estimated total of $9.4 million. The film’s overall worldwide debut total was an estimated $333 million. Through its 7th week, the film earned more than $24 million on 91 IMAX screens domestically and more than $11 million on 52 IMAX screens internationally. The worldwide IMAX total is now more than $35 million with an impressive per screen average of $243,000 making it the highest grossing live-action Hollywood IMAX release. http://www.imax.com “Beowulf” to be available in Dolby 3D Digital Cinema… Dolby Laboratories announced in early August that Paramount Pictures’ “Beowulf”, scheduled for release on November 16, will be made available to select exhibitors who have installed Dolby 3D Digital Cinema technology by the film’s release date. Dolby claims that their 3D Digital Cinema provides exhibitors and distributors an efficient and cost-effective 3D solution. The ability to utilize a standard white screen gives exhibitors a cost advantage, as no special “silver screen” is required. The ease of shifting the Dolby 3D Digital Cinema system from 3D to 2D and back, as well as moving the 3D film between auditoriums of different sizes, retains the flexibility exhibitors have come to expect. Dolby 3D Digital Cinema uses a unique color filter technology that provides very realistic color reproduction with extremely sharp images delivering a great 3D experience to every seat in the house. http://www.dolby.com …also in REAL D and IMAX 3D In addition to the Dolby 3D Digital Cinema screens, “Beowulf” will also be presented on both REAL D and IMAX 3D platforms, which cater to audiences willing to pay a premium price for a premium, or multi-dimensional, viewing experience. Beowulf is a digitally enhanced liveaction film using the same motion-capture technology seen in “The Polar Express”. Until now, IMAX and Paramount hadn't released a film together since IMAX began remastering commercial films into the large format in 2002. In total, it’s expected that “Beowulf” will show in 3D on well over 1000 screens worldwide at its release. http://www.veritasetvisus.com 22 Veritas et Visus 3rd Dimension September 2007 “Monsters vs. Aliens” in 3D to hit theatres on May 15, 2009 DreamWorks Animation’s “Monsters vs. Aliens” is slated for domestic release May 15, 2009, a week earlier than previously announced. “Monsters vs. Aliens”, now confirmed as the official title, will be the first DreamWorks Animation film produced in stereoscopic 3D. It is described as a reinvention of the classic 1950s monster movie into an irreverent modern-day action comedy. Directed by Conrad Vernon and Rob Letterman, the film is in production and will be distributed domestically by Paramount Pictures. May 2009 is shaping up to be a crowded month for 3D releases. James Cameron’s 3D stereoscopic film “Avatar” is slated for May 22, which was the planned release date for Monsters vs. Aliens. With two anticipated stereoscopic films set to debut during the frame, the digital-cinema community is watching this release window. Real D has advised that it is on track to have 4,000 3D-ready digital-cinema screens installed in the US by May 2009, though that number might increase. Jeffery Katzenberg, head of DreamWorks has suggested that 6,000 screens need to be available for “Monsters vs. Aliens” to be the success the studio is hoping. http://www.dreamworksanimation.com “Sea Monsters: A Prehistoric Adventure” to open in IMAX 3D National Geographic’s new giant-screen film “Sea Monsters: A Prehistoric Adventure” premieres worldwide in IMAX and other specialty theatres on October 5th. The movie brings to life the extraordinary marine reptiles of the dinosaur age on the world’s biggest screens in both 3D and 2D. The film, narrated by Tony Award-winning actor Liev Schreiber and with an original score by longtime musical collaborators Richard Evans, David Rhodes and Peter Gabriel, takes audiences on a journey into the relatively unexplored world of the “other dinosaurs”, those reptiles that lived beneath the water. Funded in part through a grant from the National Science Foundation, the film delivers to the giant screen the fascinating science behind what we know, and a vision of history’s grandest ocean creatures. http://www.imax.com The film follows a family of Dolichorhynchops, also known informally as Dollies as they traverse ancient waters populated with saber-toothed fish, prehistoric sharks and giant squid. On their journey the Dollies encounter other extraordinary sea creatures: lizard-like reptiles called Platecarpus that swallowed their prey whole like snakes; Styxosaurus with necks nearly 20 feet long and paddle-like fins as large as an adult human; and at the top of the food chain, the monstrous Tylosaurus, a predator with no enemies. http://www.veritasetvisus.com 23 Veritas et Visus 3rd Dimension September 2007 3D Entertainment completes photography on “Dolphins and Whales 3-D: Tribes of the Ocean” 3D Entertainment Ltd. announced the successful completion of principal photography on its upcoming feature, “Dolphins and Whales 3-D: Tribes of the Ocean”. This new breathtaking documentary will make its US debut on IMAX 3-D screens in February 2008 before expanding into Europe and will be released in collaboration with the United Nations Environment Program and its North American office, RONA, based in Washington D.C. “Dolphins and Whales 3-D: Tribes of the Ocean” is currently in post-production and will be completed by late November. Principal photography began in June 2004 in Polynesia and an extensive three years were required to capture the necessary footage. Filming consisted of no fewer than 12 expeditions and 600 hours underwater at some of the remotest locations on Earth, including off the Pacific Ocean atolls of Moorea and Rurutu, Vava'u Island of the Kingdom of Tonga, Pico Island in the Azores archipelago and the Bay of Islands in New Zealand. Following “Ocean Wonderland” (2003) and “Sharks 3-D” (2005), “Dolphins and Whales 3-D: Tribes of the Ocean” marks the final chapter in a unique trilogy of ocean-themed documentaries that have proven immensely popular with audiences, grossing a combined $52.5 million at the box office. http://www.3defilms.com Lightspeed Design and DeepSea Ventures announce completion “DIVE!” Lightspeed Design and DeepSea Ventures announce the completion of their digital 3D stereoscopic film, “DIVE! Manned Submersibles and The New Explorers”. Utilizing deep-ocean manned submersibles in the Pacific Ocean off the coast of Washington State, principle 3D photography for “Dive!” was realized in late 2006 by stereoscopic filmmaker, Lightspeed Design of Bellevue, Washington. In order to fit into the small, three-person submersible, Lightspeed custom-engineered an opto-mechanical dual camera rig for two Panasonic HVX-200 high-definition cameras. The advanced rig creates precise control of camera offsets, which is determined by 3D algorithms and Lightspeed’s proprietary live HD video streaming software. During the voyage two lost shipwrecks were discovered 1000 feet below the surface. Both were fishing vessels, one of Japanese origin and the other most likely American. The ships were located by DeepSea Ventures (DSV), a deep ocean exploration company based in Spokane, Washington. The research vessel Valero IV - Seattle, and submersible experts Nuytco Research Ltd. of Vancouver, BC, supported the mission. “DIVE!” is a 22-minute high-definition 3D film combines computer graphics and live-action to literally take the audience along for the ride as a unique expedition of “Citizen Explorers” voyage in submarines to the bottom of the ocean. “Dive!” opened June 21, at MOSI Tampa Florida. http://www.lightspeeddesign.com Kinepolis chooses Dolby for cinema conversion The Kinepolis Group has selected the new Dolby 3D Digital Cinema technology to outfit 17 screens throughout Europe. Kinepolis recently opened its 23rd cinema multiplex, in Ostend, Belgium, and installed the first Dolby 3D system in Europe. The Belgium-based exhibitor plans to convert one screen per complex using the Dolby 3D system. http://www.dolby.com http://www.veritasetvisus.com 24 Veritas et Visus 3rd Dimension September 2007 Eclipse 3D Systems combines monochrome and color to produce 3D Eclipse 3D Systems announced a new patent-pending technology for displaying 3D movies in theaters and homes. The Eclipse 3D technology promises to be less expensive and brighter than polarized projection, which some theaters have used to show 3D movies. The new technology is applicable to digital projectors and flat panel displays opening the possibility of distributing high quality 3D through most of the major movie distribution channels including movie theaters, DVD sales and rental, and digital TV. The Eclipse 3D technology combines a monochrome image with a full-color image to produce full-color 3D. The 3D images can be viewed with Eclipse colored filter glasses. The images can be projected on any white screen or surface. Since a silver screen is not needed, the Eclipse 3D format is less expensive and more portable than the polarized format. Due to the properties of the human visual system, the monochrome image is One of the most surprising aspects of the Eclipse 3D format is that full color perceived with a brightness gain of perception can be obtained from only one eye. This 3D pair contains a red about four times while not monochrome image and a full-color image, in which case the observed color in contributing significantly to color the 3D image is full-color. For even better color, put a red filter from a pair of vision. This process is similar to red/cyan glasses over your left eye. night vision, although the full-color image is perceived with normal brightness and color. Color perception comes almost entirely from the full-color image. The gain in brightness for the monochrome image means that little brightness is used in adding 3D to a display. As such, Eclipse 3D images are about 4X brighter than polarized alternatives. http://www.eclipse-3d.com Pace and Quantel team on 3D post system Vince Pace, who co-developed the Fusion 3D camera system with director James Cameron, has been working closely with manufacturer Quantel on the design of a 3D stereoscopic postproduction system. Quantel and Pace have presented private technology demonstrations of the developing system. Quantel’s Mark Horton estimated that there were about 100 visitors to Pace’s Burbank office, including directors, visual effects supervisors, postproduction execs and representatives from most of the major studios. Horton said the feedback was encouraging and that as a result, Quantel intends to release the toolset as a product. A shipping date has not been determined, but Horton said that it would be a new version release of Quantel’s Pablo digital intermediate/color grading system. Current Pablo customers would have the option to upgrade. The goal is to increase speed, reduce cost and add creative flexibility in 3D stereoscopic filmmaking. Quantel said the technology is being developed to enable creative post decisions to be made and viewed in 3D in real time. http://www.quantel.com 3ality Digital uses SCRATCH software in U2 film “U2 3D”, the 3D feature film, was one of the highlights at the recent Cannes Film Festival, and 3ality Digital and ASSIMILATE teamed to bring the same experience to the IBC 07 audience. A three-song segment of “U2 3D”, hosted by Steve Schklair, founder and CEO of 3ality, was featured in IBC’s Big Screen Programme venue on September 9. 3ality’s stereoscopic 3D technology, coupled with ASSIMILATE’s SCRATCH real-time 3D data workflow and DI tool suite (from conform to finish) allows lead singer Bono to reach out toward the 3D camera and appear to be stepping into the theater. “U2 3D” is scheduled for release to theaters this year. http://www.3alityDigital.com http://www.veritasetvisus.com 25 Veritas et Visus 3rd Dimension September 2007 Kerner debuts 3D mobile cinemas Kerner Mobile Technologies announced the debut of the first in its new line of Kerner 3D Mobile Cinemas at the California Speedway in greater Los Angeles on Labor Day weekend. Kerner Mobile’s 30 foot 3D movie screen is set inside a 10,000 sq. ft. tented theater made by Tentnology. “Opportunity, California FanZone” provided car racing fans with everything from music concerts to shopping. In the near future, Kerner says that its Mobile 3D Cinemas will surpass movie theaters with the development of special lighting effects, fog and surround sound: 3D sights, smells and a light breeze on the face - an immersive 3D experience. http://www.kernermobile.com nWave releases first “true” 3D feature nWave, based in Brussels and Los Angeles, has released “Fly Me To The Moon”, loosely based on the Apollo 11 moon-landing including Buzz Aldrin as himself, and the crucial interventional of three flies, hence the play on words with the song-title. It is the first true 3D feature film to be released, according to nWave CEO Ben Stassen. It will be going to around 700 digital 3D cinemas and over 200 IMAX theaters. According to Stassen, the first 3D full-length film was the Robert Zemeckis film, “Monster House”. But he stresses that “Monster House” was not originally created in 3D. Instead, it utilized software applied after filming in 2D. Disney’s “Meet The Robinsons” was the second 3D release film, which also used software applied after the fact, he says. “Recent advances in computer technology make it possible to convert 2D films to 3D. However, while converted films like “Chicken Little” and “Monster House” will be crucial to spurring the development of digital 3D theaters, to fully utilize the potential of 3D cinema, you must design and produce a film differently than you would a 2D film,” Stassen says. “It’s a different medium. It involves more than just adding depth and perspective to a 2D image. There’s a very strong physical component to authentic 3D.” He points out that there are very encouraging signs that Hollywood is starting to pay attention to the 3D revival spreading worldwide through the giant screen theater network. He pinpoints the importance of “The Polar Express” that benefited from a great 3D IMAX version, generating over $40 million of the film’s $283 million worldwide grosses on only 64 screens. nWave Pictures is known for being one of the most prolific producers of 3D films in the world. Founded in 1994 by Ben Stassen and Brussels-based D&D Media Group, nWave Pictures quickly established itself as the world’s leading producer and distributor of ride films for the motion simulator market. The company’s current library of titles makes up an estimated 60-70% of all ride simulation films being shown worldwide. Core to the nWave operation is the idea that a computer graphics workstation is a mini Hollywood on a desktop. It can create a whole movie and, with high-speed Internet, even distribute it. He points out that he only uses off-the-shelf software – Maya, Lightwave, and more recently Pixar’s Renderman. Where the difference comes is that he does not need to use hundreds of animation artists - only about 50 people are working on a production at any one time. http://www.flymetothemoonthemovie.com As an interesting sidenote, the movie’s website includes some anaglyph images to help showcase the characters. Next to an icon showing red/green glasses, the following warning has been inserted: http://www.veritasetvisus.com 26 Veritas et Visus 3rd Dimension September 2007 ANDXOR and The Light Millennium put forward human rights proposal to the UN ANDXOR Corporation and The Light Millennium have submitted a joint proposal to the Department of Public Information/NGO Section & Planning Committee of the United Nations to create a stereoscopic movie on human rights. The two companies are offering to produce 40 minutes footage in ortho-stereoscopic to “allow a true three dimensional vision and an incredible immersive participation of the viewer”. They will create a movie regarding human rights, “the basic rights and freedoms to which all humans are entitled (from liberty to children abuse, from freedom of expression to education) and in particular could include Darfur and Karabakh/Azerbaijan”. The companies say that the footage will be very useful to UN campaigns in terms of the viewers’ support and awareness. The footage would be filmed with special stereoscopic cameras in digital full-HD. The movie would be played at the UN/DPI-NGO 61st Annual Conference and after in all the new stereo ready theaters. The companies will also create a DVD Blu-ray format to be distributed together with stereoscopic glasses and ready to be played also using standard television. http://www.andxor.com http://www.lightmillennium.org Reallusion and DAZ 3D partner on real-time filmmaking 3D content Reallusion, a software developer providing Hollywood-like 3D moviemaking tools for PC and embedded devices, and DAZ 3D, a developer of 3D software and digital content creation, announced a strategic partnership to bring real-time filmmaking and 3D content to the masses. Thanks to this partnership, users will be able to import content created in DAZ Studio or purchased from DAZ 3D’s library of professional content into iClone, Reallusion’s realtime filmmaking engine, using Reallusion’s recently released 3DXchange object conversion tool. The result will be a truly open filmmaking platform that will empower aspiring filmmakers of all stripes to, in the words of Reallusion’s theme for SIGGRAPH 2007, “Go Real-Time” with “Movies, Models and Motion.” Reallusion’s 3DXchange supports most 3DS or OBJ files. It also loads existing props, accessories or 3D scenes from current iClone content so users can customize an object’s position, orientation, size, specularity, shadow or other attribute setting. Props, accessories and scenes can also be generated into massive libraries for both long and short-form iClone film productions. DAZ Studio is a free software application that allows users to easily create digital art. Users can use this software to load in people, animals, vehicles, buildings, props, and accessories to create digital scenes. http://www.reallusion.com Belgian cinema chain opens with Barco projectors Barco announced that its latest range of 2K digital cinema projectors has been installed in Kinepolis’s newest cinema multiplex at Ostend, Belgium. Exactly one year after its opening of Kinepolis Brugge, Belgian’s number one cinema chain, the new multiplex is the chain’s 23rd in Europe and houses eight state-of-the-art cinemas with a total of 1,755 seats. Kinepolis Oostende has been fitted with Barco’s latest range of digital cinema projectors, the DP-3000 and DP-1500, which were launched at ShoWest in March this year. The DP-3000 is Barco’s new flagship, and the brightest “large venue” digital cinema projector in the industry. Using Texas Instrument’s 1.2-inch DLP Cinema chip, the DP-3000 is designed for screens up to 30 m (98 ft) wide and has a 2000:1 contrast ratio, new lenses, a new optical design and high efficiency 6.5 kW lamps. The DP1500 is Barco’s new mid and small-venue projector, designed for screens up to 15 m (49 ft) wide. It incorporates Texas Instrument’s new 0.98-inch DLP Cinema chip that offers the same pixel resolution (2048x1080) as its larger 1.2-inch counterpart, but its smaller size offers significant advantages. http://www.barco.com http://www.veritasetvisus.com 27 Veritas et Visus 3D – lost in translation We couldn’t resist including this screen capture from a Korean website devoted to stereo imaging. Their online poll doesn’t translate very well using Google’s translator function. http://www.3dnshop.com 3rd Dimension September 2007 Hang Zhou World now selling 120 Tri-lens stereo cameras Hang Zhou 3D World Photographic Equipment Co., Ltd introduced their 120 Tri-lens manual reflex stereo camera – the first one developed and made in China. Specifications include anti-reflection coated glass optics, seven elements in six groups, f/2.8, 80 mm focal length, a lens separation of 63.5 mm, light metering consisting of two SPD’s (silicon photo diodes) for light measurement; and aperture and shutter speeds matched according to the LED display. The focusing screen consists of a split-image microprism surrounded by a Fresnel screen, three LEDs in five exposure graduations. The camera uses one roll of 120-reversal film for a pair of 58 x 56 mm stereo images; six pairs per roll. The company employs about 100 people focused on the development of devices that promote stereo imaging. http://www.3dworld.cn New IBM mainframe platform developed to support virtual worlds The International Herald Tribune revealed that IBM is launching a new mainframe platform specifically designed for next-generation virtual worlds and 3D virtual environments. In concert with Brazilian game developer Hoplon, IBM will use the PlayStation3’s ultra-high-powered Cell processor to create a mainframe architecture that will provide the security, scalability and speed that are currently lacking in 3D environments – a lack that is one of the factors keeping them from becoming widely adopted. USGS posted 3D photos of national parks The US Geological Survey (USGS) has posted hundreds of highly-detailed anaglyphic 3D photographs of national parks on the Web. http://3dparks.wr.usgs.gov/index.html Anaglyph images from Arches National Park and Saguaro National Monument released by USGS http://www.veritasetvisus.com 28 Veritas et Visus 3rd Dimension September 2007 StereoEye features huge collection of 3D photographic images A Japanese stereo society has posted a large number of images, in numerous formats to their website. Beware; visiting this website could consume a couple of hours… http://www.stereoeye.jp The StereoEye website showcases hundreds of 3D photos in several form factors including these anaglyph images of the Tokyo Tower and a fireworks display in Tokyo Harbor. 3D image of the Moon captured by photographer from the Earth It’s intuitive to think that getting a stereo image of the moon from Earth is not possible, but all it requires is getting two pictures from different angles only, which requires only a little patience. In this case, photographer Laurent Laveder used two pictures taken months apart, one in November 2006 and one in January 2007. He relied on the Moon’s continuous libration (or wobble) as it orbits to produce two shifted images of a full moon, resulting in a compelling stereo view. http://www.pixheaven.net The image on the left is an anaglyph of the Moon; the right image is a stereo pair intended for cross-eyed viewing http://www.veritasetvisus.com 29 Veritas et Visus 3rd Dimension September 2007 NASA’s STEREO reveals solar prominences In late August, STEREO observed a gathering of solar prominences in profile as they twisted, stretched and floated just above the solar surface. Over about two and a half days (August 16-18, 2007), the prominences were seen in extreme ultraviolet light by the Ahead spacecraft. Prominences are clouds of cooler gases controlled by powerful magnetic forces that extend above the Sun’s surface. In a video created by NASA, the careful observer can sometimes see the gases arcing out from one point and sliding above the surface to another point. In the most interesting sequence near the end of the clip, the upper prominence seems to arch away into space. Such sequences serve to show the dynamic nature of the Sun. STEREO (Solar TErrestrial RElations Observatory) is a two-year mission; launched October 2006 that provides a unique view of the Sun-Earth system. The two nearly identical observatories, one ahead of Earth’s orbit, the other behind, trace the flow of energy and matter from Sun to Earth. The image to the left is in anaglyph form. http://www.nasa.gov/mission_pages/stereo/main/index.html Globe4D shows off four-dimensional globe Globe4D is an interactive, four-dimensional globe. It’s a projection of the Earth’s surface on a physical sphere that shows the historical movement of the continents as its main feature, but is also capable of displaying all kinds of other geographical data such as climate changes, plant growth, radiation, rainfall, forest fires, seasons, airplane routes, and more. The user can interact with the globe in two ways. First: rotation of the sphere itself. Second: turning a ring around the sphere. By rotating the sphere the projected image rotates along with the input movement. Turning the ring controls time as the 4th dimension of the globe. Of course Globe4D is not limited to the Earth alone. The Moon, the Sun, Mars and any other spherical object can be projected as well. Users can even go to the middle of the Earth by zooming in on the crust and peeling the earth as if an onion. http://www.globe4d.com The Globe4D lets viewers see video images on the movable sphere, while time and other functions are controlled by turning the ring around the sphere. http://www.veritasetvisus.com 30 Veritas et Visus 3rd Dimension September 2007 Microsoft and NASA create several new Photosynths Several new Photosynths were generated through a collaboration between NASA and Microsoft’s Live Labs. They show different aspects of the Shuttle’s lifecycle related to the Orbiter, Endeavor, Launch Pad, and Vehicle Assembly Building. The Photosynth process weaves hundreds of images together and allows viewers to pan and zoom amongst the images in a three-dimensional layer of images. http://labs.live.com The image on the left shows the Photosynth from a distance. Users can zoom on images to reveal high-resolution shots such as the close-up of the Endeavor on the right. Google Earth adds Sky In late August, Google announced the launch of Sky, a new feature that enables users of Google Earth to view the sky as seen from planet Earth. With Sky, users can now float through the skies via Google Earth. This easy-to-use tool enables all Earth users to view and navigate through 100 million individual stars and 200 million galaxies. High-resolution imagery and informative overlays create a unique playground for visualizing and learning about space. To access Sky, users need only click “Switch to Sky” from the “View” drop-down menu in Google Earth, or click the Sky button on the Google Earth toolbar. The interface and navigation are similar to that of standard Google Earth steering, including dragging, zooming, search, “My Places”, and layer selection. As part of the new feature, Google is introducing seven informative layers that illustrate various celestial bodies and events, including Constellations, Backyard Astronomy, Hubble Space Telescope Imagery, Moon, Planets, Users Guide to the Galaxies, and Life of a Star. The announcement follows last month’s inclusion of the NASA layer group in Google Earth, showcasing NASA’s Earth exploration. The group has three main components, including Astronaut Photography of Earth, Satellite Imagery, and Earth City Lights. Astronaut Photography of Earth showcases photographs of the Earth as seen from space from the early 1960s on, while Satellite Imagery highlights Earth images taken by NASA satellites over the years and Earth City Lights traces well-lit cities across the globe. The feature will be available on all Google Earth domains, in 13 languages. To access Sky in Google Earth, users need to download the newest version of Google Earth, available at: http://earth.google.com. http://www.veritasetvisus.com 31 Veritas et Visus 3rd Dimension September 2007 Google Earth introduces flight simulator In the new Google Earth 4.2 beta, there’s a flight simulator mode which provides a fascinating 3D experience. To access, hit the special keyboard shortcut: CTRL-ALT-A to get a requestor allowing you to choose from two types of aircraft - an F-16 or a SR-22, and choose from one of several airports. When you’re ready, select “Start Flight”. You’ll find controls for flaps, landing gear, trim, and more. The SR22 is easier to fly for beginners. You get a head up display (HUD) just like in a fighter-jet. And the indicators tell you which direction you are moving, rate of climb, altitude, and other useful information most flight simulator aficionados will understand. Some useful tips for using the new simulator are available at http://www.gearthblog.com. Virtual Earth 3D adds new cities and greater detail Digital Urban recently added a tutorial for creating very high-resolution cityscape panoramas with Virtual Earth. Several new cities have recently been launched in 3D and along with the tutorial, the Digital Urban site includes videos, some obscure tips, and some great insights into the building of a realistic virtual world such as the subtle tweaks made in modeling low, dense cities like Toulouse, shown below. http://www.digitalurban.blogspot.com Numerous new VE3D images were recently added, including those of Montreal and Toulouse Niagara Falls – impressive in Virtual Earth Good digital elevation models, super high-resolution aerial imagery and 3D modeling combine to create virtual worlds of amazing realism. The first image below is a static Birds Eye and the second image is a snapshot of the same part of the Horseshoe Falls at Niagara in interactive 3D. http://www.microsoft.com/virtualearth/ http://www.veritasetvisus.com 32 Veritas et Visus 3rd Dimension September 2007 Georgia Institute of Technology and Microsoft Research develop 4D Cities Computer scientists from the Georgia Institute of Technology and Microsoft Research have developed 4D Cities, a software package that shows the evolution of a city over time, creating a virtual historical tour. The software can automatically sort a collection of historical city snapshots into date order. It then constructs an animated 3D model that shows how the city has changed over the years. The idea is to give architects, historians, town planners, environmentalists and the curious a new way to look at cities, says Frank Dellaert at the Georgia Institute of Technology in Atlanta, who built the system with his colleague Grant Schindler and Sing Bing Kang of Microsoft’s research lab in Redmond, Washington. To create a model of Atlanta, the researchers scanned in numerous historical photos of the city that had been snapped from similar vantage points. The software is designed to identify the 3D structures within the image and break them down into a series of points. It then compares the view in each one to work out why some of these points are visible in some of the images but not others. Was the building simply out of shot? Or was the view of one building blocked by another? The software continually rearranges the order of the images taken from each vantage point until the visibility patterns of all the buildings are consistent. The result is that the images appear in time order, allowing the researchers to construct and animate a 3D graphic of the city through which users can travel backwards or forwards in time. The researchers plan to extend the system to create models of other cities, and to improve the software’s ability to recognize whether different photos are showing exactly the same scene. This can be difficult as some cityscapes change so profoundly. Here is how they introduce the project on the 4D Cities home page. “The research described here aims at building time-varying 3D models that can serve to pull together large collections of images pertaining to the appearance, evolution, and events surrounding one place or artifact over time, as exemplified by the 4D Cities project: the completely automatic construction of a 4D database showing the evolution over time of a single city.” (www.cc.gatech.edu/~phlosoft). AMRADNET takes over MedView American Radiologist Network (AMRADNET) has acquired ViewTec’s medical division. AMRADNET purchased ViewTec’s medical business along with its MedView core product and technology. Through this acquisition, existing MedView users worldwide will now be serviced by AMRADNET. Development of MedView, a DICOM compatible high performance software product for digital medical imaging, took place at the University of Zurich in cooperation with specialists from leading hospitals in Switzerland. http://www.viewtec.ch GAF to distribute Intermap 3D data throughout Europe Intermap Technologies Corp and GAF AG, an international geo-information technology company located in Munich, Germany, have signed an agreement to allow GAF to immediately begin distributing Intermap’s highresolution 3D digital elevation data and geometric images throughout Germany and the rest of Europe. GAF, a private sector enterprise is part of the Telespazio group of companies. The company was founded in 1985 and offers a broad range of geospatial applications, including geodata procurement, image processing, software development, and consulting services. http://www.Intermap.com http://www.veritasetvisus.com 33 Veritas et Visus 3rd Dimension September 2007 Immersive Media continues expansion into commercial media Immersive Media Corp. announced the first ever use of 360 degree video for experiential marketing. In collaboration with adidas and TAOW Productions, IMC captured the “premiere” sports event of this summer – David Beckham’s first game with the Los Angeles Galaxy. This immersive video was launched by adidas on their website. Soccer fans can experience the 360 degree, full motion video and look around in every direction as if they were behind the scenes. With regards to the city collection program, IMC is continuing to expand its GeoImmersive database with additional cities being added in North America and Europe. The European expansion includes cities in England, Germany, France, Spain and Italy. The GeoImmersive imagery is being licensed to commercial and public organizations for promotional, planning and asset management purposes. To preview the GeoImmersive Imagery visit http://demos.immersivemedia.com/onlinecities Above are images from a drive down the famed 6th Street in Austin, Texas. The images were captured at a pause in the video and show three different images from the 360o view available from the on-line demonstration. ComputaMaps releases 3D urban models ComputaMaps recently released 3D urban video models of several cities, including Toronto, Dubai, Baltimore, Washington DC, Hong Kong (Aberdeen), and Durban, South Africa. The company manufactures multi-resolution 3D databases ranging in detail from the entire globe down to photo-realistic urban environments. These data can be deployed in various applications such as interactive entertainment, broadcast weather and news graphics software. Download animations of the following cities derived from QuickBird satellite imagery. Animations of are available at: http://www.computamaps.com/3d-visualization/3d-visualization.html These images are captured from video animations of ComputaMaps flybys in Baltimore and Hong Kong http://www.veritasetvisus.com 34 Veritas et Visus 3rd Dimension September 2007 RabbitHoles acquires XYZ Imaging After recently acquiring the hologram company XYZ Imaging, RabbitHoles announced that it is seeking partnerships with “boundary-breaking artists to create limited edition RabbitHole 3D Motion Art and to be pioneers of this new contemporary art medium”. The company advertises that “for 3D artists, working in RabbitHoles is the first and only way for you to showcase in 3D on gallery walls and in the homes and work-places of visionary collectors. For 2D artists, RabbitHoles offers an invitation to experiment with what's next. The RabbitHole 3D Motion Art is a reflective technology reliant on precisely placed halogen light to expose its full-color 3D artwork. This radical new art form springs from patented digital technology that instructs red, green and blue pulse lasers to expose a specially formulated film 300 times finer that ISO 300. The company is currently focusing on gaining exposure in selective, high-profile, artistic contexts that will yield highlycollectible limited edition series and affirm the medium as revolutionary contemporary art. http://www.rabbitholes.com Virtual Images Unlimited acquires Kodak lenticular technology and equipment Virtual Images Unlimited, a division of IGH Solutions from Minnesota, announced that it has acquired the large format lenticular manufacturing assets of Dynamic Images. The equipment purchased, which utilizes highresolution photographic techniques to produce large-format lenticular in single-panel sizes up to 4 feet by 8 feet, was originally developed by Kodak. The technology produces 3D and animated effects. The former Dynamic Images purchased the technology from Kodak in 2001. The items purchased will allow VIU to continue selling movie standees, posters, and bus shelters into the entertainment industry and other key markets. VIU will locate the equipment at its parent company’s facility in Minnesota. http://www.viu.com 3D Systems brings out a hard plastic for rapid prototyping 3D Systems Corporation, a provider of 3D modeling, rapid prototyping and manufacturing solutions, announced Accura Xtreme Plastic, a new material for stereolithography systems. This addition to the company’s family of Accura materials facilitates the efficient design, development and manufacturing of products by enabling production of early prototypes having improved durability and functionality. Accura Xtreme Plastic is now available for beta testing by qualified customers. An extremely tough and versatile material, Accura Xtreme Plastic is designed for functional assemblies that demand durability. Due to its high elongation and moderate modulus, Accura Xtreme Plastic is ideally suited for many rapid prototyping and rapid manufacturing applications. Accura Xtreme Plastic’s properties closely mimic those found in molded ABS and polypropylene, which are major production plastics. Accura Xtreme Plastic also features lower viscosity and higher processing speeds than other materials in the marketplace, resulting in easy operation, fast part creation, and quick cleaning and finishing with less waste. http://www.3dsystems.com HumanEyes Technologies demonstrates lenticular printing with UV printers HumanEyes Technologies demonstrated its 3D and lenticular production on the newest UV flatbed inkjet printers at its partners’ booths throughout Graph Expo, held in Chicago, from September 9-12. HumanEyes software allows printers to take advantage of the newest technology to produce high quality lenticular and 3D effects on digital presses from HP, Gandinnovations, Fujifilm Graphic Systems and Océ. The latest hardware developments are making the production of lenticular easier, faster and of highest quality. New processes and materials have also considerably reduced the cost of specialty print production. The next generation of UV curable ink flatbed presses offer very low drop volume, resulting in high resolution, closely comparable to that of photo quality desktop inkjets and high-end plotters. Also, an impressive geometric accuracy of drop placement secures highly accurate printing. These features produce very high quality lenticular printing. http://www.humaneyes.com http://www.veritasetvisus.com 35 Veritas et Visus 3rd Dimension September 2007 National Graphics partners with Sports Image International Sports Image International announced the launch of a new line of three-dimensional sports lenticular images featuring licensed classic images from Major League Baseball and The National Hockey League. By combining the latest technology in photo enhancement and National Graphics’ lenticular imaging with memorable sports moments, SII has created a new class of collectible that is unique to the sports memorabilia market. These collectibles are now available online at http://www.sportsimageintl.com, where sports fans can experience and purchase the three-dimensional lenticular images. They are also available at both Yankee and Shea Stadium gift shops. The images are produced by National Graphics, pioneers in lenticular imaging, who claims to provide the highest quality lithographic lenticular products in the world. http://www.extremevision.com 3D Center of Art and Photography to exhibit French graffiti art The 3D Center of Art and Photography of Portland, Oregon will exhibit “Urban Spaces” from September 13 through October 28. “Urban Spaces” is an exhibition of 11 stereoscopic images from the series “Kunstfabrik” (2000-2007) by Ekkehart Rautenstrauch of Nantes, France. Not far from the center of Nantes stands an old deserted foundry, out of service since the 1980s. Since 2000 Rautenstrauch has been documenting the transformation of the space by a host of taggers, graffiti artists and others wishing to leave their mark on the space. As the artist describes, “I quite steadily followed the pictural transformation, the continuous fadedness and every new expression testifying to an alive and constant creation. In my own artistic work the freedom of gesture, the rhythm of bodies, the writing extended into space, have always been essential elements.” Rautenstrauch’s works are presented in specially made folding viewers called “folioscopes” (designed by Sylvain Arnoux) which hang on the wall at eye level, allowing the viewer to view the stereoscopic images. http://www.3dcenter.us University of Weimar develops unsynchronized 4D barcodes Researchers from the University of Weimar recently developed a novel technique for optical data transfer between public displays and mobile devices based on unsynchronized 4D barcodes. In a project entitled PhoneGuide, the researchers assumed that no direct (electromagnetic or other) connection between two devices can exist. Timemultiplexed, 2D color barcodes are displayed on screens and recorded with camera equipped mobile phones. This allows for the transmission of information optically between two devices. This approach maximizes the data throughput and the robustness of the barcode recognition, while no immediate synchronization exists. Although the transfer rate is much smaller than can be achieved with electromagnetic techniques (e.g., Bluetooth or WiFi), they envision applying such a technique wherever no direct connection is available. 4D barcodes can, for instance, be integrated into public web-pages, movie sequences, advertisement presentations or information displays, and they encode and transmit more information than possible with single 2D or 3D barcodes. http://www.uni-weimar.de/medien/ar/research.php http://www.veritasetvisus.com 36 Veritas et Visus 3rd Dimension September 2007 RTT updates software for high-speed development and visualization RTT unveiling the new versions of its core products – RTT DeltaGen 7.0 and RTT Portal 3.0. With a range of new functions, both software solutions do not only deliver the maximum degree of visualization, but also several possibilities for process acceleration and workflow efficiency. The RTT DeltaGen 7.0 software suite enables extremely realistic, professional 3D real-time visualization. One of the highlights is the freshly designed graphical user interface. The new color system includes smart icons and facilitates the creation of 3D models and scenes. Another key element of the recent version is the novel functionality of assembly handling and the direct connection to RTT Portal libraries. The latter feature enables users to directly access object and materials libraries, such as a wheel rim database for cars, from RTT DeltaGen to RTT Portal 3.0. Assembly handling allows 3D scenes that have been divided into assemblies to be loaded into RTT DeltaGen 7.0 to be linked to 3D models or unloaded. Single work steps can subsequently be accomplished simultaneously and independently from each other by various users. http://www.rtt.ag nVidia demonstrates high-speed renderer nVidia demonstrated its next-generation, near-real-time, high-quality rendering product with performance improvements capable of re-lighting 60 frames of a complex scene in 60 seconds. Along with a new release of nVidia Gelato GPU-accelerated software renderer and the announcement of the nVidia Quadro Plex Visual Computing System (VCS) Model S4 1U graphics server, this technology demonstration shows nVidia’s expertise in the field of high-quality rendering. Adding high-quality frames, like those used in film and other applications where visual quality is paramount, have been slow to be integrated into an interactive workflow because they take too long to render. nVidia previewed the new technology at the SIGGRAPH 2007 conference that will be part of its next-generation renderer, harnessing the full power of the nVidia GPU to bring a truly interactive workflow to relighting high-quality scenes in about a second. And, it can also be used for high-speed final renders of broadcastquality frames. Running on the latest nVidia GPU architecture, this technology can achieve rendering performance improvements of more than 100 times that of traditional software rendering solutions, the company says. By using the GPU to enhance rendering CPU-based performance, professional quality, interactive final-frame rendering and interactive relighting is now possible — accelerating production workflow, improving review and approval cycles, and reducing overall production schedules. http://www.nVidia.com e frontier launches Poser Pro and teams up with N-Sided e frontier, Inc. announced Poser Pro, a high end addition to its Poser product line. Geared toward a multitude of production environments in both the 2D and 3D realms, Poser Pro offers the features and functionality of Poser 7 plus professional level application integration, a 64 bit render engine, and network rendering support. Poser Pro now supports the COLLADA exchange format for content production, pre-visualization, gaming and film production, and offers the ability to fully host Poser scenes in professional applications such as Maxon’s CINEMA 4D, Autodesk’s 3ds Max and Maya, and Newtek’s Lightwave. Other features include increased support for Adobe Photoshop CS3 Extended (via COLLADA) and export of HDR imagery. In addition, N-Sided will provide “QUIDAM for Poser” based on their QUIDAM character creation software. QUIDAM features the ability to import and export Poser character files, which will be bundled exclusively with Poser Pro, that brings Poser content and animations into professionals’ workflow. http://www.e-frontier.com/go/poserpro TI incorporates DDD software in 3D HDTV DDD announced that Texas Instruments demonstrated high definition 3D video using DDD’s TriDef 3D Experience software in conjunction with TI’s DLP 3D HDTV at the IFA consumer electronics conference and trade show in Berlin between August 31st and September 5th. TI recently announced the world’s first 3D DLP HDTV based on TI’s all digital DLP imaging device used in the latest HDTVs. The 3D DLP HDTV uses active 3D glasses to bring games and movies to life, jumping off the high definition screen into the viewer’s home theater. The 3D enabled feature will be offered by DLP HDTV manufacturers including Samsung and Mitsubishi. The TriDef 3D Experience is the latest consumer 3D content solution from DDD that enables a full range of popular entertainment from PC games to the latest high definition 3D movies. http://www.DDD.com http://www.veritasetvisus.com 37 Veritas et Visus 3rd Dimension September 2007 Samsung incorporates DDD software into latest mobile phone DDD Group, the 3D software and content company, announced that Samsung Electronics has launched a 3D mobile telephone in Korea incorporating the DDD Mobile software library under license from DDD. The Samsung SCH-B710 3D handset is already available in selected SK Telecom retail stores in South Korea. The SCH-B710 is a CDMA handset capable of receiving both the satellite (S-DMB) and the terrestrial (T-DMB) mobile television channels that are presently available in South Korea. Included in the handset is a 3D LCD display that can be switched between normal 2D display mode and “glasses-free” stereo 3D mode. Using DDD’s solution, standard 2D mobile TV channels can be automatically converted to stereo 3D as they are received by the handset. The license agreement with Samsung follows the completion of the £500,000 development agreement that was announced in mid 2005. DDD has also granted Samsung exclusive rights to the real time 2D to 3D conversion feature of DDD Mobile for use on mobile telephones made for sale in the Korean market until June 2009. http://www.DDD.com DDD launches TriDef 3D Experience DDD has brought out the TriDef 3D Experience - a comprehensive package of software to support a wide range of stereoscopic 3D display systems, including Samsung’s DLP 3D HDTVs. It can play a wide range of 2D and 3D movies and photos, including open format files (.avi, .mpg, .jpg, etc); explore Google Earth in 3D; play 3D games; enable third party applications to work on 3D displays; and plays current 2D DVDs in 3D. The TriDef Experience includes DDD’s 2D-to-3D conversion software enabling existing 2D photos, movies and DVDs to be enjoyed in dynamic 3D. A free version is available at http://www.tridef.com/download/latest.html. Barco and Medicsight team up on colon imaging software Barco and Medicsight, a developer of computer-aided detection (CAD) technologies, have signed a partnership agreement to incorporate Medicsight’s “ColonCAD” image analysis software tools within Barco’s “Voxar 3D ColonMetrix” virtual colonography application. By integrating Medicsight’s CAD function, Barco further expands the functionality of its ColonMetrix software solution, enabling faster and more efficient recognition of suspect lesions during virtual colonography. Medicsight's ColonCAD is an image analysis software tool designed to be used with CT colonography (virtual colonoscopy) scans. It has been specifically designed to support the detection and segmentation of abnormalities within the colon that may potentially be adenomatous polyps. ColonCAD can be seamlessly integrated within advanced 3D visualization and PACS platforms of industry leading imaging equipment partners. Barco's Voxar 3D ColonMetrix is a complete virtual colonoscopy workflow and reporting solution that allows radiologists to interpret a CT colonography study and generate a report typically within 10 minutes. http://www.medicsight.com Intuitive Surgical selects Christie for non-invasive surgery Christie was selected by Intuitive Surgical, a pioneer in surgical robotics, to help display high definition 3D video images generated by the company’s da Vinci surgical system, which is designed to enable surgeons to perform complex surgery using a minimally invasive approach. In demonstrations at trade shows and professional conferences around the country, Intuitive Surgical successfully harnessed the power of a pair of Christie DS+5K 3Chip DLP digital projectors to render highly accurate 3D images of surgical procedures in passive stereo, as seen by surgeons operating the da Vinci surgical system. According to Intuitive Surgical, prior to the da Vinci system, only highly skilled surgeons could routinely attempt complex minimally invasive surgery. The Christie DS+5K projector offers 6,500 ANSI lumens, native 1400x1050 resolution, and 1600-2000:1 contrast ratio. It features 3chip DLP technology and the ability to display standard and high-definition video. http://www.christiedigital.com http://www.veritasetvisus.com 38 Veritas et Visus 3rd Dimension September 2007 US hospital first to use Viking’s 3Di visualization system in pediatric urological surgery Viking Systems, a designer and manufacturer of laparoscopic vision systems for use in minimally invasive surgical (MIS) procedures, announced that Dr. Rama Jayanthi and his surgical team at the Columbus Children’s Hospital in California successfully performed the first intravesical minimally invasive ureteral reimplantation using Viking Systems’ 3Di Vision System. Dr. Jayanthi used a 5 mm 3D laparoscope that enabled him to see inside the bladder and perform this complex procedure. “This procedure is especially delicate and requires surgical precision and close attention to detail,”' said Dr. Jayanthi. “The 3D high definition view we had during the procedure was incredibly precise and we look forward to working with this technology more and more. The 3D view certainly makes fine suturing easier and more accurate.” The 3Di Vision System manufactured by Viking Systems delivers a magnified, high-resolution 3D image that allows the surgeon to visualize depth in the underlying anatomical structures and tissue during complex MIS. The 3D images are viewed by the surgeon and surgical team via Viking’s Personal Head Display (PHD). The PHD places the 3D image directly before the surgeon’s eyes, providing a high definition immersive view of the surgical field. The Viking 3Di Vision System also delivers an information management solution known as Infomatix, which provides immediate, picture-in-picture access to additional surgical information through voice activation. This critical information can be provided simultaneously with the surgical image on the surgeon’s PHD. http://www.vikingsystems.com DAZ 3D announces Carrara Version 6 – “The Next Dimension in 3D Art” DAZ 3D recently announced the upcoming release of the latest version of the popular 3D software, Carrara. This new version will allow users to choose from a large array of tools while exploring new dimensions in 3D creation. Carrara 6 provides 3D figure posing and animation, modeling, environment creation, and rendering tools within a single application. The extensive support for DAZ 3D content includes handling of morph targets, the conversion of Surface Materials and complete Rigging, and Enhanced Remote Control, which allows users control over multiple translation and transform dials simultaneously. Notable upgrades include Non-linear Animation, giving users the ability to create clips of animation that can be reused and combined on multiple tracks of animation; Dynamic Hair that allows artists to style, cut, brush, and drape the hair; Displacement Modeling where the user can paint detail on a model using free-form brush tools; and Symmetrical Modeling that allows content creators to edit both sides of a symmetrical object at the same time using a variety of editing tools. Carrara 6 was released for sale in late August at a $249 for the standard edition, while Carrara 6 Pro will have a MSRP of $549. http://www.DAZ3D.com New 3D format approved by Ecma International On June 28, 2007, at its General Assembly meeting in Prien am Chiemsee, in Germany, the new 4th Edition of the Universal 3D (U3D) File Format (ECMA-363) was approved. In the new edition, the overall consistency of the format has been improved, and the free-form curve and surface specification, including the specification of NURBS, has been added. In addition, the non-normative reference source code, available at SourceForge.net has been updated accordingly. “The Universal 3D (U3D) File Format Standard (ECMA-363) is a unique 3D visualization format being an open standard and having an unsurpassed installed 3D reader base due to the massive deployment of Adobe Reader,” said Lutz Kettner, Director Geometry Product Development, mental images GmbH, and Co-Editor of Ecma TC43. “3D visualization is finally becoming available to everyone. The U3D File Format specification and standardization is an ongoing process in which features such as mesh compression, hierarchical surface descriptions, and generalized shading will be addressed in the near future to satisfy even the most demanding visualization needs.” http://www.ecma-international.org http://www.veritasetvisus.com 39 Veritas et Visus 3rd Dimension September 2007 Dassault Systèmes and Seemage announce strategic partnership Dassault Systèmes and Seemage announced their intention to become strategic partners. The partnership will leverage the companies’ respective strengths to grow their presence in the 3D product documentation market. The partnership will provide a seamless link between product documentation and PLM product-related data. For companies, this eliminates all disparities between product-related IP and any required product documentation, such as animations, graphics and illustrations for training, maintenance manuals and service procedures. Working together, the companies will permit the exploitation of 3D as a universal media. Seemage users can exploit 3D data from any 3D CAD or enterprise system and create content from this for any desired output in formats including Microsoft Office documents, PDF and HTML. Seemage’s XML-based architecture integrates seamlessly with enterprise systems. http://www.seemage.com NaturalMotion tackles football video games with “Backbreaker” NaturalMotion, the company behind the euphoria animation technology featured in “Grand Theft Auto IV” and “Star Wars: The Force Unleashed”, announced Backbreaker, an American football game developed exclusively for next-generation consoles. The title is slated for a 2008 release. “Backbreaker” is the first football game with truly interactive tackles. By utilizing our motion synthesis engine euphoria, players will never make the same tackle twice, giving them an intensely unique experience every time they play the game,” said NaturalMotion CEO Torsten Reil. http://www.backbreakergame.com Sony and mental images join up on visualization workflows Sony and mental images announced a joint project that will allow the Academy Award winning mental ray highend rendering software to operate with Sony’s new prototype Cell Computing Board in a range of visualization workflows that feature Cell Broadband Engine (Cell/B.E.) technology. The Cell/B.E. is a high-performance microprocessor jointly developed by Sony Corporation, Sony Computer Entertainment Inc., Toshiba Corporation, and IBM Corporation. According to the companies, the technology’s innovative architecture is particularly wellsuited for highly parallelized, compute-intensive tasks. The “Cell Computing Board”, developed by Sony Corporation’s B2B Solutions Business Group, incorporates the high-performance Cell/B.E. microprocessor and RSX graphics processor to deliver high computational performance capable of handling large amounts of data at high speed while also achieving reductions in size and energy consumption. An essential element of the project will be the support of mental images’s new universal MetaSL shading language on the Cell Computing Board platform. A large library of essential shaders will be provided. In addition, MetaSL shaders can easily be created with “mental mill”, the graphical shader creation and development technology from mental images. The companies expect to demonstrate their results in the second half of 2008. http://www.mentalimages.com Autodesk takes over Skymatter Autodesk announced that it has signed a definitive agreement to acquire substantially all the assets of Skymatter Limited, the developer of Mudbox 3D modeling software. This acquisition will augment Autodesk’s offering for the film, television and game market segments, while providing additional growth opportunities for other design disciplines. Skymatter is a privately held New Zealand-based company. Skymatter’s Mudbox software offers a new paradigm of 3D brush-based modeling, allowing users to sculpt organic shapes in 3D space with brush-like tools. Appealing to both traditional sculptors and digital artists, Mudbox provides a simple and fast toolset for creative modeling, prototyping and detailing. 3D assets created in Mudbox are often imported into Autodesk 3ds Max and Autodesk Maya software for texturing, rigging, animation and final rendering. http://www.autodesk.com/mudbox. http://www.veritasetvisus.com 40 Veritas et Visus 3rd Dimension September 2007 Luxology launches on-line hub for 3D community Luxology announced Luxology TV, a new online hub that allows the 3D community to exchange and view highresolution video clips on Luxology’s website. Luxology TV enables anyone to enhance their 3D learning experience by searching, selecting and immediately watching videos on a variety of subjects such as modeling, rendering, painting and sculpting. Luxology TV is structured to quickly grow into a repository of training and presentation material on modo and other topics pertaining to 3D content creation. The majority of videos are free. Commercial professional training materials from Luxology and third-party vendors will also be available for purchase. Luxology TV is now live and can be experienced by visiting http://www.luxology.com/training/. Lockheed Martin acquires 3Dsolve Lockheed Martin Corporation announced it has acquired 3Dsolve; Inc. 3Dsolve is a privately held company that creates simulation-based learning solutions for government, military and corporate applications. The company’s software tools assist clients with collaborative training utilizing interactive 3D graphics. 3Dsolve’s core competencies include multi-media, software engineering, digital artwork, instructional design and project management for use in state-of-the-art simulation learning solutions. http://www.lockheedmartin.com Dan Lejerskar presents his vision of the future of 3D Real life and digital simulation will merge by 2011, producing a mixed-reality environment that will change the way consumers communicate, interact and conduct commerce, according to futurist Dan Lejerskar, chairman of EON Reality, the interactive 3D software provider. “What once was imagined soon will be experienced,” Lejerskar explained. “The technology convergence of virtual reality, artificial intelligence, Web and search, and digital content means that people can experience more in their daily lives by blurring the distinction between their physical existence and digital reality.” As evidence of this trend, he points to the realization of commercially viable applications for 3D interactive virtual reality technology – as well as the position of industry thought leaders championing the advancement of such experiences. Heavyweights Google and Microsoft are pushing this trend toward the manifestation of the 3D Internet, while computer and video game developers are whetting consumers' appetites for 3D experiences with new technologies, such as Nintendo’s Wii. Hollywood studios and amusement parks also are incorporating 3D interactive virtual reality elements into their offerings. “We're witnessing the creation of an environment in which visualization companies, industry, academia and the public sector can meet and exchange knowledge, experiences and ideas,” Lejerskar said. “Within three to four years, we’ll see radical changes in how we shop, learn and communicate with business associates, friends and family. Consumers crave user-generated experiences that combine virtual reality technology with physical location-based events to produce totally immersive 3D interactive experiences.” http://www.eonreality.com. EON Reality brings out Visualizer for idiot-proof 3D content creation EON Reality unveiled its EON Visualizer at the SIGGRAPH Technology Conference. EON Visualizer is a 3D interactive authoring tool that allows non-technical business users to generate 3D worlds for Web, print, video and real-time formats. An off-the-shelf tool, EON Visualizer makes it easy for anyone with a computer and Internet access to create realistic, interactive, 3D content. According to Gartner Research, by 2011, 1.6 billion out of a total 2 billion Internet users will actively participate in virtual worlds. However, the knowledge necessary to create these worlds today is limited to only the most technically sophisticated. EON Visualizer is founded on EON Reality’s new kernel, Dali, which improves the scalability and flexibility of the functionality. Even users without programming knowledge of 3D software can use the EON Visualizer to create 3D content, the company says for role-playing games, social network communities, business marketing and sales presentations and education and training. A user with programming skills will be able to add advanced features to EON Visualizer. The following are some of EON Visualizer’s key features: intuitive interface with drag-and-drop tools; Web-based 3D object library with 12,000 3D objects and products, more than 12 showrooms and 360-degree landscape settings and image backdrops to create augmented realities; visual (non-text) search for objects and components through EON ISearch functionality (Google-supported search engine) allows users to search additional EON Reality-supported content available on the Internet. EON Visualizer will ship in Nov. 2007. http://www.EONReality.com http://www.veritasetvisus.com 41 Veritas et Visus 3rd Dimension September 2007 S3D-Basics+ Conference August 28-29, 2007, Berlin, Germany Phillip Hill reports on presentations from Blue Frames Media, Advanced Micro Devices, BrainLAB, Infitec, and Spatial View Florian Maier of Blue Frames Media of Germany presented on “3Drecording devices for two-channel or multi-channel applications”. The talk covered research, one-camera 3D recording devices, and multicamera 3D recording devices. The motivation for the company is the new 3D wave due to digital possibilities and huge demand on 3D content. But Maier said that there was a lack of efficient and exact recording devices and a lack of knowledge about 3D recording parameters. The aims of the research work are to analyze the best 3D parameters depending on the set-up; development of a PC program; and the development of photographic recording devices. The company has carried out deep studies of 3D basics: physiological limits, physiological problems (3D sickness), existing recording and display techniques. The program for the calculation of 3D parameters gives the best interaxial distance between cameras to avoid 3D sickness and the best adaptation to different display techniques. The 3D photographic recording devices that the company has developed fall into two categories: a one-camera system for static objects, and a multi-camera system for dynamic objects. The one-camera recording system gives exact and reproducible results, it is very efficient due to automation, and is designed for special purposes such as macro photography or lifetime exposure. A small version will be available soon. The multi-camera system minimizes interaxial distance and gives a larger field of depth. Close-ups of dynamic objects become feasible with no loss of picture quality, and normal digital cameras (both photos and video) can be used. One-camera 3D recording system Multi-camera system minimizes interaxial distance >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< Advanced Micro Devices (AMD) presented its ATI FireGL workstation graphics with unified shaders. AMD claims that its current ATI FirelGL products represent world leadership: first 90 nm graphics processor unit; first 1GB frame buffer; first 10-bit display pipeline architecture; first two dual-link outputs in mid-range; first dual-link output in entry-level; first 256MB memory configuration in entry level. The product announcement was made at SIGGRAPH 2007 – a top-to-bottom product line based on scalable, unified shader architecture. New to the range is the first 65 nm graphics processor, the first 2GB frame buffer, and the first 512MB card in the mid-range level. http://www.veritasetvisus.com 42 Veritas et Visus 3rd Dimension September 2007 It targets professional users of CAD, digital content creation, medical imaging and visual simulation applications. It maximizes graphics throughput by dynamically allocating resources as needed. It instinctively configures hardware and software for optimal performance for certified applications. It enables real-time interaction with larger datasets and more complex models and scenes – 2GB graphics memory. It supports multiple 3D accelerators in a single system for up to quad display output. Finally, it delivers hardware acceleration of DirectX 10 and OpenGL 2.1 without impacting CPU performance. >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< Jens Witte of BrainLAB of Munich, Germany, gave a brief talk on “Application of stereoscopic 3D technology for surgical treatment planning”. He outlined the background to BrainLAB. 2500 hospitals use BrainLAB software With customers in more than 70 countries. It 10-bit display engine produces over 1 has 940 employees worldwide with 210 R&D engineers and 160 billion colors service engineers. BrainLAB group revenue last year was €154 million. Activities include image guided surgery solutions; radiotherapy solutions; integrated operating room solutions; treatment planning; vascular surgery planning; vascular surgery intraoperative; cranio-maxillofacial reconstruction; and education and training. Witte pointed out that medical end user expectations for stereo displays were low glare; single user solution to use maximum resolution for display of diagnostic data; multi viewer solutions for education and teaching; seamless transition of stereo zones; certification for medical use (ISO 60601); certification for diagnostic use (color calibration); switchable 2D/3D displays for intraoperative use. For graphics cards/drivers, the criteria are plug and display support of 3D display hardware; certification for medical use (display of full gray scale); and graphic memory of more than 512 MB. >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< Infitec presented on its new product line – Stereodigital. Current Infitec stereo projection works only with digital projectors as color shifts induced by the filters must be compensated by an elaborate real-time signal processing electronics for general-purpose applications. The high quality of Infitec stereo imaging is accessible only by relatively costly stereo units. With the new Stereodigital, Infitec stereo projection works in full quality without elaborate real-time signal processing electronics as images generated by digital photography are color corrected by a software tool, which also makes all necessary geometry correction of the stereo image pair to achieve almost perfect stereo imaging. Stereo imaging becomes much less costly as there is no need of a real-time processing unit. Modules offered in the Stereodigital product line are: Infitec stereo projection unit without built-in color correction; Digital stereo camera; software for stereo image correction; laptop for mobile presentation plus dual VGA splitter; and Infitec color correction for real-time signal processing for general purpose applications. >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< Thomas Oehmichen gave a brief description of some of the developments of Spatial View. He gave a business update and outlook before discussing digital content creation. He then talked about Spatial View’s Cinema 4D + SVI Plug-in 2.0 for stereoscopic rendering, live editing in (S)3D, network rendering, and external render engines. He went on to give an example of a gaming bundle with partner VisuMotion using Spatial View’s 19-inch multiuser display for supported games including “World of WarCraft”, “Counterstrike: Source” and “Need for Speed: Most Wanted”. He finished by pointing out that the company’s SVI Flash 3D Enhancer opens the 3rd dimension to vector-based 2D content - a new way to configure flat art into dynamic and full 3D. http://www.veritasetvisus.com 43 Veritas et Visus http://www.veritasetvisus.com 3rd Dimension September 2007 44 Veritas et Visus 3rd Dimension September 2007 Society for Information Display 2007 Symposium May 20-25, Long Beach, California In this second report from the principal event of the year, Phillip Hill covers presentations from Samsung SDI, Communications Research Centre Canada, Philips Research Laboratories, and SeeReal Technologies 28.3: Dense Disparity Map Calculation from Color Stereo Images using Edge Information Ja Seung Ku, Hui Nam, Chan Young Park, Beom Shik Kim, Yeon-Gon Mo, Hyoung Wook Jang, Hye-Dong Kim, and Ho Kyoon Chung Samsung SDI, Korea Samsung has developed a stereo-corresponding algorithm using edge information. The conventional stereocorresponding algorithm, SAD (Sum of Absolute Difference), has good quality in case of texture region, but it has false matching in the non-texture region. In order to reduce the false matching in the non-texture region, a new cost function, which is defined as SED (Sum of Edge Difference) based on global optimization, is added to the cost function of SAD. They evaluate the algorithm and benchmark Middlebury database. The experimental results show that the algorithm successfully produces piecewise smooth disparity maps while reducing the false matching in the non-texture region. Moreover, the algorithm is faster in terms of getting the best quality than SAD. 32.1: Invited Paper: — Human Stereoscopic Vision: Research Applications for 3D-TV Wa James Tam Communications Research Centre Canada, Ottawa, Canada The Communications Research Centre (CRC) Canada has been conducting research on 3D-TV and related stereoscopic technologies since 1995. Three areas of CRC’s research on human stereoscopic vision and its application to 3D-TV are highlighted. The author presents work on the use of inter-ocular masking to reduce bandwidth requirements, without sacrificing high image quality. Secondly, he presents experimental results that show the effect of stereoscopic objects in motion on visual comfort. Thirdly, he presents studies to illustrate how the tendency of the human visuo-cognitive system to correct or fill in missing visual information can be used to generate effective stereoscopic images from sparse depth maps. http://www.veritasetvisus.com Figure 1: An example of a surrogate depth map is shown at the bottom right. The original source image and its typical depth map are shown at the top and on the bottom left, respectively. 45 Veritas et Visus 3rd Dimension September 2007 In the search for ways to generate depth maps, the researcher investigated the possibility of creating depth maps from the pictorial depth information contained in standard 2D images, such as from blur information arising from the limited depth of field of a camera lens. For this example, blur information is useful if one assumes that blurred objects are at a farther distance than sharp objects and, therefore, a depth map can be created from the blur information contained in the original 2D images. Along the way, CRC discovered that depth maps do not have to contain dense information to be effective. CRC found that depth maps containing sparse depth information, that is, depth information concentrated mainly at edges and object boundaries in the original 2D images, are sufficient to yield an enhanced sensation of depth, compared to a corresponding monoscopic reference. CRC named these maps “surrogate depth maps”. An example is shown in Figure 1 (previous page). In conclusion, the studies show that the approach combining surrogate depth maps and DIBR can be used to generate rendered stereoscopic images with good perceived depth. The effectiveness of surrogate depth maps can be explained if it is assumed that the human visual system combines the depth information available at the boundary regions together with pictorial depth cues to compensate for the missing/erroneous areas and arrive at an overall perception of depth of a visual scene. The results of the studies also provide useful indications with respect to the minimum depth information required to produce an enhanced sensation of depth in a stereo image, i.e., depth at object boundaries. This minimum depth information can be used as a backup method when no other depth information is available to a 3D-TV broadcast system. 32.2: Effect of Crosstalk in Multi-View Autostereoscopic 3D Displays on Perceived Image Quality Ronald Kaptein and Ingrid Heynderickx Philips Research Laboratories, Eindhoven, The Netherlands The effect of crosstalk in multi-view autostereoscopic 3D displays on perceived image quality was assessed in two experiments. The first experiment shows that preference decreases with increasing crosstalk, but not as strong as expected. The second experiment shows that the crosstalk visibility threshold is higher than found in earlier studies. Gaining insight in the ambivalent effects of crosstalk is essential when it comes to improving the quality of multi-view autostereoscopic 3D displays. Therefore, this study investigated the visibility of crosstalk in still images, and its effect on image quality (preference), taking into account the properties of multiview autostereoscopic 3D displays. To do this, it was necessary to vary the amount of crosstalk over a considerable range. This was not feasible using a multi-view lenticular 3D display because of the fixed lens. However, since binocular image distortion was found to be the average of the monocular image distortions of both eyes, depth was not a necessary feature. This meant that the researchers could investigate the perceptual effects of crosstalk by simulating it on a 2D panel. To include the typical pixel structure of a multi-view lenticular 3D display, they used a high-resolution panel and simulated a single 3D pixel using multiple pixels from the high-resolution display. In the present study, only crosstalk and the pixel structure were taken into account. Two different experiments were performed. The first experiment assessed the preference for different crosstalk levels. In this experiment, the trade off between visibility of crosstalk (i.e. blurring and ghosting) and visibility of pixel structure artifacts was investigated. The visibility threshold of crosstalk was determined in a second perception experiment. http://www.veritasetvisus.com Figure 1: (A) shows LCD panel and the position of the lenses. Oblique lines indicate lens edges. (B) shows a real 3D pixel structure, (C) the simulation. 46 Veritas et Visus 3rd Dimension September 2007 The 3D TV taken as a reference was a Philips lenticular 3D TV; the high-resolution 2D display used for the simulations was a 22.2-inch IBM T221 display, with a resolution of 3840x2400 pixels and a pixel pitch of 0.1245 mm. The researchers wanted to simulate the 3D pixel structure using as few 2D pixels as possible, while preserving the essential characteristics (slope and aspect ratio of the sides). The solution can be seen in Figure 1C (previous page). The width of this structure is 9 pixels, i.e. 1.12 mm. However, a real 3D pixel has a width and height of about 1.45 mm. To compensate for this, the simulated image should be viewed from a slightly different distance, namely a factor of 0.77 closer compared to the 3D TV (i.e. 2.3 m). How crosstalk manifests itself on pixel level can be derived from Figure 1A. The results suggest that crosstalk is less visible in multi-view autostereoscopic 3D displays than expected. The results also suggest that pixel-structure artifacts in lenticular based 3D displays, although visible, play a minor role in determining image quality, compared to crosstalk, at least at the viewing distance for which the 3D display was designed (3 m). These results are of importance considering the optimal design of multiview autostereoscopic 3D displays. They give a first indication of the decrease in image quality that is to be expected when crosstalk is increased. Increasing crosstalk can help to obtain more uniform display intensity and smoother view transitions during head movements. All in all, the results can help in finding a better balance between the various factors that play a role, Philips says. 32.3: A New Approach to Electro-Holography for TV and Projection Displays A. Schwerdtner, N. Leister, and R. Häussler SeeReal Technologies, Dresden, Germany Among 3D displays, solely electro-holographic displays are in principle capable of completely matching natural viewing. SeeReal’s new approach to electro-holography facilitates large object reconstructions with moderate resolution of the spatial light modulator. They verified the approach with a standard 20-inch LCD as a spatial light modulator. A key factor limiting universal application of stereoscopic displays are vision problems due to the inherent mismatch between eye focusing and convergence. Solely holographic displays are in principle capable of completely matching natural viewing. The most severe problem creating large-size video holograms is the so-called space-bandwidth product which is directly related to the number of display pixels. This is the reason why electroholographic displays have been restricted to display very small scenes with very small viewing angles and low image quality. Therefore, the object of the project was to develop a new approach to electro-holography that will enable the observer(s) to see large holographic reconstructions of 3D objects from electro-holographic displays having moderate pixel resolution. Figure 1 illustrates the concept. The light source LS illuminates the spatial light modulator SLM and is imaged by the lens F into the observer plane OP. The hologram is encoded in the spatial light modulator. The observer window OW is located at or close to the observer eye OE. The size of the Figure 1: Schematic drawing of the holographic display OW is limited to one diffraction order of the hologram. The observer sees a holographically reconstructed three-dimensional object 3D-S in a reconstruction frustum RF that is defined by the observer window and the hologram. An overlap of higher diffraction orders in the observer window is avoided by encoding the holographic information of each single point P of the object 3D-S in an associated limited area A1 in the hologram. The correct size and position of A1 are obtained by projecting the OW through the point P onto the light modulator SLM, as indicated by the lines from the OW through P to the area A1. Light emanating from higher diffraction orders of the reconstructed point P will not reach the OW and is therefore not visible. A 3D-object comprising many object points results in overlapping associated areas with holographic information that are superimposed to http://www.veritasetvisus.com 47 Veritas et Visus 3rd Dimension September 2007 the total hologram. The researchers summarize by saying that the approach significantly reduces the requirements on optical components and software compared to conventional electro-holographic displays. They achieve this by generating the visible object information only at positions where it is actually needed, i.e. at the eye positions. Large holographic object reconstructions are possible as the pixel pitch of the spatial light modulator does not limit the size of the reconstructed object. The fundamental idea in the concept is to give highest priority to reconstruction of the wave field at the observer’s eyes and not the three-dimensional object itself. They say that they have been working to extend the approach to projection displays. Again, there are one or several observer windows through which one or several observers see a holographically reconstructed object. The hologram is encoded on a small spatial light modulator and the holographic reconstruction is optically enlarged by magnification optics. >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< Title A personal view of the UK’s position in flexible electronics Ground floor opportunity -- flexible electronics explosion LCD manufacturing in the Far East: numbered days… Flexible displays industry can’t over-hype expectations Conclusions from SID… 3D - who needs it? Disposables – killer application for flexible displays? New standards for FPDs: White knight or white elephant? The virtues of the tutorial… Exploring urban myths Flexibility on the move The 3D niche – unless there’s a miracle… Needs for display standardization in the UK rail system The 3D community – beyond redemption… The real world in microscopic form… Is this the end of the beginning, or the beginning of the end? New network heralds a good future for the UK Enjoy the view while you can… Plastic electronics will become ubiquitous It’s all about appearances… Traveling tales My eyes! My eyes! Thinking too much hurts… No to laptops in the hold Fitness for purpose How do we be green? One man’s meat is another man’s poison The Fordists and the Churchillians… Thoughts from the Far East Thoughts from the Far East II The importance of local production Give up the day job and do something else? Introducing the UKDL News… Newsletter Flexible Substrate Flexible Substrate Flexible Substrate Flexible Substrate Flexible Substrate 3rd Dimension Flexible Substrate Display Standard Flexible Substrate Flexible Substrate Flexible Substrate 3rd Dimension Display Standard 3rd Dimension Flexible Substrate High Resolution Flexible Substrate 3rd Dimension Flexible Substrate Display Standard Display Standard High Resolution 3rd Dimension Touch Panel Display Standard Flexible Substrate Display Standard Flexible Substrate Flexible Substrate Flexible Substrate Flexible Substrate Flexible Substrate UKDL News Date Jan 31, 2005 Mar 16, 2005 Apr 26, 2005 May 17, 2005 Jul 6, 2005 Jul 29, 2005 Aug 8, 2005 Sep 22, 2005 Oct 3, 2005 Oct 22, 2005 Nov 16, 2005 Jan 16, 2006 Jan 29, 2006 Feb 26, 2006 Mar 1, 2006 Mar 24, 2006 Apr 15, 2006 May 8, 2006 May 16, 2006 May 20, 2006 Jun 30, 2006 Jul 16, 2006 Aug 23, 2006 Aug 30, 2006 Sep 6, 2006 Sep 19, 2006 Oct 15, 2006 Oct 23, 2006 Nov 29, 2006 Feb 18, 2007 Apr 11, 2007 Aug 12, 2007 Aug 30, 2007 http://www.veritasetvisus.com http://www.veritasetvisus.com 48 Veritas et Visus 3rd Dimension September 2007 International Workshop on 3D Information Technology May 15, 2007, Seoul, Korea by Andrew Woods The 3D Display Research Centre (3DRC) based at Kwangwoon University (Seoul, South Korea) recently organized the fourth in its series of international workshops. The workshop was held at the compound of Cheong Wa Dae (literal translation “the blue house”, which is the office of the South Korean president) and featured presentations from eight international invited speakers, four local speakers, and also a poster session. The presentations were a mixture of a summary of 3D research from the authors’ origin country and also a summary of the particular research of each presenter. The first presentation was by Professor George Barbastathis (MIT, USA) whose paper was titled “3D Optics”. His presentation focused on holographic imaging and the process of capturing 3D images and datasets using holographic methods. The presentation of Andrew Woods (Curtin University, Australia) was titled “R&D Activities on 3D Information 3DIT 2007 invited speakers and organizers: (left to right) Sang-Hyun Kim (student, Waseda Univ., Japan), Takashi Kawai (Waseda Univ., Japan), unknown Technologies in Australia” and (Presidential Security Service), student (3DRC), Jin Fushou (Jilin Univ., China), summarized the work of a number student (3DRC), Vladimir Petrov (Saratov State Univ., Russia), Hiroshi of stereoscopic R&D organizations Yoshikawa (Nihon Univ., Japan), Eun-Soo Kim (3DRC), Zsuzsa Dobranyi in Australia (including DDD, iVEC, (Holografika, Hungary), Dae-Jun Joo (Presidential Security Service), Tibor and Jumbo Vision), plus his own Balogh (Holografica, Hungary), George Barbastathis (MIT, USA), student work on underwater stereoscopic (3DRC), Jack Yamamoto (3D Consortium, Japan), Andrew Woods (Curtin Univ., video cameras and the compatibility Australia), Nam-Young Kim (3DRC). of consumer displays with stereoscopic methods. Professor Fushou Jin’s (Jilin University, China) presentation titled “3D display activities in China” discussed the stereoscopic human factors work of Fang et al. (Zhejiang Univ., 2004), autostereoscopic video transforms and novel autostereoscopic backlights by Zou et al. (Hefei Univ. of Tech., 2004 and 2005), head mounted displays by Sun et al. (National Key Lab of Applied Optics, 2005), volumetric displays by Lin et al. (Zhejiang Univ., 2005), as well as his own work on integral 3D imaging. The second session contained two papers. Professor Vladimir Petrov (Saratov State University, Russia) discussed “Recent R&D activities on 3D Information Systems in Russia” which included coverage of his own work on classification of stereoscopic methods, formats & technologies, optical correction of depth plane curvature, and electronically controlled optical holograms, plus a description of the autostereoscopic “SmartON” display by Putilin et al. (FIAN, Moscow), Volumetric displays by Shipitsyn (Moscow, Russia) and Golobov et al. (LETI, Russia), a stack of holograms by Golobov et al. (LETI, Russia), a stack of light scattering shutters by Kimpanets et al. (Lebedev Physical Institute, Russia), waveguide holographic display by Putilin et al. (FIAN, Moscow), and others. The presentation by Tibor Balogh (Holografika, Hungary) was titled “HoloVizio, The Light Field Display http://www.veritasetvisus.com 49 Veritas et Visus 3rd Dimension September 2007 System”. Various aspects of the HoloVizio autostereoscopic display system was described including fundamentals, principles of operation, implementations, hardware and software systems, and applications. The third session of the day included three papers. Professor Takashi Kawai’s (Waseda University, Japan) paper on “Recent R&D Activities on 3D Information Technologies in Japan” discussed his own work on stereoscopic ergonomic evaluation, display hardware and stereoscopic video software development, content creation, time-series analysis of stereoscopic video, and scalable conversion of stereoscopic content for different screen sizes. He also summarized industry activities including the Digital Content Association of Japan (DCAJ), the Ultra Realistic Communications Forum (URCF), and 3D Fair 2006 (November 2006, Akihabara, Japan). Jack Yamamoto (3D Consortium, Japan) provided a “3D Market Trend Overview” and also summarized the recent activities of the 3D Consortium. The presentation of Professor Hiroshi Yoshikawa (Nihon University, Japan) was titled “Recent activities on 3-D imaging and display in Japan” discussed government and industry supported activities along with a summary of his university’s research in optical holograms, digital holography, a fringe printing system, fast computer generated holograms, and holo-video. The final formal session of the day included four papers. Professor Eun-Soo Kim (3DRC, Kwangwoon University, Korea) presented a paper titled “3D R&D Activities in 3DRC” which provided a brief overview of commercial 3D R&D activities in Korea (including Samsung, LG, Pavonine, Zalman, Innertech, Sevendata, and KDC Group), an introduction to the 3DRC, and a summary of the 3D display prototypes and R&D activities of the 3DRC. Dr. Jinwoong Kim from ETRI (Electronics and Telecommunications Research Institute) (Daejeon, Korea) presented “R&D Activities on 3D Broadcasting Systems in ETRI”. As well as providing an overview of 3D in the broadcasting industry, detail was provided on ETRI’s activities in 3D DMB (Digital Multimedia Broadcast) to handheld devices and multi-view 3DTV systems. Dr Sung-Kyu Kim from KIST (Korean Institute of Science and Technology) (Seoul, Korea) presented “R&D Activities on 3D Displays in KIST”. His presentation discussed KIST’s work on multi-focus 3D display systems (using either a laser scanned DMD modulated display, or a multilight source (LED) method), and camera related issues for autostereoscopic mobile displays. Dr. Jae-Moon Jo (Samsung Electronics, Korea) presented “Status of 3D Display Development”. His paper was divided into three parts: technology and market trends, 3D display technologies, and technology of Samsung. The latter part of his presentation discussed Samsung’s 3D DLP HDTVs, Samsung’s 3D LCD DMB phone (SCH-B710), Samsung autostereoscopic 2D/3D monitor using time-sequential LCD, and the Samsung SDI autostereoscopic OLED 2D/3D demo. Selected papers in the poster session included: • • • • • • • • • • • Effective generation of digital holograms of 3-D objects with a novel look-up table method Three-dimensional reconstruction using II technique of captured images by holographic method Efficient generation of CGH for frames of video images Holographic 3D display of captured by II technique Enhanced IVR-based computational construction method in three-dimensional integral imaging with non-uniform lens array Three-dimensional image correlator using computationally reconstructed integral images Using quantum optics in 3D display Extraction of rat hippocampus using stereoscopic microscope system Efficient 3D reconstruction method using stereo matching robust to noise A compact rectification algorithm for trinocular stereo images The effect of saccadic eye movements on motion sensitivity in 3D depth A proceedings volume was published by the 3DRC containing all of the slides of the speakers and poster authors. http://www.3drc.org/ http://www.veritasetvisus.com 50 Veritas et Visus http://www.veritasetvisus.com 3rd Dimension September 2007 51 Veritas et Visus 3rd Dimension September 2007 3DTV CON 2007 May 7-9, Kos Island, Greece In this second report on this IEEE conference on capture, transmission and display of 3D video, Phillip Hill covers presentations from Monash University, Middle East Technical University/STM Savunma Teknolojileri Muhendislik ve Ticaret, ATR/University of Tsukuba, Tampere University of Technology, Momentum, Yonsei University, University of Rome, University of Oulu, and two from Tel-Aviv University Large scale 3D environmental modeling for stereoscopic walk-through visualization Nghia Ho, Ray Jarvis, Intelligent Robotics Research Centre, Monash University, Australia The availability of high resolution and long-range laser range finders with color image registration facilities opens up the possibility of large scale, accurate and dense 3D environment modeling. This paper addresses the problem of integration and analysis of multiple scans collected over extended regions for stereoscopic walk-through visualization. Large-scale 3D environment modeling has gained popularity due to the availability of high resolution and long range 3D laser scanners. These devices can capture a dense point cloud of the environment, collecting in the order of 10’s or 100’s of millions of points. Laser scanners can provide very rich data but on the other hand present a technical challenge in processing such large volume of data which can easily grow to a couple of gigabytes. Two common tasks that are essential for large-scale environment modeling are scan registration and visualization. Scans need to be taken at various locations and registered together to build a complete model. The ability to be able to visualize it via a stereoscopic display is very attractive because the data is well suited for a walk-through application such as a virtual tour. The paper reports a campus modeling project undertaken at Monash University. Figure 1 (left): Buildings and vegetation rendered entirely by planes and texture. Figure 2 (right): Birds eye view of the campus model. http://www.veritasetvisus.com 52 Veritas et Visus 3rd Dimension September 2007 The researchers used the Riegl LMS-Z420i laser range scanner to scan the Monash University campus. The scanner is capable of scanning 360 degree horizontally and 80 degrees vertically. The average sampling rate for a high resolution scan is about 8000 points per second. Color information is obtained separately via a Nikon D100 mounted on the scanner. Approximately 30 scans were taken around the Monash campus over the duration of a couple of weeks. We fixed each scan to capture 5-6 million points. One problem they faced was people walking about during the scanning. This introduced some unwanted noise, which appears as a thin line of points. To alleviate this problem they did two scans at the same location. The two scans were then compared side by side and the points with the furthest distance away from the scanner taken as the true range. Figure 2 (previous page) shows a bird’s eye view section of the campus model. Some of the tree leaves come out blue rather than green and is a result of incorrect registration with the sky color. One possible explanation is that the leaves are being blown by the wind, which causes an incorrect registration with the laser range data and color images. Point clouds obtained from a laser range scanner are dense for distances near to the scanner but sparse further away. This greatly affects the visual quality and is noticeable in some part of the scenes where there is inadequate sampling. This can be improved by performing a longer scan and collecting more points. This also has the extra benefit of collecting less noise from people moving across the scans. Shape from unstructured light Anner Kushnir and Nahum Kiryati Tel-Aviv University, Israel A structured light method for depth reconstruction using unstructured, essentially arbitrary projection patterns is presented. Unlike previous methods, the suggested approach allows the user to select the projection patterns from a given slide show or from movie frames, or to simply project noise, thus extending the range of possible applications. The system includes a projector and a single camera. Two progressive algorithms were developed for obtaining projector-camera correspondence, with each additional projection pattern improving the reliability of the final result. The method was experimentally demonstrated using two projection pattern sets – a vacation photo album (similar to frames extracted from a video sequence) and a set of random noise patterns. Figure 1: Depth map and textured reconstruction of a mannequin head: (a,b) 50 patterns, DP method. (c,d) 50 patterns, PPC method. (e,f) 10 patterns, DP method. (g,h) 100 patterns, PPC method. http://www.veritasetvisus.com 53 Veritas et Visus 3rd Dimension September 2007 Figure 1 (previous page) presents the reconstruction results obtained using the vacation photo album pattern set, in two formats: depth map and visualization of the 3D surface with its texture. Results are shown for the two correspondence-establishment methods considered, Pixel-to-Pixel Correspondence (PPC) and Dynamic Programming (DP), using several pattern-set sizes. It can be seen that the DP method performs well even when the number of projection patterns used for reconstruction is small. The PPC method yields a reasonable result when 50 patterns or more are used, and is superior to the DP method in terms accuracy and robustness when 100 patterns or more are used. Effects of color-multiplex stereoscopic view on memory and navigation Yalın Baştanlar, Hacer Karacan, Middle East Technical University, Ankara, Turkey Deniz Cantürk, STM Savunma Teknolojileri Muhendislik ve Ticaret, Ankara, Turkey In this work, effects of stereoscopic view on object recognition and navigation performance of the participants are examined in an indoor Desktop Virtual Reality Environment, which is a two-floor virtual museum having different floor plans and 3D object models inside. This environment is used in two different experimental settings: 1) colormultiplex stereoscopic 3D viewing provided by colored eye-wear, 2) regular 2D viewing. After the experiment, participants filled in a questionnaire that inquired into their feeling of presence, their tendency to be immersed and their performance on object recognition and navigation in the environment. Two groups (3D and 2D), each having five participants, with equal tendency were formed according to the answers of “tendency” part, and the rest evaluated to examine the effects of stereoscopic view. Contrary to expectations, results show no significant difference between 3D and 2D groups both on feeling of presence and object recognition/navigation performance. A museum consisting of two floors was created. Several 3D object models like cars, airplanes, animals, buildings were placed in the museum. Also a few 2D pictures were put on the walls in order to ease navigation. The two floors have Figure 1: A screen-shot from first the floor of the different floor plans and wall textures. A screen shot is virtual environment shown in Figure 1. Results did not indicate a significant difference between the two groups. Although increasing the number of participants and preparing different kinds of navigation and recognition questions may change the result, the current result may be explained by two ideas: both groups were able to examine the objects and environment closely from different points of view. Although 3D group participants sometimes spent a little more time on the objects to test stereoscopic viewing, it seems that this did not cause participants to recognize them well. Despite the stereoscopic viewing 3D group participants did not feel much more involved than the 2D participants. In fact, the control mechanism and speed of the test environment was not realistic enough, and this may have resulted in a boring effect on participants causing to lose their attention while observing objects. Depth map quantization – how much is sufficient? Ianir Ideses, Leonid Yaroslavsky, Itai Amit, Barak Fishbain Department of Interdisciplinary Studies, Tel-Aviv University, Israel With the recent advancement in visualization devices over the last years, in order to synthesize 3D content, one needs to have either a stereo pair or an image and a depth map. Computing depth maps for images is a highly computationally intensive and time-consuming process. In this paper, the researchers describe results of an experimental evaluation of depth map data redundancy in stereoscopic images. In the experiments with computer http://www.veritasetvisus.com 54 Veritas et Visus 3rd Dimension September 2007 generated images, several observers visually tested the number of quantization levels required for comfortable and quantization unaffected stereoscopic vision. The experiments show that the number of depth quantization levels can be as low as only a couple of tens. This may have profound implication on the process of depth map estimation and 3D synthesis, the researchers say. In each experiment, the viewer had to indicate which image has more quantization levels; if correct in his choice, the program would increase the quantization levels until the viewer can not distinguish between the images. If the viewer had been incorrect in his choice, the program would reduce the quantization levels until the viewer would again be able to distinguish between the images. Each experiment is composed of several tens of rounds until the quantization levels converge. In order to increase the reliability of the selection, the viewer was prompted to verify his answer to each round. A screenshot of the program is shown below. The results of these tests show that, for depth map quantization, a relatively low number of about 20 quantization levels of depth map are sufficient for 3D synthesis. This number was acquired for shapes with high height gradients and is lower for other shapes. The obtained results can be utilized in different applications, and especially in iterative algorithms of depth map computation and in the process of generating artificial stereo pairs from an image and a depth map. An example of images that were shown to the viewer. The viewer had to indicate which image has a smoother (quantized with more quantization levels) depth map (viewed with anaglyph glasses, blue filter for right eye). Virtual camera control system for cinematographic 3D video rendering Hansung Kim, Ryuuki Sakamoto, Tomoji Toriyama, and Kiyoshi Kogure Knowledge Science Lab, ATR, Kyoto, Japan Itaru Kitahara1, Department of Intelligent Interaction Technologies, University of Tsukuba, Japan The researchers propose a virtual camera control system that creates attractive videos from 3D models generated with a virtualized reality system. The proposed camera control system helps the user to generate final videos from the 3D model by referring to the grammar of film language. Many kinds of camera shots and principal camera actions are stored in the system as expertise. Therefore, even non-experts can easily convert the 3D model to http://www.veritasetvisus.com 55 Veritas et Visus 3rd Dimension September 2007 attractive movies that look as if they were edited by expert film producers with the help of the system’s expertise. The user can update the system by creating a new set of camera shots and storing it in the shots’ knowledge database. In one application, the system generates footage by piecing all of the generated videos. Figure 1(a) shows example footage of a cinematographic video with camera controls using two annotations to 3D regions and five annotations to time codes. Varied shots with different angles and framing are set for the 3D video to capture a man shadowboxing dynamically. Figure 1(b) shows other footage that is applied to the same shots, to which a region annotation is added to the man’s foot. Despite the fact that these pieces of footage are made from the videos of the same scenes, the impressions they give are rather different. The goal of this study is to develop a virtual camera controlling system for creating attractive videos from 3D models. The proposed system helps users to apply expert knowledge to generate desirable and interesting film footage by using a sequence of shots taken with a virtual camera. As future work, the researchers are going to devise a method to use sensors to automatically determine annotation information. Figure 1: Outcome of shadow-boxing scene Mid-air display for physical exercise and gaming Ismo Rakkolainen, Tampere University of Technology, Finland Tanju Erdem, Bora Utku, Çiğdem Eroğlu Erdem, Mehmet Özkan, Momentum, Turkey The researchers presented some possibilities and experiments with the “immaterial” walk-through FogScreen for gaming and physical exercise. They used real-time 3D graphics and interactivity for creating visually and physically compelling games with the immaterial screens. An immaterial projection screen has many advantages for physical exercise, games and other activities. It is visually intriguing and can also be made two-sided so that the opposing gamers on each side see both their side of the screen and each other through it, and can even walk through it. The immaterial nature of the screen helps also on maintenance, as the screen is unbreakable and stays always clean. The initial results show that the audience stayed with the game over extended periods of time. http://www.veritasetvisus.com 56 Veritas et Visus 3rd Dimension September 2007 The FogScreen is currently available in 2-meter-wide size and in modular 1-meter-wide size, which enables several units to be linked seamlessly together. The FogScreen device is rigged above the heads of the players so that they can freely walk through the screen, which forms under the device. The continuous flow recovers the flat screen plane automatically and immediately when penetrated. The resolution is not quite as high as with traditional screens, but it works well for most applications like games. The presented context could also be used in physical rehabilitation, edutainment in science museums, and many kinds of sports games like boxing, karate or other martial arts, for example. Comparison of phoneme and viseme based acoustic units for speech driven realistic lip animation Elif Bozkurt, Çigdem Eroglu Erdem, Engin Erzin, Tanju Erdem, Mehmet Özkan Momentum, Turkey Natural looking lip animation, synchronized with incoming speech, is essential for realistic character animation. In this work, the Momentum company evaluates the performance of phone and viseme based acoustic units, with and without context information, for generating realistic lip synchronization using HMM based recognition systems. They conclude via objective evaluations that utilization of viseme based units with context information outperforms the other methods. Humans are very sensitive to the slightest glitch in the animation of the human face. Therefore, it is necessary to achieve realistic lip animation, which is synchronous with a given speech utterance. There are methods in the literature for achieving lip synchronization based on audio-visual systems that correlate video frames with acoustic features of speech. A major drawback of such systems is the scarce source of audiovisual data for training. Other methods use text-to-speech synthesis, which utilize a phonetic context to generate both speech and the corresponding lip animation. However, current Figure 1: The 3D graphical user interface used for viewing speech synthesis systems sound slightly robotic, and the lip synchronization results adding natural intonation requires more research. If the lip synchronization is generated using speech uttered by a real person, the animation will be perceived to be more natural. In such systems, a phonetic sequence can be estimated directly from the input speech signal using speech recognition techniques. This paper focuses on the limited problem of automatically generating phonetic sequences from prerecorded speech for lip animation. The generated phonetic sequence is then mapped to a viseme sequence before animating the lips of a 3D head model, which is built from photographs of a person. Note that, a viseme is the corresponding lip posture for a phoneme, i.e. visual phoneme. In this work, the researchers experimentally compare four different acoustic units within HMM structures for generating the viseme sequence to be used for synchronized lip animation. These acoustic units are namely phone, tri-phone, viseme and tri-viseme based units. The lip animation method is based on 16 distinct viseme classes. After the generation of the 3D head model, a graphic artist defines the mouth shapes for the 16 visemes using a graphical user interface. The results of the lip synchronization can be viewed using a user interface shown in Figure 1. http://www.veritasetvisus.com 57 Veritas et Visus 3rd Dimension September 2007 Stereoscopic video generation method using motion analysis Donghyun Kim, Dongbo Min, and Kwanghoon Sohn Yonsei University, Seoul, Korea Stereoscopic video generation methods can produce stereoscopic content from conventional video filmed from monoscopic cameras. The researchers propose a stereoscopic video generation method using motion-to-disparity conversion considering a multi-user condition and characteristics of display device. Field of view, maximum and minimum values of disparity are calculated through an initialization process in order to apply various types of 3D display. After motion estimation, they propose three cues to decide the scale factor of motion-to-disparity conversion, which are magnitude of motion, camera movement and scene complexity. Subjective evaluation is performed by comparing videos captured from a stereoscopic camera and generated from one view of the stereoscopic video. In order to evaluate the proposed algorithm, several sequences were used. They used two stereoscopic sequences and two multi-view sequences. The test platform is a 17-inch polarized stereoscopic display device which offers resolution of 1280x512 in stereoscopic mode. Figure 1 shows the results of stereoscopic conversion for four test sequences. In this figure, we could find the shape of objects are well represented enough to assign depth feeling to the moving objects. Note that in the second sequence with the large flowerpot container captured by panning camera, the result shows that there is reverse depth of background and foreground. It verifies that camera movement recognition is essential. Errors may occur when the original images are roughly segmented or illumination variation occurs. Figure 1: Results of stereoscopic conversion A non-invasive approach for driving virtual talking heads from real facial movements Gabriele Fanelli, Marco Fratarcangeli University of Rome, Italy In this paper, the University of Rome researchers depict a system to accurately control the facial animation of synthetic virtual heads from the movements of a real person. Such movements are tracked using “active appearance http://www.veritasetvisus.com 58 Veritas et Visus 3rd Dimension September 2007 models” from videos acquired using a cheap webcam. Tracked motion is then encoded by employing the widely used MPEG-4 Facial and Body Animation standard. Each animation frame is thus expressed by a compact subset of “Facial Animation Parameters” (FAPs) defined by the standard. They precompute, for each FAP, the corresponding facial configuration of the virtual head to animate through an accurate anatomical simulation. By linearly interpolating, frame by frame, the facial configurations corresponding to the FAPs, they obtain the animation of the virtual head in an easy and straightforward way. The paper addresses the problem of realistically animating a virtual talking head at interactive rate by resynthesizing facial movements tracked from a real person using cheap and non-invasive equipment, namely a standard webcam (Figure 1). Using appropriately trained active appearance models, the system is able to track the facial movements of a real person from a video stream and then parameterize such movements in the scripting language defined by the MPEG-4 FBA standard. Each of these parameters corresponds to a key pose of a virtual face, namely Morph Target, a concept largely known in the computer graphics artist’s community. These initial key poses are automatically precomputed through an accurate anatomical model of the face composed by the underlying bony structure, the upper skull and the jaw, the muscle map, and the soft skin tissue. The morph targets are blended together through a linear interpolation Figure 1: From each input video frame (left), the facial movements weighted by the parameter’s magnitude, are tracked (center), and then used to control a virtual talking head achieving a wide range of facial configurations. Future developments will focus on extending the system to support 3D rigid transformations of the real head (i.e., translations and out-of-plane rotations), and the iris movements. Fields of possible application include the entertainment industry or human-computer interaction software, where cartoon-like characters could reproduce the expressions of real actors without the aid of expensive and invasive devices, or visual communication systems, where video conferences could be established even on very low bandwidth links. Stereoscopic viewing of digital holograms of real-world objects Taina M. Lehtimäki and Thomas J. Naughton University of Oulu, Finland. The researchers have studied the use of conventional stereoscopic displays for the viewing of digital holograms of real-world 3D objects captured using phase-shift interferometry. Although digital propagation of holograms can be performed efficiently, only one depth-plane of the scene is in focus in each reconstruction. Reconstruction at every depth to create an extended-focus image is a time-consuming process. They investigated the human visual system’s ability to perceive 3D objects in the presence of blurring when different depth reconstructions are presented to each eye. Their digital holograms are sufficiently large that sub-regions can be digitally propagated to generate the necessary stereo disparity. The holograms also encode sufficient depth information to produce parallax. They found that their approach allows 3D perception of objects encoded in digital holograms with significantly reduced reconstruction computation time compared to extended focus image creation. http://www.veritasetvisus.com 59 Veritas et Visus 3rd Dimension September 2007 Stereoscopic Displays and Applications 2007 Conference January 16-18, 2007, San Jose, California In this third installment, Mark Fihn summarizes presentations made by Ocuity, NEC, Dynamic Digital Depth, Philips Research (x2), Boston University, Eindhoven University of Technology, LG.Philips LCD, Hitachi, Ltd., and the Tokyo University of Agriculture and Technology. The full papers are available in the 2007 SD&A conference proceedings at http://www.stereoscopic.org/proc Autostereoscopic display technology for mobile 3DTV applications Jonathan Harrold and Graham J. Woodgate, Ocuity Limited, Oxford This presentation discussed the advent of 3DTV products based on cell phone platforms with switchable 2D/3D autostereoscopic displays. Compared to conventional cell phones, TV phones need to operate for extended periods of time with the display running at full brightness, so the efficiency of the 3D optical system is key. The desire for increased viewing freedom to provide greater viewing comfort can be met by increasing the number of views presented. A four view lenticular display will have a brightness five times greater than the equivalent parallax barrier display. Therefore, lenticular displays are very strong candidates for cell phone 3DTV. Specifically, Ocuity discussed the selection of Polarization Activated Microlens architectures for LCD, OLED and reflective display applications, providing advantages associated with high pixel density, device ruggedness, and display brightness. Ocuity described a new manufacturing breakthrough that enables switchable microlenses to be fabricated using a simple coating process, which is also readily scalable to large TV panels. Photos of Polarization Activated Microlens structures for some simulated configurations for 2.2-inch 320x240 and 640x470 panels. . Ocuity has demonstrated that Polarization Activated Microlens technology is a strong candidate to meet the stringent demands of 3D mobile TV, especially when combined with recent advances in a LC coating technology which does not require sealing or vacuum processing. Image from Ocuity http://www.veritasetvisus.com 60 Veritas et Visus 3rd Dimension September 2007 A Prototype 3D Mobile Phone Equipped with a Next Generation Autostereoscopic Display Julien Flack, Dynamic Digital Depth (DDD) Research, Bentley, Western Australia Jonathan Harrold and Graham J. Woodgate, Ocuity Limited, Oxford According to the authors, the most challenging technical issues for commercializing a 3D phone are a stereoscopic display technology which is suitable for mobile applications as well as a means for driving the display using the limited capabilities of a mobile handset. This paper describes a prototype 3D mobile phone which was developed on a commercially available mobile hardware platform that was retrofitted with a Polarization Activated Microlens array that is 2D/3D switchable and provides both class-leading low crosstalk levels, and suitable brightness characteristics and viewing zones for operation without compromising battery running time. DDD and Ocuity collaborated to produce this next generation autostereoscopic display, which is deployed on a 2.2-inch TFT-LCD at 320x240 pixels. They also describe how a range of stereoscopic software solutions have been developed on the phone’s existing application processor without the need for custom hardware. The objective in developing a prototype 3D mobile phone was to demonstrate the effectiveness of integrating an advanced autostereoscopic display into a Smartphone supported by a range of 3D content demonstrations in order to stimulate the development of the next generation of stereoscopic 3D mobiles. Through the integration of efficient conversion and rendering software with the handset’s main application processor it was possible to playback 24 frames/sec 320x240 video content rendered in real-time using optimized depth based rendering techniques. This means that provision of content is no longer an issue for 3D handsets. The phone's primary purpose was to provide a benchmark for handset manufacturers and telecoms carriers to assess the commercial As part of the presentation, Flack gave an overview of depth based viability of a stereoscopic 3D phone using rendering: virtual left and right eye images are rendered from a depth technologies that are available and ready for map and the original 2D image at 320x240 pixels Image from DDD mass production as of 2006. Multiple Footprint Stereo Algorithms for 3D Display Content Generation Faysal Boughorbel, Philips Research Europe, Eindhoven This research focuses on the conversion of stereoscopic video material into an image + depth format which is suitable for rendering on the multiview auto-stereoscopic displays of Philips. The recent interest shown in the movie industry for 3D significantly increased the availability of stereo material. In this context the conversion from stereo to the input formats of 3D displays becomes an important task. The presentation discusses a stereo algorithm that uses multiple footprints generating several depth candidates for each image pixel. The proposed algorithm is based on a surface filtering method that employs simultaneously the available depth estimates in a small local neighborhood while ensuring correct depth discontinuities by the inclusion of image constraints. The resulting high-quality, image-aligned depth maps proved an excellent match with Philips’ 3D displays. The researchers showed that using a robust surface estimation approach built on top of basic window-based matching techniques leads to impressive results. Several efficient implementations are being pursued towards embedding the presented algorithm in future commercial sets. http://www.veritasetvisus.com 61 Veritas et Visus 3rd Dimension September 2007 A 470x235 ppi LCD for high-resolution 2D and 3D autostereoscopic display Nobuaki Takanashi and Shin-ichi Uehara, System Devices Research Laboratories, NEC Corp., Sagamihara Hideki Asada,, NEC LCD Technologies, Ltd., Kawasaki The NEC researchers suggested that 3D display developers face many challenges, particularly with regard to autostereoscopic 3D and 3D/2D convertibility. They suggested a solution that utilizes a novel pixel arrangement, called Horizontally Double-Density Pixels (HDDP). In this structure, two pictures (one for the left and one for the right eye) on two adjacent pixels form one square 3D pixel. This doubles the 3D resolution, making it as high as the 2D display and shows 3D images anywhere in 2D images with the same resolution. NEC’s prototype polysilicon TFT LCD is lenticular lens-based, at 2.5inches diagonal inches, and at 320x2 (RL) x 480x3 (RGB) resolution. As a 3D display, the horizontal and vertical resolutions are equal (235 ppi each). NEC verified the efficacy of the display with a broad user survey, which demonstrated a high acceptance of and interest in this mobile 3D display. The researchers reported that the display enables 3D images to be displayed anywhere and 2D characters can be made to appear at different depths with perfect legibility. No switching of 2D/3D modes is necessary, and a thin and HDDP Arrangement: right and left-eye pixels combine to uncomplicated structure and high brightness makes the form a square. Image from NEC design especially suitable for mobile terminals. Compression of still multiview images for 3D auto-multiscopic spatially-multiplexed displays Ryan Lau, Serdar Ince and Janusz Konrad, Boston University, Boston Auto-multiscopic displays are becoming a viable alternative to 3-D displays with glasses. However, since these displays require multiple views the needed transmission bit rate as well as storage space are of concern. This paper describes results of research at Boston University on the compression of still multiview images for display on lenticular or parallax-barrier screens. Instead of using full-resolution views, the researchers applied compression to band-limited and down-sampled views in the so-called “Ntile format”, (proposed by StereoGraphics). Using lower resolution images is acceptable since multiplexing at the receiver involves down-sampling from full view resolution anyway. They studies three standard compression techniques: JPEG, JPEG-2000 and H.264. While both JPEG standards work with still images and can be applied directly to an N-tile image, H.264, a video compression standard, requires N Close-up of rectangular region from a multiplexed image images of the N-tile format to be treated as a short video before compression (on the left) and JPEG-compressed sequence. They presented numerous experimental results with a compression ratio of 40:1 (on the right). Note indicating that the H.264 approach achieves significantly numerous artifacts in the compressed image; displayed better performance than the other three approaches on a SynthaGram SG222 screen, these artifacts result in studied. The researchers examined all three compression objectionable texture and depth distortions. Image from Boston University standards on 9-tile images, and based on their studies, http://www.veritasetvisus.com 62 Veritas et Visus 3rd Dimension September 2007 proposed a “mirrored N-tile format” where individual tiles are transposed so as to assure maximum continuity in the N-tile image and thus improve compression performance. Results of the testing indicate that compressing 9-tile images gives better results than compressing multiplexed images, and that H.264 applied to 9-tile images gives the best performance. Predictive Coding of Depth Images across Multiple Views Yannick Morvan, Dirk Farin and Peter H. N. de With, Eindhoven University of Technology, Eindhoven A 3D video stream is typically obtained from a set of synchronized cameras, which are simultaneously capturing the same scene (multiview video). This technology enables applications such as free-viewpoint video which allows the viewer to select his preferred viewpoint, or 3DTV where the depth of the scene can be perceived using a special display. Because the user-selected view does not always correspond to a camera position, it may be necessary to synthesize a virtual camera view. To synthesize such a virtual view, the researchers from the University of Eindhoven adopted a depth image-based rendering technique that employs one depth map for each camera. Consequently, a remote rendering of the 3D video requires a compression technique for texture and depth data. This paper presents a predictive coding algorithm for the compression of depth images across multiple views. The presented algorithm provides • • an improved coding efficiency for depth images over block-based motion-compensation encoders (H.264) a random access to different views for fast rendering. The proposed depth-prediction technique works by synthesizing/computing the depth of 3D points based on the reference depth image. The attractiveness of the depth-prediction algorithm is that the prediction of depth data avoids an independent transmission of depth for each view, while simplifying the view interpolation by synthesizing depth images for arbitrary view points. The researchers presented experimental results for several multiview depth sequences that result in a quality improvement of up to 1.8dB as compared to H.264 compression. Therefore, the presented technique demonstrates that that predictive-coding of depth images can provide a substantial compression improvement of multiple depth-images while providing random access to individual frames for real-time rendering. Application of Pi-cells in Time-Multiplexed Stereoscopic and Autostereoscopic LCDs Sergey Shestak and Daesik Kim, Samsung Electronics, Suwon The Samsung researchers investigated Pi-cell based polarization switches regarding their applications in both glass type and autostereoscopic LCD 3D displays. (Pi-cells are nematic liquid crystal optical modulators capable of electrically controllable birefringence). They found that Pi-cell should be divided into the number of individually addressable segments to be capable of switching synchronously with line-by-line image updates in order to reduce time-mismatch crosstalk. They discovered that the displayed stereoscopic image has unequal brightness and crosstalk in the right and left channels. The asymmetry of stereoscopic image parameters is probably caused by the asymmetry of rise/fall time, inherent in Pi-cells. Finally, they proposed an improved driving method capable of making the crosstalk and brightness symmetrical. Further, they demonstrated that a response time acceleration technique (RTA) developed for the reduction of motion blur, is capable of canceling the dynamic crosstalk caused by slow response of LCD pixels. The research revealed that if an LCD monitor is used in a stereoscopic system with conventionally driven shutter glasses, severe crosstalk (mixed left and right images) is seen across the almost entire screen. Even simple systems using passive polarizing glasses demonstrate the same high crosstalk. The crosstalk appears even if the monitor has a very short response times. The researchers further studied application of polarization switches based on Pi-cell in two different stereoscopic systems employing LCD image panels. Both stereoscopic systems are capable of displaying low crosstalk stereoscopic images at frame rates of 60 and 75Hz. The main problems of the studied systems are the timehttp://www.veritasetvisus.com 63 Veritas et Visus 3rd Dimension September 2007 mismatch crosstalk caused by low number of individually switchable segments in Pi-cell, the dynamic crosstalk caused by slow switching of liquid crystal cells and asymmetry of crosstalk and image brightness caused by the asymmetry in Pi-cell switching time. The researchers also found that the response time acceleration technique (RTA), developed for the reduction of motion blur, is capable of canceling the dynamic crosstalk, caused by slow response of LCD pixels. Experimentally, they discovered that the displayed stereoscopic image has unequal brightness and crosstalk in right and left channels -- probably caused by the asymmetry of rise/fall time, inherent in Pi-cells. They proposed to compensate the brightness and the crosstalk asymmetry in the left and right images by the adjustment of duty cycle of control signal. They further concluded that it is not adequate to simply extend the supported vertical frequency of LCD monitors to 100-120Hz. To provide low crosstalk flicker-less stereo, the overdrive levels should also be optimized for the canceling of crosstalk at higher operational frequency. The images on the left show a severe crosstalk problem inherent with autostereoscopic displays. After compensating for the crosstalk using RTA, the images on the right are markedly improved. The images also show a noticeable difference in brightness between the left and right images, probably due to the asymmetry of switching a Pi-cell. Switchable lenticular based 2D/3D displays Dick K.G. de Boer, Martin G.H. Hiddink, Maarten Sluijter, Oscar H. Willemsen and Siebe T. de Zwart, Philips Research Europe, Eindhoven The use of an LCD equipped with lenticular lenses is an attractive route to achieve an autostereoscopic multi-view 3D display without losing brightness. However, such a display suffers from a low spatial resolution since the pixels are divided over various views. To overcome this problem Philips developed switchable displays, using LC-filled switchable lenticulars. In this way it is possible to have a high-brightness 3D display capable of showing the native 2D resolution of the underlying LCD. Moreover, for applications in which it is advantageous to be able to display 3D and 2D on the same screen, they made a prototype having a matrix electrode structure. A drawback of multi-view systems is that, since a number of pixels are used to generate the views, there will be a loss of resolution that is particularly clear if two-dimensional (2D) content is displayed. The left picture shows the image of a normal display, the picture at the right shows the same image with a lenticular placed in front of the display. Resolution loss is a common drawback of both lenticular and barrier technology. http://www.veritasetvisus.com 64 Veritas et Visus 3rd Dimension September 2007 To compensate for the loss of spatial resolution, there is a desire for a concept that can switch from 3D mode to 2D mode. This can be achieved by using switchable barriers or birefringent lenticulars that are either switchable or polarization activated. The paper discusses the principles of lenticular-based 3D displays, as well as problems related to their usage. Philips has taken the approach to slant the lenses at a small angle to the vertical axis of the display to distribute the resolution loss into two directions. The resulting resolution loss is equal to a factor that is the square root of the number of views. Multi-view autostereoscopic display of 36 views using an ultra-high resolution LCD Byungjoo Lee, Hyungki Hong, Juun Park, HyungJu Park, Hyunho Shin, InJae Jung, LG.Philips LCD, Anyang LG.Philips reported on their development of an autostereoscopic multi view display with 36 views using a 15.1inch ultra-high resolution LCD. The resolution of LCD used for experiment is QUXGA – 3200x2400. RGB subpixels are aligned as vertical lines and size of each sub pixel is 0.032 mm by 0.096mm. Parallax barriers are slanted at the angle of tan-1(1/6) = 9.46 degree and placed before the LCD panel to generate viewing zones. Barrier patterns repeated approximately for every 6 pixels. So, the numbers of pixels decrease by six along the horizontal direction and the vertical direction. Nominal 3D resolution becomes (3200/6) x (2400/6) = 533 x 400. In slanted barrier configuration, the angular luminance profile for each zone overlaps each other. For the case of a 2-view 3D system, cross-talk between left eye and right eye zone deteriorates 3D image quality. However for multiview 3D, cross-talk between adjacent zones does not always bring about negative effects. The LG.Philips researchers changed the barrier conditions so that horizontal angles between each zone are different and 3D image qualities were compared. For each barrier condition of different horizontal angles between viewing zones, they found an acceptable range of 3D object depth and camera displacement between each zone. The researchers concluded that the smaller the viewing interval, the more narrow 3D viewing width becomes but the better perceptional resolution and the naturalness of 3D imaging. So the optimum design is necessary depending on target performance. The image on the left has a less narrow 3D viewing width compared to that of the image on the right, resulting in a better perceptional resolution of the 3D image quality. But it is a trade-off between the 3D viewing width and 3D perceptional resolution, as the image on the right provides a higher level of depth. Image from LG.Philips LCD Autostereoscopic Display with 60 Ray Directions using LCD with Optimized Color Filter Layout Takafumi Koike, Michio Oikawa, Kei Utsugi, Miho Kobayashi, and Masami Yamasaki, Hitachi, Ltd., Kawasaki Researchers at Hitachi reported about their development of a mobile-size integral videography (IV) display that reproduces 60 ray directions. IV is an autostereoscopic video image technique based on integral photography (IP). The IV display consists of a 2D display and a microlens array. The maximal spatial frequency (MSF) and the number of rays appear to be the most important factors in producing realistic autostereoscopic images. Lens pitch usually determines the MSF of IV displays. The lens pitch and pixel density of the 2D display determine the number of rays it reproduces. There is a trade-off between the lens pitch and the pixel density. The shape of an elemental image determines the shape of the area of view. Based on this co-relationship, Hitachi developed the IV display, which consists of a 5-inch 900-ppi LCD and a microlens array. The IV display has 60 ray directions with 4 vertical rays and a maximum of 18 horizontal rays. They optimized the color filter on the LCD to reproduce 60 rays, resulting in a resolution of 256x192 pixels and a viewing angle of 30 degrees. These parameters are sufficient for mobile game use. http://www.veritasetvisus.com 65 Veritas et Visus 3rd Dimension The design method optimizes the parameters of the IV display, consisting of three parts: increasing the 2D image frequency, increasing the number of rays without decreasing the image frequency, and optimizing the viewing area. The proposed color filter layout increases the number of rays without decreasing the image frequency. They claimed “The prototype is suitable for displaying realistic autostereoscopic images.” September 2007 Layout of color filters and lenses for prototype IV display Image from Hitachi Development of SVGA resolution 128-directional display Kengo Kikuta and Yasuhiro Takaki, Tokyo University of Agriculture and Technology, Tokyo Researchers from the Tokyo University of Agriculture and Technology reported on their development of a 128directional display at 800x600 pixels, called a high-density directional (HDD) display. They previously had constructed 64-directional, 72-directional, and 128-directional displays in order to explore natural 3D display conditions to solve the visual fatigue problems caused by the accommodation-vergence conflict, and learned that spatial resolution was too low for comfortable viewing. The newly developed display consists of 128 small projectors each at 800x600 pixels; each with a separate LCoS device, using the field sequential technique is used to display color images. All 128 projectors are aligned in a modified 2D arrangement; i.e., all projectors are aligned two-dimensionally and their horizontal positions are made different from one another. All images are displayed in different horizontal directions with a horizontal angle pitch of 0.28º. The horizontal viewing angle is 35.7º, and screen size is 12.8 inches. The display is controlled by a PC cluster consisting of 16 PCs. In order to correct image distortion caused by the aberration of imaging systems, images displayed on the LCoS devices are pre-distorted by reference to correction tables. Photographs of 3D images generated by the 128-directional display captured from different horizontal view points. Image from Tokyo University of Agriculture and Technology http://www.veritasetvisus.com The researchers noted that image intensity was low, because the light power of the illumination LED was not sufficiently high, and non-uniform intensity was observed in the 3D images. The 3D image intensity will increase by employment of higher power LEDs, and crosstalk will be reduced by adjusting the width of the apertures in the projector units. Interactive 3D image manipulation programs developed for the previous HDD display systems. The research was supported by the “Strategic Information and Communications R&D Promotion Program” from the Ministry of Internal Affairs and Communications, Japan. 66 Stereoscopic Displays and Applications XIX Collaborate with industry leaders, researchers and developers in these fields: Autostereoscopic Displays Stereoscopic Cinema 3D TV and Video Applications of Stereoscopy Volumetric Displays Stereoscopic Imaging Integral 3D Imaging 2D to 3D Conversion Human Factors Stereoscopic Image Quality and much more at the principal venue in the world to see stereoscopic displays! Technical Presentations • Keynote Address • Discussion Forum • Demonstration Session • 3D Theater • Poster Session • Educational Short Course Conference Chairs: Andrew J. Woods, Curtin Univ. of Technology (Australia) Nicolas S. Holliman, Univ. of Durham (United Kingdom) John O. Merritt, The Merritt Group Stereoscopic Displays and Applications Conference and Demonstration: 28–30 January 2008 Stereoscopic Displays and Applications Short Course: 27 January 2008 See the Advance Program in November 2007. IS&T/SPIE 20th Annual Symposium Sponsored by IS&T 27–31 January 2008 San Jose Marriott and San Jose Convention Center San Jose, California USA electronicimaging.org www.stereoscopic.org Stereoscopic Displays and Applications XIX 28–30 January 2008 San Jose McEnery Convention Center, San Jose, California, USA 2008 Highlights Keynote Address Stereoscopic and Volumetric 3-D Displays Based on DLP® Technology Dr. Larry Hornbeck, Texas Instruments Texas Instruments’ DLP® technology enables both stereoscopic and volumetric 3-D imaging for a variety of markets including entertainment, medical imaging and scientific visualization. For the first time in history, stereoscopic 3-D entertainment is commercially viable and being implemented on a large scale. DLP Cinema® projectors, equipped with enhanced stereoscopic functions, support a variety of 3-D digital cinema implementations. Today, approximately 20 percent of the more than 5,000 DLP Cinema systems currently installed take advantage of this 3-D functionality. In the consumer HDTV market, DLP technology now enables 3-D display modes in DLP HDTVs, with more than 16 models entering the market in 2007. Innovators in the display industry are using DLP technology to advance displays from 2-D image planes to 3-D volumetric space. Interactive, volumetric DLP displays provide real-time 3-D information needed to perform complicated tasks, such as targeting cancer tumors in medical radiation therapy. This informative talk is designed to further the understanding of the role of DLP technology in the 3-D world. Topics include an introduction to DLP technology; the status of DLP technology in the 3-D home entertainment and theatrical markets; the primary attributes of DLP technology that uniquely enable single-projector solutions for stereoscopic 3-D entertainment and volumetric imaging applications; how systems designers are leveraging these attributes to optimize for key application-specific requirements; and some thoughts on the future of stereoscopic 3-D entertainment. Technical Presentations Hear presentations from Sony Pictures Imageworks, REAL D, Disney, In-Three, SeeReal, NEC, JVC, Actuality Systems, Hitachi, Philips Research, Nokia, Toshiba, Namco Bandai Games, and many many more. 3D Theatre A two hour showcase of stereoscopic video and stereoscopic cinema work from around the around the world shown on the conference’s polarized stereoscopic projection systems. Demonstration Session See with your own two eyes a wide collection of different stereoscopic displays systems. There were over 30 stereoscopic displays on show at SD&A 2007—imagine how long it would take to see that many stereoscopic displays if it weren’t for this one session! Discussion Forum Hear industry leaders discuss a topic of interest to the whole stereoscopic imaging community. All that and more at Stereoscopic Displays and Applications 2008. Veritas et Visus 3rd Dimension September 2007 Interview with Greg Truman from ForthDD Greg Truman is managing director of Forth Dimension Displays. He has served in that position since the formation of CRLO Displays Ltd. in September 2004, and of its predecessor, CRL Opto, and led the successful fund raising that formed Forth Dimension Displays. He has also participated in the formation of new displays companies Opsys and AccuScene. Prior roles have included corporate development manager of Scipher plc, where he was part of the core team working on VC fund-raising (£5 million) and, subsequently, the IPO of the Company (raising £30 million) in February 2000. Earlier, Greg Truman held roles in sales, marketing, R&D project management and integrated circuit design within Thorn EMI, GEC and in a joint venture in Malaysia. Greg Truman has a BSc in Computer Science from the University of Hertfordshire. Please give us some background information about Forth Dimension Displays. Forth Dimension Displays develops, manufactures and supplies the world’s most advanced microdisplays using a proprietary, fast-switching liquid crystal technology. The company - previously named CRLO Displays Ltd - was formed in September 2004, funded by an “A” series round from Amadeus Capital Partners and Doughty Hanson Technology Ventures. The company is located in Dalgety Bay, Scotland across the River Forth from Edinburgh, with offices in California. In 2006, 82% of ForthDD’s rapidly-growing revenues were from products shipped to international (non-UK) customers, mostly to the US, Germany, and Japan. ForthDD’s proprietary, high-speed liquid crystal display and driver technology has major advantages in performance and cost. A portfolio of more than seventy patents protects ForthDD’s Time Domain Imaging (TDI) technology. What advantages do your ferroelectric devices have over competitive devices? The biggest advantage is that the technology is all digital. It processes images in the time domain (TDI) on a single chip, without RGB subpixels, separate RGB beams and optics, and without tilting mirrors. This combination allows both amplitude and phase modulated imaging. It provides high native resolution, full 24-bit color for showing high-speed motion. The very fast switching (100 times faster than nematic LC) characteristics of the ferroelectric LCD material offers benefits in a number of applications. The most relevant of these to Forth Dimension Displays is the ability to produce high performance, color sequential displays where it has major advantages in performance and cost. The technology is well-matched to the new LED and laser diode light sources. On the left is a cross-section of a liquid crystal-based microdisplay in In addition, there are cost advantages: operation. On the right is on of ForthDD’s microdisplay solutions. The The single chip has no moving parts, so company is focused on producing high-performance displays for near-toit is built using standard CMOS wafer eye applications such as Head Mounted Displays (HMDs), which are often processes. The absence of separate RGB used to simulate scenarios that may be too dangerous or expensive to replicate in the real world. ForthDD is the world’s leading supplier of light paths enables customers to use microdisplays into high-end immersive training and simulation HMDs. simpler, lower cost optics in their system integration. http://www.veritasetvisus.com 69 Veritas et Visus 3rd Dimension September 2007 You recently made some sizable staff reductions as a result of strategic decision to shift the focus of your business. Tell us more. We decided that the prospects of success in the rear projection TV market were being determined more by the price reductions in LCD TV than by the ability of Forth Dimension Displays to meet the product specifications. Price decreases in LCD TVs have been far greater than any analyst forecast and this made it very difficult to compete with a “high performance, value” RPTV product proposition. Forth Dimension Displays already had an established reputation as the leading supplier of premium, high native resolution microdisplays in training and simulation systems for military and aerospace customers. The company’s business is expanding with products to customers in areas such as: • • • • Confocal microscopy and image injection for medical diagnostic and surgical systems Digital printing and imaging systems High-resolution industrial metrology and process systems Advanced 3D and holographic imaging systems So the decision was made to drop the RPTV market and focus on those markets where the prospects were better. Given your decision to withdraw from the rear projection TV market, can you share your thoughts about the future of RPTVs? A quick review of the news and forecasts from the RPTV market, since we withdrew, quickly shows that the pressure from LCD TV has continued to drive forecasts down and cause problems for those companies continuing to focus on that market. It is going to be very difficult for RPTVs to compete in anything other than the largest sizes (55 inch+) and emergent areas (e.g. 3D TV). Without some radical breakthrough, there seems little future for RPTV in the mainstream 36-42-inch diagonal TV market. Please share your opinions about the new class of “pico-projector” products. The pico-projection business has the prospect of being a large market in terms of unit volumes, the challenge will be achieving profitable manufacture of microdisplays/microdisplay chipsets at the low prices they will be sold at. So you’re now focusing all of your efforts on high-resolution near-to-eye devices. How big do you see this market? It is very difficult to know, as there is little good market data and it depends largely on whether you perceive that high-resolution near-to-eye (NTE) devices will ever penetrate the consumer market in high volumes. You are a fabless company, but still have semiconductor integration capabilities. Please tell us how your supply chain works. Actually, we are not really “fabless” but “partially fabless”; we receive silicon wafers manufactured on our behalf by a silicon foundry (the fabless bit) but do all subsequent processing (coating, laminate assembly, cell filling, mounting etc.) within our own Dalgety Bay manufacturing facility. This gives us a lot more flexibility and control versus trying to use a totally fabless approach and is one of our core strengths. Although ForthDD does not produce its own silicon wafers, their facility in Dalgety Bay, Scotland does all the processing (coating, laminate assembly, cell filling, mounting, etc), providing advantages related to quality and scheduling http://www.veritasetvisus.com 70 Veritas et Visus 3rd Dimension September 2007 What is your current production capacity? Currently around 20,000 microdisplays per annum but we can increase capacity in Dalgety Bay to over 100,000 per annum should the market demand be there. In terms of improving performance, is there one area in which you are focusing your development efforts? The technology already performs extremely well in our key applications, so we are focused on making small improvements across the board (while trying not to introduce negative side effects) and reducing cost of ownership to allow our customers to expend their markets. Your current solutions are at 1280x1024 pixels. Do you see a need to move to higher resolutions? Yes, we expect to move from the current 1.3M pixel displays to 2M pixels and beyond. What are the pitfalls in moving to higher resolutions? Is it more than just a larger die size? The key challenges include the larger die size (or reduced pixel size) and the high data rates required. A high refresh rate (120Hz), 2M pixel display requires around 10 Gbits/second to be delivered to the display. What are the most promising applications for high-resolution near-to-eye devices? Forth Dimension Displays is the clear global market leader supplying high-resolution microdisplays for near-to-eye (NTE) devices in the training and simulation market and, right now, this is the best market for us. Do you see 3D as a big opportunity for Forth Dimension? It already is. We supply a lot of our systems for use in binocular, stereoscopic head mounted displays. Tell us one of your favorite customer satisfaction stories. I would prefer not to put words in our customer’s mouths – and suggest you contact Marc Foglia of NVis. We contacted Mr. Foglia, who provided these insights about ForthDD: “ForthDD has been our supplier for microdisplays since our company was founded in 2002, enabling NVIS to build an entire product line of high-resolution head-mounted and hand-held displays. While most microdisplay suppliers turn away low volume manufacturers, ForthDD (then CRL Opto) welcomed the opportunity to work with us. Over time, great suppliers start to feel more like partners, and ForthDD always treated NVIS as a partner. They made it clear to us that our success was an important part of their business. This was evident in their responsiveness to our requests for technical information, documentation, and at times, demanding delivery schedules. As a small manufacturer, our ability to support our customers is often tied to our suppliers’ support for us, and in this capacity our relationship with ForthDD has been vital to our success. We see a bright future together with ForthDD as both our businesses grow.” http://www.nvisinc.com. The NVis nVisor ST uses ForthDD’s highresolution ferroelectric liquid crystal on silicon. The illumination scheme includes an RGB LED mounted on the top-face of a polarizing beam splitter prism. The microdisplay is illuminated by the light reflected off the polarizing beam splitter surface. Color is generated by the LED using an advanced color sequential algorithm that rapidly switches between red, green, and blue light which is synchronized with the pixels on the LCoS device to generate a 24-bit color image. Given your earlier financial troubles, when do you expect to reach profitability? We have not had any financial issues since the formation of CRLO Displays (later Forth Dimension Displays) in September 2004. We have always had positive cash in the bank and have very supportive investors/owners. We expect to achieve break even in late 2007 and move into sustained profitability in 2008. Please describe what you think Forth Dimension will look like three years from now. I would expect that we have grown substantially, are consistently profitable and cash generative and have a value that justifies our investors’ belief and investment in us. http://www.veritasetvisus.com 71 Veritas et Visus 3rd Dimension September 2007 Interview with Ian Underwood from MED Ian Underwood is CTO and a co-founder of MED as well as co-inventor of its P-OLED microdisplay technology. Prior to 1999 he was at The University of Edinburgh where he carried out pioneering research and development in the field of liquid crystal microdisplays between 1983 and 1999. He is a Fulbright Fellow (1991), Photonics Spectra Circle of Excellence designer (1994), British Telecom Fellow (1997), Ben Sturgeon Award winner (1999), Ernst & Young Entrepreneur of the Year (2003), Fellow of the Royal Society of Edinburgh (2004), and Gannochy Medal winner (2004). He is recognized worldwide as an authority on microdisplay technology, systems and applications. In 2005, Ian was named Professor of Electronic Displays at The University of Edinburgh. In addition to his fulltime post at MED, he sits on the Council of the Scottish Optoelectronics Association and the Steering Committee of ADRIA (Europe’s Network in Advanced Displays). He is coauthor of a recently released book entitled Introduction to Microdisplays. Please give us some background information about MED. MicroEmissive Displays (MED) is a leader in polymer organic light emitting diode (P-OLED) microdisplay technology. The company was founded in 1999 and has developed a unique emissive microdisplay technology by using a P-OLED layer on a CMOS substrate. In late 2004, MED floated on the Alternative Investment Market of the London Stock Exchange (AIM) following a fourth successful funding round, which raised £15.7M. Funding has been used for proof of principle, technology development and establishing pre-production facilities in Edinburgh, culminating in the first product release and commercial shipments of MED’s “eyescreen” microdisplays in December 2005. MED has been awarded ISO 9001:2000 registration for the research, design, development and marketing of digital microdisplay solutions and is working towards full accreditation in 2007. MED is headquartered at the Scottish Microelectronics Centre, Edinburgh, Scotland and its manufacturing site is in Dresden, Germany. The company employs 62 people and also has sales representatives and applications support located in Asia, the USA and Europe. Do you regard yourselves primarily as a display company or as a semiconductor company that happens to be making displays? MED is a displays company whose displays happen to use a CMOS active matrix backplane. So, like all microdisplay companies, our manufacturing and cost base is very semiconductor-like. Please provide an overview about your technology. MED’s eyescreen products are the world’s only polymer organic light emitting diode (P-OLED) microdisplays. The full color eyescreen combines superb TV quality moving video images that are free from flicker, with ultra-low power consumption, enabling greatly extended battery life for the consumer. This enhancement in battery usage time made possible by the eyescreen will play a vital role in the widespread adoption of portable head-sets for personal TV and video viewing in the consumer marketplace. The design of the eyescreen, with its integrated driver ICs and its digital interface, offers product design engineers a robust design-in solution for smaller, lighter weight, stylish products of the future, all for a size comparable with the pupil of the human eye. You are currently very close to offering a complete “display on a chip” in a CMOS process. What remains to achieve this goal, and what advantages are derived from offering a complete solution? Display-System-on-Chip (DSoC) means that the microdisplay component is the only high-value or active component required. MED’s eyescreen microdisplays offer http://www.veritasetvisus.com MED builds its display devices on a CMOS active matrix device. This photo of a wafer shows how more than a hundred devices can be manufactured on a single die. 72 Veritas et Visus 3rd Dimension September 2007 emissive operation which is equivalent to having an “integrated” backlight. The use of a CMOS backplane allows the functionality of the display driver IC to be integrated. The display has a high level of integrated configurability such as brightness control, image orientation, frame rate, switching between digital data formats, down-scaling of incoming data stream, etc. More generally, what are the primary advantages of OLED microdisplays as compared to LC microdisplays? The primary advantages are: • • • Lower power equating to longer battery life Higher contrast equating to a more vivid image Higher pixel fill factor equating to higher perceived image quality In 2004, your display was listed in the Guinness Book of World Records as the world’s smallest color TV screen. Is this still true? Do you have plans to make even smaller displays? MED’s original display was the ME3201 (320x240 monochrome). The backplane of the ME3201 was used to create a color microdisplay – ME1602 (160x120 color) by applying color filters over a 2x2 array of monochrome pixels to create a single color pixel. ME1602 made it into the Guinness Book of World Records in 2004 and 2005. But Guinness has more records than they are able to put into the book each year so MED has not appeared in the book since 2005. As a CDT licensee, does CDT’s polymer OLED development work in large area displays translate without problem to your microdisplays? CDT is a developer and licensor of generic IP in polymer OLED technology. MED and CDT have worked very closely together to ensure that MED achieves the best possible implementation of that IP in its field of application. OLEDs generally face problems related to barrier layers to protect from moisture and oxygen. Do you face these same problems, or is it actually much simpler to adequately protect a microdisplay versus a larger display? All OLEDs must be encapsulated in order to ensure reliable performance by protecting the OLED layer from the detrimental effects of atmospheric oxygen and moisture. MED has developed an encapsulation strategy that is appropriate for, and compatible with, P-OLED microdisplays. In terms of definition, you currently show off 320x240 pixels. Since this is less than even standard TV, are you under any pressure to increase the resolution? 320xRGBx240 (QVGA color) is a typical definition for lowcost, low-power consumer video glasses. Viewing TV or video content from a personal DV player or iPod, users are normally satisfied with that. Even those who would prefer say VGA may not readily accept the additional cost, bulk and power consumption. What size do you typically achieve with regard to the “virtual” image? Does magnifying to larger sizes diminish the image quality? In other words is there some “sweet spot” related to device size and virtual image size? The virtual image is best described in terms of “Field of View” – the angle subtended at the eye by the diagonal of the image. The norm is to make the FoV as large as possible without the individual pixels becoming resolvable. (If individual pixels can be resolved, this reduces the perceived quality of the image). The appropriate FoV depends on a number of factors relating to the display, the system and the application; these include display definition and pixel fill factor. For eyescreen ME3204 the appropriate FoV is typically around about 20 degrees. http://www.veritasetvisus.com MED’s tiny eyescreen microdisplay with a 6 mm (0.24-inch) diagonal pixel array can be combined with magnifying optics to produce a large virtual image, that appears to the eye to be equivalent in dimensions to the picture on a TV screen or computer display. 73 Veritas et Visus 3rd Dimension September 2007 Your devices are entirely digital with no analog interface. Tell us about what this means in terms of cost/performance. The future is digital. MED has implemented two interface possibilities into eyescreen ME3204 – CCIR 656 and serial RGB. An all-digital signal path maintains flexibility, reduces power and maintains best possible image quality. In the case of an application where the data source is analog, e.g. composite video, a low cost/power video pixel decoder can be used to convert incoming data to CCIR 656. Your eyescreen devices have recently been showcased in systems that utilize Qualcomm’s MDDI protocol. Why is this important and do other mobile standards (such as the MIPI standard) provide similar results? MDDI (Mobile Digital Display Interface) allows an all digital signal path and has provision for driving an external display. This realizes all of the benefits of eyescreen from a cell phone. The MDDI/eyescreen demo runs from the cell phone battery – it does not require an external battery box. Tell us about the markets you intend to address? MED is aiming specifically at consumer markets with existing or potential for high volume. Our first target is video glasses and we also plan to target electronic viewfinders for applications including digital cameras, video cameras and night vision systems. Mobile TV is still something of a question mark. Please give us your thoughts about this market. 3G took off in Korea and Japan, migrating to Europe then USA and onwards. Similarly, mobile TV is now taking off in Korea. If mobile TV takes off, what will entice users to consider near-to-eye devices that incorporate MED microdisplays? Considerations such as: • • • • Enhanced viewing experience in any environment (e.g. bright sunlight or fluorescent light); the NTE device can be configured to block ambient light Larger image than that available from cell phone or iPod or other pocketable device Privacy (no one can look over your shoulder) Consideration for others (what you are watching does not disturb the person sitting next to you in a plane or train) Tell us about your work related to developing 3D video glasses? MED worked with the EPICentre at the University of Abertay and Thales Optics (now Qioptiq) to develop a stereoscopic 3D headset using eyescreen microdisplays. That project, called EZ-Display, was sponsored by the UK Department of Trade and Industry and finished in 2006. One of the historical issues associated with near-to-eye devices is related to nausea. Adding 3D to the equation and it seems like you’ll need to add “sanitary bags” to your bill of material. What sorts of things can you do to minimize these inner-ear problems? MED is not a developer and manufacturer of video glasses. Optimization of the end product to provide a comfortable viewing experience rests with the system manufacturer. If someone already wears glasses, do they need to wear prescription video glasses? MED is not a developer and manufacturer of video glasses. Some video glasses can be worn over prescription spectacles and some cannot; some have focus adjustment and some do not; some could incorporate custom prescription lenses and some cannot. Your new manufacturing center in Dresden, Germany is a big step forward. When do you expect to have commercial products ready to ship from the facility? On 24th July 2007, MED announced that it had made its first production shipment from its Dresden manufacturing facility on schedule. Why did you choose to build in Dresden rather than in Edinburgh or elsewhere? Dresden was an ideal selection because it has the Fraunhofer IPMS at its heart and is at the very forefront of electronic innovation. We are very proud to be part of Silicon Saxony and are looking forward to sharing our success in such a vibrant technological and cultural center. http://www.veritasetvisus.com 74 Veritas et Visus 3rd Dimension September 2007 Twenty Interviews Volume 2 just released! Interviews from Veritas et Visus newsletters – Volume 2 + 21st Century 3D, Jason Goodman, Founder and CEO + Add-Vision, Matt Wilkinson, President and CEO + Alienware, Darek Kaminski, Product Manager + CDT, David Fyfe, Founder and CTO + DisplayMasters, David Rodley, Academic Coordinator + HDMI Licensing, Les Chard, President + JazzMutant, Guillaume Largillier, CEO + Lumicure, Ifor Samuel, Founder and CTO + Luxtera, Eileen Robarge, Director of Marketing + QFT, Merv Rose, Founder and CTO + RPO, Ian Maxwell, Founder and Executive Director + SMART Technologies, David Martin, Executive Chairman + Sony, Kevin Kuroiwa, Product Planning Manager + STRIKE Technologies, David Tulbert, Founder + TelAztec, Jim Nole, Vice President – Business Development + TYZX, Ron Buck, President and CEO + UniPixel Display, Reed Killion, President + xRez, Greg Downing, Co-founder + Zebra Imaging, Mark Lucente, Program Manager + Zoomify, David Urbanic, Founder, President, and CEO 78 pages, only $12.99 http://www.veritasetvisus.com http://www.veritasetvisus.com 75 Veritas et Visus 3rd Dimension September 2007 Shovelling data by Adrian Travis Educated at Cambridge University, Adrian Travis completed his BA in Engineering in 1984, followed by a PhD in fiber optic wave guides in 1987. With his extensive optics experience, he is now an internationally recognized authority on flat panel displays. He is a Fellow of Clare College and lectures at Cambridge University Engineering Department. He is the inventor of the “Wedge” and is now working to commercialize the product through the Cambridge spinout company Cambridge Flat Projection Displays, Ltd. (CamFPD). Adrian is also a cofounder and the chief scientist for Deep Light, a company that is planning to commercialize a high-resolution 3D display system. If we are serious about getting true 3D, then we need displays which modulate light in both azimuth and elevation and this implies enormous data rates. Suppose we want 100 views in azimuth and elevation; then each pixel has to be in effect a miniature video projector with 100 by 100 pixels so our data rates will be 10,000 times those of a conventional flat panel display. This produces a dilemma: users want displays to be big, but big displays struggle to handle such high data rates because RC time constants tend to keep row addressing times at between two and four microseconds. Silicon microdisplays such as TI’s DMD and the ferroelectric LCOS devices from Displaytech and Forth Technologies easily manage binary frame rates in the range of 2-5 kHz but then they are too small. The obvious solution is to use projection but instead of one microdisplay, we will need 100 microdisplays running at 5 kHz if we are to increase data rates by a factor of 10,000 and that sets out the starting conditions for the 3D designer – how now are we to connect all these devices? RISC (Reduced Instruction Set) processors brought important advances in computing when processor architects realised that they did better by make their devices simple in order to increase clock speed, and perhaps the same might help with microdisplays. After all, both micro-mirrors and ferroelectric liquid crystals can switch at 40 kHz or so when addressed at several volts and the frame rate tends instead to be limited by the number of lines times the line-address time. Suppose that we make a “Reduced Microdisplay” by lowering the number of lines from 500 to 100; then the frame rate might get up towards 30 kHz which equals the line rate of a conventional 2D display with 500 lines. The significance off this is that we could display 3D images line by line and this might greatly simplify the optics. Our ideal 3D display should have a wide field of view and 100 views should suffice to span 100º, but lenses with that angular range tend to be bulky and expensive. A ball lens, for example, can collimate light from any angle because of its spherical symmetry but a ball lens the size of a television would be unthinkable. However, if we are displaying images line by line, then our optical system need be only one pixel thick so the ball lens can be replaced by a disc as shown: Stephen Benton used spinning prisms to synthesize his famous holographic video line by line and is reported to have been eager to get away from moving parts. But line-scanning displays have been demonstrated by several independent teams as a strategy for simplifying the display of 2D images. http://www.veritasetvisus.com 76 Veritas et Visus 3rd Dimension September 2007 A particularly successful concept seems to have been that in which the emission from a line projector was passed into a slab light-guide, then piezo-electrics were used to push gratings into the evanescent field, one line at a time. The gratings eject the light from the lightguide and need only move a few microns to switch on and off which sounds easy until one looks through a right-angled prism and tries to push an object in and out of the evanescent field at the hypotenuse. Except in dust free conditions, most solid objects cannot get close enough while fluids such as water work only too well and are reluctant to release. This brings me to the reason why I wrote this article: a few days ago, I tried a pencil rubber and that works fine, even in my filthy laboratory. http://www.veritasetvisus.com http://www.veritasetvisus.com 77 Veritas et Visus 3rd Dimension September 2007 3D camera for medicine and more by Matt Brennesholtz Matthew Brennesholtz is a senior analyst at Insight Media. He has worked in the display field since 1978 in manufacturing, engineering, design, development, research, application and marketing positions at GTE/Sylvania, Philips and General Electric. In this time he has worked on direct view and projection CRTs, oil film light valves and systems, TFT LCD microdisplays and systems, DMD systems and LCoS imagers and systems. He has concentrated on the optics of the display itself, the display system and display instrumentation. He has also done extensive work on the human factors of displays and the relationship between the broadcast video signal and the image of that signal as displayed. More details on this promising market segment and many other conclusions are included in Insight Media’s “3D Technology and Markets: A Study of All Aspects of Electronic 3D Systems, Applications and Markets”. This article is reprinted with permission from Insight Media’s Display Daily on August 8, 2007. On August 8, Avi Yaron and Joe Rollero of Visionsense visited Insight Media headquarters in Norwalk, Connecticut to demonstrate their 3D camera technology. This micro-miniature camera technology can be expected to appear in medical equipment, primarily for minimally invasive surgery (MIS), in mid-2008. 3D MIS has been well received by doctors, at least in principle. According to Yaron, the Intuitive Surgical system has been especially well received. Unfortunately this system is very large and very expensive, even by the standards of medical equipment, which has limited its sales and penetration into the minimally invasive surgery market. Currently, minimally invasive surgery represents only about 15% of all surgery. One of the limits on MIS is based on the difficulty of doing surgery with only 2D images. The basic Visionsense technology uses a single sensor, which can be a CMOS or CCD imager. Their “Punto” detector, shown in the photo with a camera containing the detector, has a diagonal of 3.3 mm. The sensor has a microlens and a color filter array applied to it in a manner much like an autostereoscopic LCD panel. In an autostereoscopic display, this produces two or more “sweet spots” for the pupils of the eyes to receive different images. In the camera configuration, the system essentially runs backwards and the two sweet spots become the interpupillary distance for the 3D camera. This single sensor approach can produce very small cameras. The relatively large physical size of other 3D camera offerings with two sensors for medical applications has limited their use in MIS. Visionsense has five granted patents on the technology plus numerous other patents pending, according to Yaron. This arrangement provides an interpupillary distance of about 1/2 to 2/3 the imager diagonal. This provides stereo images out to about 20 to 30 times the interpupillary distance, or in the case of the Punto chip, out to an inch or two. While this is enough for many MIS applications, when it is not enough there are two approaches to increase the stereo range. First, you can use a larger image sensor, and Visionsense is working on a high-resolution sensor 6.8 mm in diameter. If that doesn’t provide a large enough interpupillary distance for an application, prisms can be used in the pupil plane to separate the two pupils as necessary. Visionsense is developing the camera sensor, camera module including optics and electronics and support software. They demonstrated for me both pre-recorded 3D video of actual medical procedures and live 3D video coming from a sample camera containing the Punto sensor. Yaron emphasized that Visionsense was display technology neutral and the final display for any medical instrument using Visionsense technology would be chosen by the Visionsense customers, not by Visionsense itself. Their technology has been used as an image source with http://www.veritasetvisus.com 78 Veritas et Visus 3rd Dimension September 2007 MacNaughton, Planar and Philips 3D displays and could be used with any other 3D display technology as well. They have also used single and dual projector installations for demonstrations at medical trade shows, for example. One interesting software tool Visionsense has developed is called Image Fusion. This tool takes an image from a 3D source such as an MRI or CAT scan and warps it to overlay the live 3D image from the camera. The system shows the fused image on the surgeon’s 3D monitor. This would allow the surgeon to see, for example, how far away his tools are from the spinal cord while doing disc surgery, even if the cord is not yet visible in the camera image. After leaving Insight Media, Yaron and Rollero were heading up to Boston for several scheduled meetings. While Yaron would not disclose any customers or potential customers at this point, he said it was necessary to visit both potential Visionsense customers in the medical equipment business and potential end users in hospitals. Medical equipment manufacturers are unlikely to commit to designing and building a piece of equipment using new technology until the concept and the design has been blessed by doctors. Therefore, it’s necessary for Visionsense to visit end users as well as medical equipment manufacturers. No medical equipment is currently on sale using Visionsense cameras. Yaron expects this to change in mid-2008, however. At that point he expects FDA-approved medical equipment containing Visionsense technology to appear on the market. While Visionsense is currently focused on medical systems, Yaron eventually expects there will be non-medical applications for the technology as well. >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< 3D isn’t so easy by Chris Chinnock Chris Chinnock is the founder and senior analyst at Insight Media. He serves as managing director for Insight Media’s operations in newsletters, reports, consulting and conferences as well as new business development. H combines a broad background in display-related consulting with 15+ years in a variety of engineering, management, and business development positions at MIT Lincoln Labs, Honeywell Electro-Optics, GE AstroSpace and Barnes Engineering. Chinnock has a Bachelor of Science degree in Electrical Engineering from the University of Colorado. This article is reprinted with permission from Insight Media’s Display Daily on August 29, 2007. I am here in Berlin to attend IFA, but also to attend a small 3D event focused on stereoscopic 3D (S-3D). So far, I have learned some interesting points and seen some interesting demos. I am becoming more and more bullish on the 3D markets, but the show has also reminded me how difficult doing 3D can really be and the dangers the industry faces if it does not do it right this time. First the bullish part: big players are starting to realize that 3D technology is maturing and that viable applications and market opportunities exist. Texas Instruments is using the upcoming CEDIA trade show to highlight its 3D DLP rear projection TVs to the home theater crowd. That’s pretty mainstream. At our upcoming 3D BizEx event, just look at who is speaking, sponsoring or supporting the event: Sony, Mitsubishi, Philips, Dolby, RealD, Paramount Pictures and Dreamworks Animation. These are important and major players. 3D digital cinema is here, TV is coming and a host of consumer-oriented 3D products are likely in the next few years. 3D may indeed be the next big wave in consumer electronics. That’s the bullish part, now for the bear’s view. First and foremost is the danger that we will see another 3D “bubble” that will founder on poor implementations amid high expectations. This happened in the 1950s in cinema http://www.veritasetvisus.com 79 Veritas et Visus 3rd Dimension September 2007 as Hollywood rushed to embrace 3D only to see it abandoned very quickly due to shortcomings in the technology and resultant image quality. Today’s 3D cinema technology is vastly superior and image quality is quite good. But creating a good 3D movie takes a lot of effort and special skills to add just the right “Dimensionalization” on a scene-by-scene basis. There are skilled people to do this, but there are also more than a dozen studios gearing up to do 3D movies. Is there enough talent and training available to ensure these projects produce high quality content? A bad 3D implementation of a first run movie can have a disproportionate impact on the impression it creates with the viewing public about 3D. Another area of concern is content conversion from 2D to 3D. Games and other computer generated graphics content with a 3D database behind them could fare well in conversion to stereoscopic 3D. But so far, gaming content developers have merely converted 2D games to 3D games. What is needed are 3D games that take advantage of the ability to hide or reveal objects that may not be visible in a 2D version. This will create a real reason to own a 3D game. Converting 2D still images to S-3D is not too hard, but converting 2D video is tough. Doing it offline where professionals can adjust and tweak is the preferred, and expensive, approach but there is a huge pull to do it automatically in real time. Most of real time demos I have seen of 2D to 3D conversion have not been very compelling. In fact, some are not good at all. We need to be careful in how fast we roll out these solutions so as not to create bad impressions of 3D that will take years to reverse. And let’s not forget the hardware implementation of 3D display systems. Even at trade shows dedicated to 3D, I have seen demos that are of poor quality or even set up incorrectly. If the people who are trying to sell 3D can’t configure it properly or create compelling demos, that’s a problem. Case in point: autostereoscopic 3D displays are ones that do not require glasses to see the 3D effect. To do this, the technology requires that you trade off image resolution in order to enable multiple viewing zones across a fairly wide field of view. One clear lesson with using such displays is to limit content to low-resolution images such as icons or larger graphic elements. At S-3D, I saw one demo that was showing SD resolution video on an autostereoscopic display. As expected, the video was so compromised it looked like it was out of focus. Also, the viewing zones were so narrow that it was difficult to find and keep the image in full stereo. Other demos showed large rainbow patterns and similar difficulties in visually acquiring the image. Another common mistake is reversing the left and right images when coupled to the polarization filtering glasses. This creates a stereo image, but it looks funny and will create eye strain. How can manufacturers ensure this doesn’t happen? There are no standards or methods that I know of. And, 3D needs to recreate, as much as possible, the way we see the world. You cannot see stereo pairs when looking at objects beyond 50 feet or so, so don’t try to add dimension to these long distance shots - it looks wrong. And, when moving your head laterally around a stereo display, don’t maintain the same object orientation as you move. That’s not how it works in the real world. Finally, making objects jump out at you may work in a theme park 3D experience, but not if you want to use the 3D display for extended periods. The bottom line: while we have to solve the technology part, we can’t sell the technology to the consumer. It’s about the application. Let’s stop being obsessed with the technology and focus on making the applications for the technology to work. Once it is easy to use and offers a clear benefit over 2D, 3D will be adopted. But let’s not be too over-anxious to roll out 3D systems either. Bad implementations create a poor impression and a backlash that could take years, maybe decades to reverse. http://www.veritasetvisus.com 80 Veritas et Visus 3rd Dimension September 2007 Tuesday, September 18, 2007 Session 1: 3D Public Displays Rob de Vogel, Sr. Director Business Creation Leveraging 3D Digital Signage into 3D 8:15 AM Philips 3D Solutions Entertainment Jeremy Tear, Consultant/Partner Does 3D Advertising Increase Brand Retention? 8:40 AM GGT Consultants Ltd. Keith Fredericks, CTO 3D Digital Signage Solutions 9:05 AM Newsight Panel Discussion - Moderator: Chris Yewdall, CEO, DDD Session 2: Stereoscopic 3D for Gamers Neil Schneider, President & CEO Taking Stereoscopic 3D Gaming to the Next Level 10:10 AM Meant To Be Seen (MTBS) Tarek El Dokor, CTO New Ways in Game-Human Interface 10:35 AM Edge 3 Technologies Richard Marks, Manager of Special Projects TBA 11:00 AM Sony Computer Entertainment of America 11:25 AM Panel Discussion - Moderator: Arthur Berman, Analyst, Insight Media Session 3: 3D Digital Cinema Matthew Brennesholtz, Sr. Analyst 1:00 PM Insight Media Lenny Lipton, CTO 1:25 PM RealD Prospects for 3D Digital Cinema Next Steps in the 3D Cinema Revolution Dave Seigle, President/CEO 1:50 PM InThree, Inc. Trade-Offs in 2D to 3D Conversion John Carey, Vice President of Marketing 2:15 PM Dolby Laboratories Aaron Parry, Executive Producer 3:00 PM Paramount Pictures Jim Mainard, Head of Production Development 3:25 PM Dreamworks Animation Stereoscopic Technology Options for 3D Digital Cinema Challenges to 3D Filmmaking Authoring in Stereo: Rewriting the Rules of Visual Story Telling Panel Discussion - Moderator: Chris Chinnock, President, Insight Media Session 4: Novel 3D Technologies Thomas Ruge, Representative of the Americas Light Field Reconstruction Approach to 3D Displaying Alex Corbett, Sr. Engineer Steerable Holographic Backlight for 3D Autostereo Displays 4:10 PM Holografika 4:35 PM Light Blue Optics Exhibits Open to Conference Attendees only 5:00-8:00; Networking Session 5:45-8:00 http://www.veritasetvisus.com 81 Veritas et Visus 3rd Dimension September 2007 Wednesday, September 19, 2007 Session 5: 3D TV 8:15 AM 8:40 AM 9:05 AM 9:30 AM 10:35 AM 11:00 AM 11:25 AM 11:50 AM Arthur Berman, Analyst 3D in the Home Insight Media Chris Yewdall, CEO 3D TV - Crossing the Chasm DDD David Naranjo, Director, Product Development Educating Retailers & Consumers on 3D TVs Mitsubishi Digital Electronics America Nicholas Routhier, President Joining Forces: Is a 3DTV Consortium Sensio Needed? Panel Discussion - Moderator: John Merritt, CTO, Merritt Group Session 6: 3D Visualization Paul Singh Minimally Invasive Surgery Albany Medical College Ronald Enstrom, President & CEO Geospatial Analysis The Colfax Group James Oliver, Director VRAC Fully Immersive Ultra-High Resolution Virtual Iowa State University Reality Bringing Immersive Visualization into the Johnny Lawson, Director of Visualization Light: The Challenges and Opportunities Louisiana Immersive Tech Enterprise Creating the LITE™ Center Panel Discussion - Moderator: André Floyd, Marketing Manager, Sony Electronics Exhibits Open to Public 10:00 to 3:00 PM Special Screening at Dolby (Buses leave for Dolby at 3:15 and 3:30 PM) http://www.3dbizex.com >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< Selling to the market for 3D LCD displays… by Jim Howard Jim Howard has over 20 years OEM sales experience in the computer and consumer electronics industry. Having sold to many of the major OEMs in the computer industry, Jim has a database in excess of 60,000 companies available for customer work covering all the sales channels. Jim has worked for such companies as Canon and their computer components division, Sharp Electronics, Panoram and others. Jim earned his MBA in Technology Management. He has extensive sales experience in developing OEM accounts and sales channel strategies, sales implementation tactics and Sales Plans. He and his family reside in south Orange County. Selling 3D LCD display technology to the major OEMs and distributors like any other computer product requires thorough, meticulous and thoughtful logistical strategic planning, tactical execution and technical support. There are several critical markets that are now seriously evaluating the implementation of 3D LCD displays: http://www.veritasetvisus.com 82 Veritas et Visus • • • • • 3rd Dimension September 2007 I recently had the opportunity to visit a lab where I saw a demonstration of 3D LCD displays, 3D LCD TV and a 3D LCD gaming console. The images were astonishing. The images did appear to jump out into mid-air and it made for the most exciting video game realism I had ever seen. I know the director of a major medical facility here in Southern California who expressed definite interest in 3D LCD displays for their medical imaging applications. He said he thought this new state-ofthe-art technology is important for 3D and 4D ultrasound and other applications. I know computer products distributors who are looking for the most advanced display systems available and who also represent the niche known as “specialty displays”. For them, 3D display technology is a no-brainer. It is not a matter of if, but when, they can launch new 3D products. In my travels and research I had the pleasure of meeting one of the VPs of a major multi-billion dollar aerospace company. He considers advanced 3D LCD and widescreen panoramic displays to be important for their government, military and aerospace applications. The gaming market itself has now grown so fast that the computer industry is now taking it seriously, whereas previously it was regarded mostly as just a small market for youth. It has grown to be an established major market for consumers of all ages. 3D is considered to be an essential part of this growing market. 3D display technology is the next big thing: 3D is the next logical step in the technology cycle. Imagine the excitement of a truly immersive experience in which you take your family to the theater and you watch an action adventure movie with 3D images along with the great Dolby sound systems we have. Now you feel like you are taking part in the action for the images are more real. Now imagine having one of these systems in your home – as part of your home theater or home PC system. Soon you will be able to do just that. Advice to OEMs planning on 3D technology: Now it is just a matter time before OEMs take their technology and form tactical plans to execute and build market momentum. It looks like the next CES show this January will be more exciting than ever. Æ Make sure you do the basics well. The basics are fundamental product fulfillment skills that deliver the product to you quickly and in good working order. They are: • • • • A quality product line. The supplier should follow the products and trends and offer a range of quality products to meet the OEM customer’s particular needs. Responsiveness to inquiries and good communication. Nobody likes calling, leaving a message and then waiting a day or two for a call back, especially if they are thinking of spending money with you. Easy ordering. Your OEM customers don’t want to have to undertake an extensive treasure hunt to find the products they need. Also, how easy are you to do business with? If there is a stack of paperwork required this can be a disincentive to the OEM customer and frequently OEMs prefer companies that are easy to work with and have minimal paperwork or costly delays. On-time order delivery. Slow product delivery can slowly usher an OEM or a supplier out of business. It’s taken for granted as a no-brainer, however, that this is one of the basics many competitors fail at and other leaders succeed at: on-time delivery. This is important and OEM customers appreciate it and show it with more orders. Fast, friendly and value-added service. Æ Make sure you have the differentiators OEMs need. This is where the intangibles come in strongly. OEM differentiators are those things that you do to make sure you present the best solution for the problem or need for the OEM. Being good at these requires solution experience, technical knowledge as well as an understanding of their specific needs and a strong relationship connection with the OEM – not just understanding the needs of a similar customer. OEMs look for suppliers that differentiate themselves in terms of business philosophy, experience and knowledge in their area of need, and post-sales practices and support. http://www.veritasetvisus.com 83 Veritas et Visus http://www.veritasetvisus.com 3rd Dimension September 2007 84 Veritas et Visus 3rd Dimension September 2007 3D maps – a matter of perspective? by Alan Jones In 1492, Columbus first set off to the west in an attempt to get to Asia. For centuries before and after there was a debate about whether the Earth was round or flat. Columbus’ feats succeeded in adding fuel to the debate because he did not circumnavigate the world and left open the possibility that the world was flat, if a little bigger. The Flat Earth Society continued the debate until the late 20th century when some photographs taken from Space provided a rather uncomfortable truth for them that the world was indeed round. But is it? I have been playing with Microsoft’s Virtual Earth and Google Earth. Both are relatively straight-forward to use. I found the Google Earth interface a little easier to navigate while the Virtual Earth interface was what one could describe as more lay-person friendly. From an image point of view both are rich in content although Google Earth provides more support information which can become obtrusive if not turned off. Spending what time I have with each of them has posed some thoughts and questions, which might generate some comments from you, our readers. Take the Statue of Liberty as an example. A 2D image looks pretty convincing that the Statue is indeed a 3D object. But is all we are seeing correct? The left-hand image is the option the “bird’s eye” view – a photograph taken with perspective. The center image is the map data, which gives the illusion that the Statue is not there, although there is a shadow! If we rotate the image, as in the right image, then the Statue comes into view, but where has it come from? With the high profile that New York enjoys it is not really a surprise that a great deal of effort has gone into maximizing the representation of the city. Not least of these efforts is the 3D modeling of the New York skyline, including the Statue of Liberty. On the left is the Virtual Earth image which clearly shows the statue while on the right is a similar Google Earth image – but oh, where is the Statue?! http://www.veritasetvisus.com 85 Veritas et Visus 3rd Dimension September 2007 If we go somewhere less glamorous, then what do we see? Blackpool was famous in the 20th century as a place for “Sea, Sun and Fun”. It is positioned on the north-west coast of the UK and was a favorite summer haunt for the mill-workers out of the Lancastrian cotton mills. In the hey-day of the mills, technology was defined by the Spinning Jenny and Water Frame – much “beloved” by the Luddites! As a tourist attraction, Blackpool has a Tower which is modeled on the Eiffel Tower in Paris. I have chosen this place because I suspect that there would be little incentive to focus 3D imagery resources on such a small town. In the image on the left, the Tower in Blackpool can just be made out. Rotate to the horizon and the Tower has disappeared, but not the shadow! A favorite place for both our publisher and me is Stonehenge. Trying the same test as before, in the Virtual Earth images, we loose those magnificent Preseli Bluestones when we rotate to the horizon, Virtual Earth views of Stonehenge are shown in these two images, but note the tilted view loses the sense of depth http://www.veritasetvisus.com 86 Veritas et Visus 3rd Dimension September 2007 The Google Earth team tried to preserve the depth image of the stones with a 3D overlay, but unfortunately they are about 30 feet to the east of where they should be. Google Earth images are shown in the above images, where height is maintained, but not the correct position. Finally, let’s take a look at the highest place on earth, Mount Everest – depicted in Virtual Earth in the top two images and in Google Earth in the bottom two images: http://www.veritasetvisus.com 87 Veritas et Visus 3rd Dimension September 2007 I guess that there is so much depth involved in a photograph of Mount Everest; we cannot fail to be impressed by the imposing images. Summary: From my short time looking at these 3D maps, the conclusion is that we do not yet have the rich 3D data source in the “real” world that we have in the virtual worlds created inside computers by games, medical imaging, modeling, etc. However we should be confident that this need will be satisfied over time as the capability to capture depth information with increasing detail is deployed in volume. What is not so clear is that we shall get the compelling 3D displays that will allow us to exploit that rich information source as and when it becomes available. Postscript: Regular readers will know that I take pride in our old thatched cottage (built in 1766 – about the time the Spinning Jenny was being invented!). The outside has been used many times in this and other sources, but what does it look like in Virtual Earth and Google Earth? But when we do a 3D rotation, there is no depth. Maybe I live on a Flat Earth after all! Alan Jones retired from IBM in 2002 after 35 years of displays development, marketing and product management. He was a frequent speaker at iSuppli and DisplaySearch FPD conferences. http://www.veritasetvisus.com 88 Veritas et Visus 3rd Dimension September 2007 PC vs. Console – Has the mark been missed? by Neil Schneider Neil Schneider is the president & CEO of Meant to be Seen (http://www.mtbs3D.com). He runs the first and only stereoscopic 3D certification and advocacy group. MTBS is nonproprietary, and they test and certify video games for S-3D compatibility. They also continually take innovative steps to move the S-3D industry forward through education, community development, and member driven advocacy. I’d like to point you all to this article I read online recently that has me feeling very conflicted. It is an interview summary with Mr. Roy Taylor, nVidia’s VP of Content Relations. (http://www.tgdaily.com/index2.php?option=com_content&do_pdf=1&id=33143). There are three things happening here that don’t make a lot of sense to me: 1. He is claiming that players have switched to consoles over PCs for gaming. 2. He strongly believes that the PC innovation that will drive the PC gaming market share are high-resolution screens. 3. He thinks that it is acceptable for a good game to require a $20,000 (yes, twenty THOUSAND) dollar PC. I found this article troubling for a number of reasons. First, and most importantly, it doesn’t make any business sense to me. Yes, console games are very successful, and they will continue to be very successful. Back in my day, computers and consoles lived happily ever after with Coleco Vision, Atari, Commodore, Apple, Amiga, and so on. In fact, it wasn’t the consoles catching up to computers, it was computers catching up to – and surpassing – the consoles! So, like a fine wine connoisseur, there will always be a market for those who like to buy their white in a box, and their red in a bottle. The PC market is the bottle market, and Mr. Taylor is at least correct in recognizing that. Now, he is very much correct that to continue to reap the benefits of superior game developer attention, the PC market has to differentiate itself from the console market. Unfortunately, his mindset is based on a myth that believes a console can only plug in to the living room HDTV. I’m sorry, Roy, but monitors are not PC ONLY equipment, and if nVidia’s marketing strategy is to say “Hey, we are after games that display on LCD panels”, they are in for a shock! In fact, I think this is a very dangerous strategy because it gambles the PC market’s success on a relatively boring piece of equipment – the flat 2D monitor. It amazes me that the biggest idea the industry can think of is a higher resolution. It just doesn’t strike me as a major breakthrough worth paying top dollar for now that HDTV is commonplace. The article hints at having PC games with extra levels and more artistic quality, but where is the innovation? Who cares? Here’s the real problem - since when is $20,000 for a PC acceptable? Sure, if you want an Octo-SLI set-up with a CPU farm rendering your video game in your garage while your wife is threatening to run you over as you chant “serenity now, serenity now”, I guess that’s an option. Suppose the hardware manufacturers do manage to sell a modest number of these $20K machines. Can you think of a single game developer who would think to develop and market to such a small, boring market place? Let’s face facts, the PC gaming market is the industry’s dirty little secret. While the average consumer may be impressed by the words “Dual Core” or “Intel Inside”, it’s the video games that give customers the annual excuse to upgrade their computer and feed the industry’s families. The PC dollar value has to be something that every day consumers can swallow, and still offer a competitive advantage over their console counterpart. http://www.veritasetvisus.com 89 Veritas et Visus 3rd Dimension September 2007 The good news is the solution is right under nVidia’s noses. For those of you reading this newsletter, it’s no surprise that stereoscopic 3D (S-3D) is the thrilling technology used in 3D movie theaters like IMAX 3D, RealD, and Dolby Labs. Everyone is jumping on board, including Dreamworks Animation, James Cameron, George Lucas, and more. When millions of moviegoers see Star Wars in re-mastered S-3D, they won’t need to be educated on what true 3D gaming is in video games. With the exception of speed, nVidia’s only competitive advantage right now is their stereoscopic 3D support for video games. While we are very excited to see that nVidia is continuing to develop these drivers, it’s time for nVidia to put more public focus and private money into it. Their stereoscopic 3D development team is going to be the lifeblood of that company much sooner than later, and they should have every resource needed to be successful. It’s not just about nVidia. iZ3D has developed proprietary drivers that work on both nVidia and AMD/ATI graphics cards, and they further support post-processing effects in 3D like never before seen. If you spent $5,000 on a computer (which is high), and your neighbor spent $400 on his console, how are you going to wow him to your house? Give him a pair of 3D glasses, and he won’t be mowing the lawn for months. THAT’S what the PC industry needs right now, and THAT’S what game developers want to hear. None of this rubbish about high-resolution monitors that no one cares about. Like oil riches being drained from the ground, the PC market understands that time is ticking for the next defendable business breakthrough in gaming, but unlike the world’s energy crisis, the solution is right in front of our eyes and in movie theaters across the country. >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< Veritas et Visus Individual Subscriptions (10 editions) Only $47.99 All five newsletters: (50 editions) A bargain at $199.99 http://www.veritasetvisus.com http://www.veritasetvisus.com 90 Veritas et Visus 3rd Dimension September 2007 3D DLP HDTVs – all is revealed! by Andrew Woods Andrew Woods is a research engineer at Curtin University’s Centre for Marine Science & Technology in Perth, Australia. He has nearly 20 years of experience in the design, application, and evaluation of stereoscopic video equipment for industrial and entertainment applications. He is also co-chair of the annual Stereoscopic Displays and Applications conference – the world’s largest and longest running technical stereoscopic imaging conference. Samsung released their range of “3D Ready” DLP HDTVs in April, Mitsubishi released theirs in June, Texas Instruments publicly revealed the 3D format that these HDTVs accept in late August, i-O Display systems Photo: Mark Coddington released wireless 3D glasses suitable for these 3D HDTVs early this month, and PC software which supports the format of these new 3D HDTVs is also becoming available. All the pieces are slotting together for high-quality stereoscopic 3D viewing, and the marking push is beginning. Firstly, a short technology recap: these “3D Ready” HDTVs are capable of displaying 120Hz time-sequential stereoscopic 3D images and video providing high-resolution flicker-free 3D viewing. The viewer wears a pair of liquid crystal shutter (LCS) 3D glasses that switch in synchronization with the sequence of left and right perspective images displayed on the screen (at 120 images per second). All of the “3D ready” displays are based on DLP technology from Texas Instruments, offer either 1080p or 720p resolution, and all are rear-projection TVs (of a new extremely slim design). Equipment setup is quite simple – plug in a pair of VESA 3-pin compatible LCS 3D glasses into the “3D Sync” connector on the rear of the 3D HDTV. Connect the DVI Samsung “3D Ready” HDTV from output of an appropriate PC (running suitable 3D-capable http://product.samsung.com/dlp3d software) to “HDMI input 3” on the display (using a DVI-toHDMI cable). Switch the display to “HDMI 3” (by pressing the source button), and then enable 3D mode by pressing the “3D” button on the remote control. For a full list of the “3D Ready” HDTV models available from Samsung and Mitsubishi: http://www.3dmovielist.com/3dhdtvs.html There have been a number of 3D formats around for some time (e.g. row-interleaved, column interleaved, over-under, side-by-side, time-sequential), but the 3D format that these 3D HDTVs accept is something different – a checkerboard pattern. That is, the native resolution image sent to the display consists of an alternating checkerboard pattern of pixels from the left perspective and right perspective images (as indicated by letters “L” and “R” in Figure 1). The display internally converts this checkerboard pattern http://www.veritasetvisus.com Figure 1: 3D DLP checkerboard pattern for a 1920x1080 native resolution display 91 Veritas et Visus 3rd Dimension September 2007 into a 120Hz time-sequential image that is viewed using LCS 3D glasses. The reason for using the checkerboard pattern relates to the way that these displays work. They use a process TI calls “Smoothpicture” or “Wobulation” to achieve a full-resolution image from a half-resolution DMD (Digital Micromirror Display) panel. Each 60Hz full frame is displayed as two sub-frames (at 120 sub-frames per second). This has similarities to the way that interlacing works but is also quite different in many ways. With reference to Figure 1, in the first sub-frame all the “L” designated pixels are displayed, and in the second sub-frame all the “R” designated pixels are displayed – at 120 sub-frames per second. The position of the image is wobbled between subframes so they are slightly spatially offset. This “wobulation” process was already being used in last year’s range of DLP TVs, just for 2D display – as mentioned earlier, to achieve a full-resolution image from a half-resolution panel. The DMD is perfect for this since it can switch between states extremely fast – it has no phosphor persistence, it has an ultra-fast pixel response time, and can generate a black period. Someone in TI obviously realized this feature set had possibilities for 3D display. Two discrete images, shown at 120 Hz, with a black period – perfect for 3D! And this 3D function can be added at almost zero additional cost (over what was already being done for 2D display in last year’s models). A match made in heaven! TI recently published a paper (“Introducing DLP 3-D TV” by David Hutchison, available at http://www.dlp.com/3d, which summarizes the 3D image format that these new displays accept. In that document they have said that the checkerboard format “preserves the horizontal and vertical resolution of the left and right views providing the viewer with the highest quality image possible with the available bandwidth”. This is not entirely true – the total resolution per eye is half that of the full native display resolution. The “pixel” layout of each sub-frame is shown in Figure 2. Each diamond represents a DMD mirror – notice that they are rotated 45º relative to the normal orientation for DMD mirrors. Also notice that the center of each of these diamond mirrors corresponds with the pixels for one eye in the checkerboard pattern (shown in light gray in Figure 2). Now, due to the use of the checkerboard pattern, it isn’t entirely straightforward how to describe the reduced resolution. It is not half vertical resolution and it is not half horizontal resolution. It is a bit of both. Perhaps it is Figure 2: The diamond pixel layout, which produces 1 each eye view – shown overlaid on top of the native /√2 in each direction. I’m sure someone will work this out input pixel layout (light gray) eventually. An example of combining left and right perspective images into a DLP 3D checkerboard image from the TI DLP 3D white paper http://www.veritasetvisus.com In TI’s white paper they have also provided examples of how to generate the checkerboard pattern using Adobe Photoshop (for 3D still images) and AVIsynth (for 3D video). However, the average user is unlikely to use either of these techniques with their 3D HDTV (except for DIY users) and it is highly unlikely that images or video will be distributed natively in the checkerboard pattern (it simply doesn’t cope with compression well). It is most likely that consumers will use hardware or software that reformats 3D images on-thefly into the checkerboard format. Three pieces of software which currently support the DLP 3D checkerboard pattern internally are Peter Wimmer’s Stereoscopic Player (http://www.3dtv.at), DDD’s TriDef 3D Experience (http://www.tridef.com), and Lightspeed Design’s DepthQ 92 Veritas et Visus 3rd Dimension September 2007 Stereoscopic Media Server (http://www.depthq.com) - and I’m sure there will be more soon! These programs accept 3D video (and stills) in a range of different conventional 3D image formats (e.g. over-under, side-by-side, or field-sequential) and reformat to the DLP 3D checkerboard pattern in real-time. With regard to 3D glasses, i-O Display has recently announced an LCS 3D glasses pack specifically tailored for the Samsung 3D DLP HDTVs (http://www.i-glassesstore.com/dlp3dsystems.html). Some of the packs also include DDD’s new TriDef 3D Experience software. It is possible to use other LCS 3D glasses with these displays – anything with a VESA 3-pin “3D Sync” connector should work. The venerable Crystaleyes and NuVision LCS glasses can be made to work with these displays. There are also RF wireless LCS 3D glasses from Jumbo Vision International: http://www.jumbovision.com.au. For those who are interested in knowing more about the VESA 3pin “3D Sync” connector, more information is available here: http://www.stereoscopic.org/standard/connect.html. The availability of 3D content to show on these displays is going to be the next question. There are over 30 fieldsequential 3D DVDs available right now (see this list: http://www.3dmovielist.com/3ddvds.html). However, the resolution of these DVDs is far below what these new 3D HDTVs are capable of. People will be yearning for highdefinition 3D video content to show on these displays. Hopefully some of the newer digital 3D cinema releases, or even some of the older 3D movies, will eventually be released on a 3D HD home-format – perhaps on 3D HD-DVD or 3D Blu-ray? For those wanting to show off their new 3D HDTV now with some 3D HD video content, the “Dzignlight Stereoscopic Demo Reel 2007” is particularly good (available from: http://www.dzignlight.com/stereo.html). The largest source of 3D content in the short term will likely be stereoscopic games. No doubt nVidia is preparing to add support for the DLP 3D checkerboard pattern to their “3D Stereo driver”, but DDD have beat them to market – the TriDef 3D Experience software mentioned earlier also allows a select number of consumer games to be played in stereoscopic 3D on the Samsung 3D HDTVs. It will be interesting to see how the availability of 3D content evolves over the coming months. Stay tuned! Hopefully these displays will sell well – buy one yourself today! >>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<< Dell, p71 Alexandre Orion, p77 Earth Day, p84 OLPC, p57 97 pages of insights from industry expert Keith Baker about e-waste. Learn about regulations, activities, and products related to the environmental impact of displays. http://www.veritasetvisus.com http://www.veritasetvisus.com 93 Society of Motion Picture and Television Engineers Pre-conference Symposium STEREOSCOPIC PRODUCTION Tuesday October 23rd, 2007 Stereoscopic 3D display technology has experienced dramatic advancements within the past few years. Installations of 3D systems for digital cinema are fast approaching 1000 screens worldwide. In addition, 3D displays are also being proposed for consumer home theater, videogames and point-of-sale advertising. If stereoscopic displays begin appearing in consumer homes for gaming and home theater, will 3D television follow? This symposium will provide the broadcast, production, or cinema engineer with a roadmap for exploring the stereoscopic production landscape, from acquisition to the latest projection systems. Leading industry experts will explain the core technologies, applications and challenges of managing a 3D production pipeline. Stereoscopic projection will be liberally used to illustrate the speakers’ presentations. Symposium Committee Pete Ludé Lenny Lipton Tom Scott Chris Chinnock Sony Electronics, Inc., Editorial VP, SMPTE CTO, Real D, Conference Chairman OnStream Media, Program Director Insight Media, Featured Speaker 8:00 AM Continental Breakfast Opening Session 8:30 AM Bob Kisor, President, SMPTE: Welcome to the Conference 8:40 AM Peter Ludé, Editorial VP, SMPTE: Conference Overview 8:50 AM Lenny Lipton CTO Real D 3D films have been around from the invention of motion pictures, and have enjoyed The Stereoscopic passing waves of popularity. Is the recent activity in Hollywood just another fad or Cinema Reborn is there something fundamentally different this time? 9:10 AM Chris Chinnock President Insight Media Emerging 3D Display Technologies This talk will enumerate the principal means of producing 3D images, for both projection and direct-view displays, and explain the operating principles of each. The advantages and disadvantages of each approach will be explored and recentlyannounced products and systems for consumer and cinema use will be explained. Session 1A: Content Creation, Live Action There are many challenges to real-world stereoscopic cinematography both in terms of compositional considerations and camera design. The speakers are experts in both areas of this nascent art as applied to the stereoscopic digital cinema. 3D cameras require exquisite precision and coordination to produce quality images and lately electronic correction has been part of the solution as has rectification during post. Bleeding edge concepts will be presented here. 9:40 AM Chris Ward President Lightspeed Design Group The beam-splitter rig has been adapted to a hi-def meta-data based system for An Advanced maintaining image rectification during cinematography and through post-production. Beam-splitter Rig This talk will discuss the advances of such an approach to left/right image Using Meta-data coordination. 10:00 AM Jason Goodman President 21st Century 3D A New Concept in A compact hi-def camera-recorder is being designed to allow for image capture of High Definition uncompressed data. The camera has uses for both industrial and feature Camera Design production. 10:20 AM Vince Pace President Pace Technology Live Action 3D Cinematography The technology and methods for capturing, transmitting and projecting D-Cinema quality stereoscope sporting events will be described. 10:40 PM Break Session 1B: Content Creation, Synthesis and Computer Generation Computer generated imaging and conversion from planar to 3D have the promise of creating perfect stereoscopic images, unencumbered by the limitations of real-world cinematography. This is an art that can create perfectly controlled beautiful stereo images. But it’s an art must deal with movies that were conceived of a 2D projects – at this moment. Our speakers include the 3D directors of several recent theatrical releases and have advanced the understanding of the creative elements of stereoscopic composition. Conversion from planar is also finding its place in the sun as techniques advance. 11:00 PM David C. Seigle President In-Three This talk will provide a behind-the-scenes look at converting planar movies into 3D Dimensionalizing movies and dispel some of the myths about the process. It may well be that 2D as 2D Movies source material produces superior results to conventionally acquired two-view material. 11:20 PM Rob Engle Sony Pictures Digital Effects Supervisor Imageworks Creating Stereoscopic Movies from 3D Assets CG animation and motion-captured movies have an intrinsic three-dimensional data base making production of a stereoscopic version of such material theoretically possible. But theory and practice depart. What are the practical considerations of making a 3D movie out of these assets? 11:40 PM Phil McNally Stereoscopic supervisor DreamWorks Animation Stereoscopic compositional concerns from Inception to Projection Movies are usually not conceived of from the get-go as being stereoscopic and this leads to compromises when the stereo director handles the assets. What can be done to change this situation? An educational program has been instituted at DreamWorks Animation to teach everyone from writers to layout artists how to maximize the effectiveness of the 3D medium. 12:00 PM Panel Discussion Lenny Lipton, moderator 12:20 PM Lunch Session 2: The Stereoscopic Production Pipeline The stereoscopic production pipeline is being created at this moment. Visionary studio head Jeffry Katzenberg has mandated that all future DreamWorks Animation films will be in 3D. Disney has already taken the plunge as has Sony Pictures Imageworks. It is probable that future productions will use everything: CG animation, live action, and synthesis. But where and what are the tools for the post production processes? That story will be told in this session. 1:30 PM Mark Horton Strategic Marketing Manager Quantel A Solution for Stereoscopic Post-Production Stereo acquisition and distribution are being widely discussed – but what issues must be addressed in post-production and what are the possibilities? This tutorial focuses on the current workflows being used for stereoscopic post production and then explores alternative methods. Practical examples are shown of multiple techniques, covering the most common issues faced and tools for handling them. 1:50 PM Jim Mainard Head of Prod. Dev. DreamWorks Animation Pipeline - There Isn’t One for Stereo… From Editorial to Post and most everything in between we find ourselves creating a new pipeline and revising our toolset to author in stereo. These hazards and how to deal with them will be identified and explored. 2:10 PM Buzz Hays Senior VFX Producer Sony Pictures Imageworks Stereoscopic Production Pipeline for VFX, Live Action, and Animation A discussion of the Imageworks pipeline evolution from CG Animation to LiveAction and everything in-between. The talk will include highlights of tools and processes with examples from SPI-produced films. 2:30 PM Steve Schklair Founder and CEO 3ality Digital Systems Electronic Rectification Applied to 3D Camera Design Shooting with the two camera heads that make up a single stereoscopic rig can be a daunting task in terms of producing images that are properly coordinated to a fine tolerance. This talk will concentrate not only on the means to achieve such coordination but also on the post-production tools that are required to follow through to create a quality stereoscopic image. 2:50 PM Chuck Comisky 3D Visual Effect Specialist Lightstorm Productions Motion Capture as a Stereoscopic Source on a $190M budget James Cameron’s new feature, Avatar, will be 60% motion capture, 20% stereoscopic cinematography, and 20% green-screen. How can all of these processes be coordinated to produce a unified look? This presentation will discuss that challenge. 3:10 PM Panel Discussion 3:30 PM Break Buzz Hays, moderator Session 3: Stereoscopic Exhibition A unique value-added of the digital cinema is the ability to project 3D images with a quality level not possible with 35mm projection. In this session we'll review the different add-on technologies available to convert 2D digital projection systems into 3D projection systems. 4:00 PM Michael Karagosian The 3D Cinema President MKPE Consulting LLC A high level review of the various stereoscopic digital cinema systems. 4:20 PM Dave Schnuelle Dolby Senior Director Image Stereoscopic A tutorial on the Dolby stereoscopic projection system. Digital Projection Technology Dolby Laboratories 4:40 PM Matt Cowan CSO Real D Real D Stereoscopic A tutorial on the Real D stereoscopic projection system. Digital Projection 5:00PM Panel Discussion 5:30 PM Closing Remarks Michael Karagosian, moderator Chris Chinnock Veritas et Visus 3rd Dimension September 2007 Last Word: How things get invented by Lenny Lipton Lenny Lipton currently serves as chief technology officer at Real D. He founded StereoGraphics Corporation in 1980, and created the electronic stereoscopic display industry. He is the most prolific inventor in the field and has been granted 25 patents in the area of stereoscopic displays. He is a member of the Society for Information Display, the Society of Photo-Instrumentation Engineers, and he was the chairman of the Society of Motion Picture and Television Engineers working group, which established standards for the projection of stereoscopic theatrical films. The history of motion pictures is an interesting one, and I am learning more about it in the context of my present work inventing stereoscopic motion picture systems, and in connection with the work I am doing with studios and filmmakers. I am taking working with filmmakers seriously because the quality of the Real D system is judged by the content projected on our screens. I was recently appointed as the co-chair (Peter Andersen is the other co-chair) of the sub-committee of the ASC Technology Committee tasked to help figure out workflow production pipeline and stereoscopic cinematographic issues. These subjects are tentative and need to be developed and we’re all learning together. The stereoscopic cinema, in its present incarnation, as manufactured by Real D, is entirely dependent upon digital and computer technology. Digital projection allows for a single projector, while other stereoscopic systems use two projectors. Two projectors work well in IMAX theaters, based on my observations. I cannot say the same for theme parks, whether they use film or digital technology, because there are occasions when the projected image is out of adjustment. Replacing multiple machines with a single machine – i.e. a projector – is the way to go, especially in today’s projection booths; because typically there is no projectionist in the booth at the time the film is being projected. There is a technician who will assemble the film reels and make sure everything is going to project well, but then somebody else – maybe the kid at the candy counter – who actually works the projector and makes adjustments. (Interestingly the kid at the candy counter may be well qualified to work the servers and projectors because of his or her PC experience.) The product that I invented, the projection ZScreen, has been used for years for the projection of CAD and similar images for industrial applications. Real D turned the ZScreen into a product that had to work even better for theatrical motion picture applications. It turns out that the film industry has very high standards when it comes to image quality. This is easy to understand, because the industry lives or dies by image quality. The stereoscopic cinema has had a long gestation. To date, this is the longest gestation of any technology advance in the history of the cinema. For example, within about three decades of the invention of the cinema, sound was added. There were numerous efforts to make sound a part of the cinema and make it a bona fide product. In the three-year period from about 1927 to 1930, rapid advances were made both in sound technology and in aesthetics. If you take a look at movies that were made in 1927, and then you see movies that were made in 1930 or 1931, there’s a gigantic difference. Movies made in the early 1930s look a lot like, and sound like, modern movies. There was a tremendous advance in the technology and in filmmaker know-how in a short period of time. It is the creative professionals who will perfect the stereoscopic medium. That’s exactly what they did every time a new technology came along, whether it was sound, color, wide-screen, or computer-generated images. In fact, those are the major additions to the cinema, and they all took decades to become an ongoing part of the cinema. Ads for movies never say, “This is a sound movie,” or “This is a color movie,” or “This movie is in the widescreen (or ’scope) aspect ratio.” It’s assumed. It’s a rare movie that is in black-and-white. It’s an even rarer movie that is http://www.veritasetvisus.com 96 Veritas et Visus 3rd Dimension September 2007 silent. And nobody is going back to shooting 4:3 Edison aspect ratio movies. (Curiously, that’s more or less the aspect ratio used by IMAX for their cinema of immersion.) An attempt was made in the early 1980s to use a single projector with the above-and-below format – essentially two Techniscope frames that could be projected through mirrors or prisms or split lenses, optically superimposed on the screen, and polarized. The audience used polarizing glasses to view the images in 3D. I was the chairman of the SMPTE working group that established the standards for the above-and-below format. But as soon as the standards were established, the above-and-below format was more or less abandoned. A few films like “Comin’ At Ya!” or “Jaws 3-D”, and one I worked on, “Rottweiler: Dogs of Hell” were projected above-and-below, an approach that was technically inadequate. For one thing it was hard to adjust properly and set up the projector to achieve even illumination. I know; I set up a few, and it was tough to do a good job because of the design of the lamp housings and the projectors. Curiously it was the above-and-below format that led me to the first flicker-free stereoscopic field-sequential computer and television systems. I noticed that the above-and-below format was applicable to video, because that which is juxtaposed spatially can, with the injection of a synchronization pulse between the two frames, become juxtaposed temporally when played back on a CRT monitor; so the first StereoGraphics systems used the aboveand-below format. The above-and-below video format, which is applicable to video or computer graphics, results in a field-sequential image that can be viewed using shuttering or related polarizing selection techniques. I designed the first flicker-free field sequential system in 1980. It used early electro-optics that were clunky, but the flicker-free principal was established. Using 60Hz video, for example, with the above and below format, one achieved a 120Hz result, that is to say, 60 fields per second per eye. The field sequential system is what is used for the Real D projection system. The electro-optics are different. There’s the ZScreen modulator used in the optical path in front of the projection lens, and audience members wear polarizing eyewear. (The combination of ZScreen and polarizing eyewear actually form a shutter. You can classify the system as either shuttering for selection or polarization, but in fact a proper classification is that it uses both polarization and shuttering.) But the principal is the same as that used for the early stereo systems I developed. The right eye sees the right image while the left sees nothing and vice versa, ad infinitum, or as long as the machine is turned on. The issue I had to solve in 1980 was this: How to make an innately 60Hz device work twice as fast. And the above-and-below format did just that. We had to modify the monitors to run fast, but for a CRT monitor it wasn’t that hard. There are two parts to stereoscopic systems’ issues: the selection device design and content creation. Today we are faced with the same design issue I was faced with in 1980. In addition, content creation has always been a major issue and that’s why I am working with the film industry to work out compositional and workflow issues. http://www.veritasetvisus.com Engineer Jim Stewart (left) and I are working on the first electronic stereoscopic field-sequential system that produced flicker-free images (Circa 1980). We used two black and white NTSC TV cameras as shown, and combined the signals to play on a Conrac monitor, which, without modification, could run at 120 Hz. The images were half height, but we proved the principal. Stewart is wearing a pair of welder’s goggles in which we mounted PLZT (lead lanthanum zirconate titanate) electro-optical shutters we got from Motorola. The shutters had been designed for flash blindness goggles for pilots who dropped atomic bombs. I kid you not. 97 Veritas et Visus 3rd Dimension September 2007 Display Industry Calendar A much more complete version of this calendar is located at: http://www.veritasetvisus.com/industry_calendar.htm. Please notify [email protected] to have your future events included in the listing. September 2007 September 8-12 GITEX 2007 Dubai, UAE September 9-12 PLASA '07 London, England September 10-11 Europe Workshop on Manufacturing LEDs for Lighting and Displays Berlin, Germany September 10-11 Printed Electronics Asia Tokyo, Japan September 11 Workshop on Dynamic 3D Imaging Heidelberg, Germany September 12-14 Semicon Taiwan, 2007 Taipei, Taiwan September 13 Printing Manufacturing for Reel-to-Reel Processes Kettering, England September 14-16 Taitronics India 2007 Chennai, India September 16-20 Organic Materials and Devices for Displays and Energy Conversion San Francisco, California September 17-20 EuroDisplay Moscow, Russia September 18-19 3D Workshop San Francisco, California September 18-19 Global Biometrics Summit Brussels, Belgium September 18-19 RFID Europe Cambridge, England September 21 FPD Components & Materials Seminar Tokyo, Japan September 24-26 Organic Electronics Conference Frankfurt, Germany October 2007 October 1-4 European Conference on Organic Electronics & Related Phenomena Varenna, Italy October 1-5 International Topical Meeting on Optics of Liquid Crystals Puebla, Mexico October 2-3 3D Insiders' Summit Boulder, Colorado October 2-3 Mobile Displays 2007 San Diego, California October 2-6 CEATAC Japan 2007 Tokyo, Japan October 2-7 CeBIT Bilisim EurAsia Istanbul, Turkey http://www.veritasetvisus.com 98 Veritas et Visus 3rd Dimension September 2007 October 3-4 Displays Technology South Reading, England October 7-10 AIMCAL Fall Technical Conference Scottsdale, Arizona October 8-9 Printed RFID US Chicago, Illinois October 9-11 SEMICON Europa 2007 Stuttgart, Germany October 9-13 Taipei Int'l Electronics Autumn Show Taipei, Taiwan October 9-13 Korea Electronics Show Seoul, Korea October 10 Novel Light Sources Bletchley Park, England October 10-11 International Symposium on Environmental Standards for Electronic Products Ottawa, Ontario October 10-11 HDTV Conference 2007 Los Angeles, California October 10-12 IEEE Tabletop Workshop Newport, Rhode Island October 10-13 CeBIT Asia Shanghai, China October 11-12 Vehicles and Photons 2007 Dearborn, Michigan October 13-16 Hong Kong Electronics Fair Autumn Hong Kong, China October 13-16 ElectronicAsia 2007 Hong Kong, China October 15-18 Showeast Orlando, Florida October 15-19 CEA Technology & Standards Forum San Diego, California October 16 Enabling Technologies with Atomic Layer Deposition Daresbury, England October 17-18 Photonex 2007 Stoneleigh Park, England October 17-19 Printable Electronics & Displays Conference & Exhibition San Francisco, California October 17-20 SMAU 2007 Milan, Italy October 18 Displaybank FPD Conference Taiwan Taipei, Taiwan October 22-25 CTIA Wireless IT & Entertainment San Francisco, California October 23 Stereoscopic Production Brooklyn, New York October 23-25 SATIS 2007 Paris, France October 23-25 Display Applications Conference San Francisco, California October 24-26 Worship Facilities Conference & Expo Atlanta, Georgia http://www.veritasetvisus.com 99 Veritas et Visus 3rd Dimension September 2007 October 24-26 LEDs 2007 San Diego, California October 24-26 FPD International Yokohama, Japan October 24-27 SMPTE Technical Conference & Exhibition Brooklyn, New York October 29-30 Plastic Electronics Frankfurt, Germany October 29 November 1 Digital Hollywood Fall Los Angeles, California November 2007 November 1-2 Digital Living Room San Francisco, California November 5-7 OLEDs World Summit La Jolla, California November 5-6 Challenges in Organic Electronics Manchester, England November 5-9 Color Imaging Conference 2007 Albuquerque, New Mexico November 6-8 Crystal Valley Conference Cheonan, Korea November 6-9 EHX Fall 2007 Long Beach, California November 6-11 SIMO 2007 Madrid, Spain November 7-8 High Def Expo Burbank, California November 8 Taiwan TV Supply Chain Conference Taipei, Taiwan November 8-10 Viscom Milan, Italy November 8-11 Color Expo 2007 Seoul, Korea November 9 2007 FPD Market Analysis & 2008 Market Outlook Seoul, Korea November 11-15 Photonics Asia 2007 Beijing, China November 12-15 Printed Electronics USA San Francisco, California November 14-15 Nano 2007 Boston, Massachusetts November 14-15 DisplayForum Prague, Czech Republic November 15-16 Future of Television New York, New York November 15-16 Future of Television Forum New York, New York November 19-20 International Conference on Enactive Interfaces Grenoble, France November 25-30 RSNA 2007 Chicago, Illinois November 29 Displaybank Japan Conference Tokyo, Japan http://www.veritasetvisus.com 100