
2010 NAB Digital Cinema Summit - 3D:
Cinema and Home
March 24, 2010
Source: NAB Digital Cinema Summit
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Saturday, 10 April,
2010 - Sunday, 11 April, 2010
This years summit, produced by SMPTE, the Entertainment
Technology Center at USC, and the European Broadcasting Union
will move last years theme 3D: Lens to Living
Room to 3D - Cinema and Home.
The summit will start by providing a thorough understanding
of how the human brain perceives stereo images. From there,
leading directors, producers, and technologists will review
the entire 3D path from acquisition, through post production,
distribution and display in Cinema and in the home.
Panelists will review both techniques and lessons learned
with real equipment and full visual demonstrations. The audience
will participate in 3D perceptual viewing and will be able
to discover the limitations of their own visual systems. In
short, the 2010 Summit will educate and inform on all aspect
of 3D, allowing attendees to prepare their companies and production
lines for handling this emerging technology.
10 April - Production, Post-production
and the Impact of the Consumer Experience
Understanding Stereopsis and 3D Image
Capture
This session will provide a review of how the human visual
system perceives depth, and the fundamentals of stereoscopic
imaging. In addition, common techniques for live 3D image
capture using stereoscopic camera rigs will be explained,
including benefits and pitfalls, and a variety of 3D capture
tools will be demonstrated. Other topics will include imaging
parameters such as the setting of interaxial distance (baseline)
and convergence, plus causes of eyestrain in improperly crafted
3D images. Finally, factors such as hyperstereo, divergence
and accommodation will be explained and demonstrated.
3D programming: Lessons learned
Stereoscopic motion imaging is fundamentally different than
2D. To be most effective, the 3D production crew will take
a different approach to depth of field, camera positions,
zoom moves, intercutting and graphic compositing. In this
session, we'll hear from pioneering 3D content producers to
learn what factors must be considered in planning high-quality
3D coverage of different program genres.
3D Conversion
With the recent announcements of 3DTV channels around the
world, will there be enough 3D content? Producers are investigating
feasibility of converting existing 2D material to stereoscopic
3D and considering shooting new programs in 2D and then converting
to 3D. Is real-time 3D conversion a viable option or are humans
needed to make the creative adjustments to create acceptable
3D images? This panel will discuss the various issues related
to 3D conversion from the point of view of content producers,
distributors, and 3D conversion experts.
Keynote Speaker - Mark Schubin, Technology Consultant
A Case for Quality in Production and Post-Production
This session focuses on the creation of high-quality 3D in
broadcast, feature film and other production types. Topics
will cove r all aspects of production and post-production
that relate to the creation of a comfortable stereoscopic
viewing experience. It will also include specific areas of
the creative side that contribute to the highest quality 3D
possible, while minimizing discomfort and eye strain. Demonstrations
will be provided.
After the Capture What other Tools Exist?
The post-production workflow has to be modified to handle
3D. What tools exist for editorial, color correction, adjusting
depth, and placement of overlays, captions, and menus? What
quality assurance guidelines methods exist for assessing consumer
comfort (including children)?
Stereography and Storytelling
For many producers, 3D imaging has become an exciting tool
to enhance the creative process of story-telling. Given the
projects that have been done to date in movies, TV, and games,
what can we learn from cinematographers and directors on what
really enhances the story-telling and what detracts from the
story-telling?
11 April - 3D: Cinema and Home
Digital Cinema (including 3D) Roll-out:
A Status Report
The number of digital screens worldwide grew by over 100%
in 2009, largely due to 3-D. Surprisingly, the majority of
these new systems were not financed by deployment entities,
leading to a large number of single screen installations.
This session will explore the dynamics of digital screen growth
worldwide, including the impact that 3-D growth has had on
distribution and technology adoption.
Technical Issues for 3D Digital Cinema
While the distribution of the 3D feature images are standardized,
research and experiments continue in the realms of subtitling,
windowing, depth ratios, etc. This session will identify what
items are suitable for standardized metadata and what their
time frames may be for documented standards versus practical
field implementations.
Production and Projection Techniques for Immersive Media
This talk focuses on new technologies in the areas of multi-view
displays and 3D panorama and explores the possibilities of
gaming and cinema growing together in the future. This presentation
will provide an overview of research in mini-HD cameras that
provide for more complex panoramic 3D rigs, field recorders
able to store more 3D images, and on-set calibration tools
for stereoscopic camera rigs.
Keynote Speaker: John Honeycutt, EVP, Chief Media Technology
Officer, Discovery Communications, LLC
3D TV Distribution Which platform(s) will succeed?
This is the first of three mini-panels about 3D TV broadcasting
and the specific challenges it brings. This panel will address
the options, plans, and strengths for delivery of 3D to the
home by terrestrial broadcast, cable, satellite, broadband,
and optical media.
Can there (ever) be a Common Worldwide 3D-TV Broadcast
Standard?
While cinema delivery is closing in on one standard delivery
package this year, challenges abound for other methods of
delivery. There are many more challenges in the world of television,
where distribution methods and device types are numerous and
widely varied.
Consumer 3D TV Displays What are the technical differences?
This session will describe the technologies of displays in
the market (including legacy CRT), their ability to handle
3D, the various encoding technologies and their applicability
to each of the display technologies. This will cover large
displays to hand-held.
3D consumer experience in the home the interoperability
challenges
Many 3D-ready displays were at CES, and are on
their way to stores. What does 3D-ready mean for
the consumer? What efforts are occurring in the Consumer Electronics
industry to assure 3D content will play on all 3D-ready displays?
What technical or standards barriers need to be overcome to
ensure consumer acceptance and the start of significant sales?
How will consumers match content, video sources, displays
and glasses to get a compelling 3D experience?
3D 10 Years Hence- 20/20 in 2020?
What does the time-line look like for the migration from special
purpose glasses to inexpensive (almost disposable) glasses
to glassless technologies? What development can we expect
over the next 10 years in 3DTV creation and presentation and
what technical or standards barriers need to be overcome to
ensure consumer acceptance and the start of significant sales?
This session will look into the future!
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