Stereoscopic 3D
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Splice Brochure Page Layout
We've come a long way from the early days of color correction, with the current trends leading toward Digital Intermediate (DI). So how will you cross the bridge to DI, gaining the benefits of non-linear operation using existing infrastructure while maintaining compatability with existing workflows? For this transition da Vinci created Splice™ — a “virtual telecine” which allows a linear color corrector to operate as a non-linear device. SPLICE™. VIRTUAL TELECINE FOR NON-LINEAR IMAGE PROCESSING from the genius of Operating as a server based front end for the da Vinci 2K, Splice provides colorists with the types of image processing controls normally associated with a telecine environment, like real-time pan tilt zoom and rotate. fig. 01 _ [ SPLICE ] WORK STATION / SPLASH SCREEN Colorists will make a seamless transition to Splice with its familiar interface on the da Vinci 2K Plus. “VIRTUAL TELECINE” Powered by da Vinci's exclusive Transformer 2K, Splice provides conform enhancements da Vinci offers colorists the advantages of image processor, Splice offers real-time for EDL handling, switching on the fly non-linear color correction and in-context optical quality pan, tilt, zoom and rotate, between source and record order and an add grading with Splice, a new “virtual telecine” coupled with 4:4:4 uncompressed storage handles function for deliverables. Splice is for the 2K® and 2K Plus™. and processing for the ultimate in image integrated with ColorTrace and the 2K to quality. manage grades, matching editorial changes Operating as a server based front end for the with color decisions, thereby making da Vinci 2K, Splice appears as a new device ADVANCED CONFORM CAPABILITIES reconforming editorial revisions painless. -
Scalable Multi-View Stereo Camera Array for Real World Real-Time Image Capture and Three-Dimensional Displays
Scalable Multi-view Stereo Camera Array for Real World Real-Time Image Capture and Three-Dimensional Displays Samuel L. Hill B.S. Imaging and Photographic Technology Rochester Institute of Technology, 2000 M.S. Optical Sciences University of Arizona, 2002 Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning in Partial Fulfillment of the Requirements for the Degree of Master of Science in Media Arts and Sciences at the Massachusetts Institute of Technology June 2004 © 2004 Massachusetts Institute of Technology. All Rights Reserved. Signature of Author:<_- Samuel L. Hill Program irlg edia Arts and Sciences May 2004 Certified by: / Dr. V. Michael Bove Jr. Principal Research Scientist Program in Media Arts and Sciences ZA Thesis Supervisor Accepted by: Andrew Lippman Chairperson Department Committee on Graduate Students MASSACHUSETTS INSTITUTE OF TECHNOLOGY Program in Media Arts and Sciences JUN 172 ROTCH LIBRARIES Scalable Multi-view Stereo Camera Array for Real World Real-Time Image Capture and Three-Dimensional Displays Samuel L. Hill Submitted to the Program in Media Arts and Sciences School of Architecture and Planning on May 7, 2004 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Media Arts and Sciences Abstract The number of three-dimensional displays available is escalating and yet the capturing devices for multiple view content are focused on either single camera precision rigs that are limited to stationary objects or the use of synthetically created animations. In this work we will use the existence of inexpensive digital CMOS cameras to explore a multi- image capture paradigm and the gathering of real world real-time data of active and static scenes. -
Phil Lelyveld
Phil Lelyveld Program Manager, Consumer 3D Experience Lab, USC Entertainment Technology Center Entertainment Technology Research and Bus Dev Consultant www.etcenter.org www.PhilipLelyveld.com 1" How"does"3D"work?" • The"main"depth"cues"are"monocular" • Disparity"s@mulates"stereopsis" • Stereopsis"signals"only"rela@ve"depth" Source:"Dr."Jim"Sheedy,"Pacific"University’s"3D"and"Vision"Conf.,"6/1/11" Philip"Lelyveld"–"www.PhilipLelyveld.com" 2" Hype"Cycle" (Gartner)" Peak"of"inflated"expecta@ons" Plateau"of"produc@vity" Slope"of"enlightenment" Trough"of"disillusionment" Technology"trigger" Philip"Lelyveld"–"www.PhilipLelyveld.com" 3" 3D Cinema Number of 3D Feature Movies by Year 30 20 10 0 1953 1990 1970 2010 Film-based 3D Movie Titles Digital 3D Movie Titles Source: Digdia (www.Digdia.com), June, 2009 Report – Digital 3D Entertainment, From Theatre to the Home 5 Leading 3D cinema systems Dolby&(color&shi:)& RealD&(polarized)& MasterImage&(polarized)& XpanD&(ac)ve&shu/er)&6" 30,000+ 3D screens worldwide China = 6000+ 3D Screens US/Canada Dean, Beijing Film Academy China 4/27/12 France UK Germany Russia Mexico +50% CinemasSpain worldwide are now digital +50% DigitalJapan cinemas are now 3D capable (Source:"4"Reasons"3D"Movies"Aren’t"Just"a"Fad,"Mashable,"12/22/11)" hYp://www.studiodaily.com/main/news/headlines/StereoZ3DZSmartphoneZMarketZPoisedZtoZExplode_13567.html" Average"perZscreen"revenue" 3D"screens"versus"2D"screens" (Source:"4"Reasons"3D"Movies"Aren’t"Just"a"Fad,"Mashable,"12/22/11Philip"Lelyveld"–"www.PhilipLelyveld.com)"" 9" hYp://www.studiodaily.com/main/news/headlines/StereoZ3DZSmartphoneZMarketZPoisedZtoZExplode_13567.html" -
Lec16, 3D Technologies, V1.00 Printfriendly.Pdf
Course Presentation Multimedia Systems 3D Technologies Mahdi Amiri May 2012 Sharif University of Technology Binocular Vision (Two Eyes) Advantages A spare eye in case one is damaged. A wider field of view (FOV). Maximum horizontal FOV of humans: ~200º (with two eyes) One binocular FOV (seen by both eyes): ~120º Two uniocular FOV (seen by only one eye): ~40º Binocular summation: The ability to detect faint objects is enhanced (neural summation). Perception of depth. Page 1 Multimedia Systems, Mahdi Amiri, 3D Technologies Depth Perception Cyclopean Image Cyclopean image is a single mental image of a scene created by the brain by combining two images received from the two eyes. The mythical Cyclops with a single eye Page 2 Multimedia Systems, Mahdi Amiri, 3D Technologies Depth Perception Cues (Cont.) Accommodation of the eyeball (eyeball focus) Focus by changing the curvature of the lens. Interposition Occlusion of one object by another Occlusion Page 3 Multimedia Systems, Mahdi Amiri, 3D Technologies Depth Perception Cues (Cont.) Linear perspective (convergence of parallel edges) Parallel lines such as railway lines converge with increasing distance. Page 4 Multimedia Systems, Mahdi Amiri, 3D Technologies Depth Perception Cues (Cont.) Familiar size and Relative size subtended visual angle of an object of known size A retinal image of a small car is also interpreted as a distant car. Page 5 Multimedia Systems, Mahdi Amiri, 3D Technologies Depth Perception Cues (Cont.) Aerial Perspective Vertical position (objects higher in the scene generally tend to be perceived as further away) Haze, desaturation, and a shift to bluishness Hight Shift to bluishness Haze Page 6 Multimedia Systems, Mahdi Amiri, 3D Technologies Depth Perception Cues (Cont.) Light and Shade Shadow Page 7 Multimedia Systems, Mahdi Amiri, 3D Technologies Depth Perception Cues (Cont.) Change in size of textured pattern detail. -
The Stereographer
R Basic Principles The 3D Camera Rig Placing objects in a 3D space A few different ideas have been devised for shooting 3D material over the years, including some interesting cameras using In 3D two images are projected onto the display. By wearing a special pair of glasses the two images are split so that each arrangements of lenses and prisms to make a more portable, easy to use, single bodied camera. However, to date, the most 3D Television & FilmVersion 2.0 eye only sees one of the two images. When comparing the left and right eye images, every object in the scene is horizontally effective way of shooting 3D material in a professional environment is the dual camera 3D rig. There are several configurations Depth Cues displaced by a small amount. The brain assumes these two displaced objects are actually one object, and tries to fuse them of 3D camera rig, each with advantages and disadvantages. Displaying & Viewing 3D The eight depth cues together. The only way it can do this is to assume the object is either in front or behind the screen plane. The direction and Rig configurations amount of displacement defines where each object is in the 3D space. At present there are five methods of displaying and viewing 3D material. Humans have eight depth cues that are used by the brain to estimate the relative distance of the objects in every scene we The parallel rig The opposing rig The mirror rig Anaglyph look at. These are focus, perspective, occlusion, light and shading, colour intensity and contrast, relative movement, vergence Positive parallax Zero parallax Negative parallax The most compact dual camera 3D rig is The opposing rig places the cameras in Bottom mount and stereopsis. -
Spirit 4K® High-Performance Film Scanner with Bones and Datacine®
Product Data Sheet Spirit 4K® High-Performance Film Scanner with Bones and DataCine® Spirit 4K Film Scanner/Bones Combination Digital intermediate production – the motion picture workflow in which film is handled only once for scan- ning and then processed with a high-resolution digital clone that can be down-sampled to the appropriate out- put resolution – demands the highest resolution and the highest precision scanning. While 2K resolution is widely accepted for digital post production, there are situations when even a higher re- solution is required, such as for digital effects. As the cost of storage continues to fall and ultra-high resolu- tion display devices are introduced, 4K postproduction workflows are becoming viable and affordable. The combination of the Spirit 4K high-performance film scanner and Bones system is ahead of its time, offe- ring you the choice of 2K scanning in real time (up to 30 frames per second) and 4K scanning at up to 7.5 fps depending on the selected packing format and the receiving system’s capability. In addition, the internal spatial processor of the Spirit 4K system lets you scan in 4K and output in 2K. This oversampling mode eli- minates picture artifacts and captures the full dynamic range of film with 16-bit signal processing. And in either The Spirit 4K® from DFT Digital Film Technology is 2K or 4K scanning modes, the Spirit 4K scanner offers a high-performance, high-speed Film Scanner and unrivalled image detail, capturing that indefinable film DataCine® solution for Digital Intermediate, Commer- look to perfection. cial, Telecine, Restoration, and Archiving applications. -
User Manual 16.3 MB
Welcome to DaVinci Resolve 8 The world’s most powerful color correction now on Linux and Mac! DaVinci color correctors have been the standard in post production since 1984. There are thousands of colorists worldwide who understand the performance, quality and workflow of DaVinci. DaVinci is the name behind more feature films, television commercials, documentaries, television production and music videos than any other grading system. When you’re in a room full of demanding clients with conflicting ideas, colorists know that DaVinci Resolve has the quality, real time performance, creative features, and powerful control panel you need to work fast! DaVinci Resolve is now available for both Mac OS X and the clustered super computer power of Linux! CONTENTS USER MANUAL DaVinci Resolve 8 Chapter 1 Introduction 14 Introducing DaVinci Resolve 15 What’s New in DaVinci Resolve 8 16 Chapter 2 System Setup 22 Media Storage Volumes 23 Video Capture Hardware 24 Control Panel Type 24 Chapter 3 Quick Start Guide 26 Quick Start Project 34 Chapter 4 Control Panels 36 Chapter 5 Getting Started 40 Starting DaVinci Resolve 41 User Login Screen 41 Login To An Existing User 41 Exiting Resolve 41 Creating A New User 42 Deleting An Existing User 42 Changing A User Password 43 Multiple Database Support 43 Selecting the Database 43 Creating a New Database 44 Create a New Database Image 45 Remote Database Server 45 Optimizing a Database 45 Backing up a Database 45 Restoring a Database 45 Chapter 6 Configuration 48 The User List 50 The Configuration List 51 Modifying -
2019 13-Itcon-Hamzeh.Pdf
www.itcon.org - Journal of Information Technology in Construction - ISSN 1874-4753 3D VISUALIZATION TECHNIQUES IN THE AEC INDUSTRY: THE POSSIBLE USES OF HOLOGRAPHY SUBMITTED: April 2018 REVISED: April 2019 PUBLISHED: June 2019 at https://www.itcon.org/2019/13 EDITOR: Turk Ž. Farook Hamzeh, Assistant Professor, American University of Beirut; [email protected] Hisham Abou-Ibrahim, PhD Candidate, American University of Beirut; [email protected] Anthony Daou, Graduate Student, American University of Beirut; [email protected] Mazen Faloughi, Graduate Student, American University of Beirut; [email protected] Nadim Kawwa, Graduate Student, American University of Beirut; [email protected] SUMMARY: Different visualization techniques are used to display and communicate information in the architecture, engineering, and construction (AEC) industry. While 2D representations have been historically used to communicate designers’ intent, 3D representation technologies have been increasingly used in the AEC industry. In this regard, designers gained more flexibility to express their 3D designs on one hand, and to communicate their intent to involved stakeholders on the other. However, current 3D visualization tools still rely on different forms of screens as a communication interface between information stored in a computer and involved users which may affect the interpretability of modeled information. In this context, this study explores the use of holography to represent and share construction information in both the design and construction phases of AEC projects. This paper reviews the current state of art in holographic visualization, examines the various techniques used to create holograms, evaluates the potential use of holography in construction, and compares it to other physical and digital modeling methods currently in use. -
Dolby 3D Brochure
Dolby 3D Makes Good Business Sense Premium Quality Dolby 3D provides a thrilling audience experience and a powerful box-office attraction. It’s also more cost-effective and better Widely recognized as producing the best 3D image, Dolby for the environment than systems that use disposable glasses. Another key feature: Dolby 3D is part of an integrated suite of 3D provides an amazingly sharp picture with brighter, more Dolby Digital Cinema products from a company with over 40 years of cinematic innovation. natural colors—giving your audiences an unparalleled 3D experience they’ll want to return for again and again. Keep More 3D Profit Dolby 3D Return on Investment Dolby 3D is a one-time investment—no annual licensing fees ROI or revenue sharing. In fact, a complete Dolby 3D system generally pays for itself after only a few 3D releases. You $80K keep more of the additional revenues generated with Dolby $60K Flexible 3D and your ROI continues to improve over time. $40K Dolby 3D wows audiences on any screen—either on $20K traditional white screens or on silver screens, allowing Durable and Eco-Friendly for greater scheduling flexibility. Easily switch between Engineered to resist damage and hold their shape, Dolby 3D $0 2D and 3D, and move films from one auditorium to glasses deliver a comfortable fit and the highest quality 3D ($20K) another without screen restrictions. experience for hundreds of uses, without ending up in landfills like disposables. Reduce, reuse, recycle—it's good ($40K) for business. 1 5 10 15 Number of Dolby 3D Releases* World-Class Support Dolby provides comprehensive support for our 3D solution, *Based on 7,500 admissions per title. -
Digital Intermediate
Digital Intermediate: (typically abbreviated to DI) is a motion picture finishing process which classically involves digitizing a motion picture and manipulating the color and other image characteristics. Josh Haynie SVP Operations, Efilm. Member of the Worldwide Deluxe Family Team Leader: Colorists, Production, Editorial, Data Management, Scanning/Recording, Quality Control, Restoration, Vault, Security, Facilities 13 Years with Efilm Over 500 Feature Films delivered since 2003 Traditional and emerging Post Production since 1991 [email protected] efilm.com 79 Worldwide Locations 6570+ Fulltime Employees 800+ Metadata Technicians 120+ System R+D Developers 30,000 DCP’s delivered per month 60,000 Digital Distribution deliveries per month Let us take a look at what we have completed and a glimpse of what are are working on… Complex Projects Overall Workflow Testing Location Services Dailies VFX Pulls/ Shots Marketing Assembly Grading Render HD/ Blue Ray HDR UHD Large Format Archiving Looks and LUT’s Lighting Room Colors Costumes Locations Aspect Ratios Arri Alexa Digital Camera 35mm Film Camera Canon 5D Digital Camera/SLR Arri 65 Digital Camera Sony F65 Digital Camera Go Pro Imax Film Camera Red Digital Camera Phantom Digital Camera Canon C300 Digital Camera IPhone 6S Black Magic Digital Camera EC3: Hollywood, Location, Near Set, WW Receive, Archive and Verify Data Grade and QC each day’s footage Create Editorial Media daily Create and Distribute Studio Screening elements daily On Set Near Set Dailies Deliverables H.264 Network Deliverable Transfer Station Camera Mag Editorial Dailies Processing Colorstream NAS Storage Audio ARRI RAW Multiple LTO EC3 Archive DeBayered SAN Storage Backup I/O Station Controller Meta Data VFX Pulls Pulling frames for VFX creation during shoot Post shoot frame pulling for VFX creation. -
This Guide Will Help Producers As They Plan to Create Programming for 3D Television
This guide will help producers as they plan to create programming for 3D television. Authors Bert Collins Josh Derby Bruce Dobrin Don Eklund Buzz Hays Jim Houston George Joblove Spencer Stephens Editors Bert Collins Josh Derby 3D Production Guide Post production 14 Viewer Comfort Issues 34 Media Offload, Prep, and Ingest 14 View Alignment 34 Table Of Contents Virus scanning 14 Colorimetric Alignment 36 Media ingest 14 Defining Convergence, Parallax, and Interaxial 36 Introduction 3 Media sorting 15 Parallax and Comfort 37 Editing 16 Stereo Window Violations 37 Offline editing 16 Vergence 38 Planning Workflows for 3D 4 Different approaches to 3D offline 16 Vergence and parallax shifting across cuts 38 Pre production 4 Online editing 18 Stereo sweetening and adjustment 18 Occlusion and Text Placement 39 Format planning 4 Text and graphic object placement 39 Output 19 Frame rate and resolution 4 Depth placement 39 Audio 19 Choosing camera systems and rigs 4 Dynamic depth placement 39 Creating masters 20 Recording codec and file type 5 The color and contrast of text and graphics 39 Recording methodology 6 Delivery 20 Workflow and media management 6 Metadata Planning 7 3D Post 40 2D to 3D Conversion 22 Understanding metadata options 7 3D Shot Correction 40 Why use metadata? 7 Geometric alignment errors 40 Operator Training 8 3D Production: Cameras and Tools 24 Colorimetric alignment errors 40 Communication of the metadata plan 8 Cameras 24 Window violations 40 Role of the stereographer 8 Minimum requirements for camera quality 24 Standards and Frame Rate Conversion 42 Choosing the correct lens system 25 Rig and camera set up, alignment, and use 8 Stereo Planning 9 Choosing 3D Production Tools 26 Depth budgets 9 Rigs vs. -
3. Digital 3D, Parallax Effects, and the Construction of Film Space In
3. Digital 3D, Parallax Effects, and the Construction of Film Space in Tangled 3D and Cave of Forgotten Dreams 3D Kristen Whissel Abstract This essay analyzes how parallax effects in Cave of Forgotten Dreams 3D (2010) and Tangled 3D (2010) effectively blur the boundaries between the past and present, sight and touch, and diegetic space and the space of reception in order to give form to themes concerning the dimensionality of the moving image. I show how these films function as ideal case studies for demonstrating digital 3D’s transformation of film space by organizing seeing, knowing, and feeling along the screen’s z-axis. Keywords: Digital 3D, parallax effects, affect, haptics, uncanny Since the release of Chicken Little 3D (Mark Dindal) in 2005, digital 3D cinema has had the odd historical status of being a ‘new’ medium that has returned to us from the past as a harbinger of cinema’s future. To be sure, digital 3D has transformed our understanding of the (pre-)history of the cinema itself, which now must include Charles Wheatstone’s invention of the stereoscope (1838) and Charles Babbage’s invention of the Analytical Engine (1837) in the first half of the 19th century. However long this history, the return of stereoscopic 3D as a digital medium demands a rethinking of film history to include the changing dimensionality of the moving image and, with it, transformations in the articulation of film space. Much as digital tools provide new means for organizing the image along and around the x- (horizontal) and y- (vertical) axes, they have also provided, as Stephen Prince has argued, new means for ‘choreographing’ story, character, and action along the z-axis—a continuum that stretches from the extreme Sæther, S.Ø.