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Showing posts with label Stereoscopic. Show all posts
Showing posts with label Stereoscopic. Show all posts

Wednesday, September 03, 2014

3D Museum In The Works For Los Angeles!

An exciting new 3D museum is in the works for Los Angeles and I'm thrilled to announce the fundraising campaign for the initiative. Check out the link to the project at the bottom of the post and consider supporting the cause. A very worthwhile endeavor!

LOS ANGELES, CA - SEPTEMBER 3, 2014 - Award winning 3-D filmmaker Eric Kurland has announced the launch of a new non-profit arts organization, 3-D SPACE: The Center For Stereoscopic Photography, Art, Cinema, and Education. 3-D SPACE will operate a museum, gallery, theater, library and classroom dedicated to both the preservation of the history of stereoscopic imaging, and the advancement of current and future 3-D arts and sciences.

“Thanks to recent advances in digital technologies, there is a renewed enthusiasm for 3-D content. From the record-breaking box office returns of 3-D movies such as TRANSFORMERS: AGE OF EXTINCTION and GUARDIANS OF THE GALAXY to the new public interest in virtual reality due to the upcoming Oculus Rift device, 3-D seems to be back in the spotlight,” says 3-D SPACE founder Eric Kurland. “But most people aren't aware that stereoscopic imaging has a very rich history that dates back to the 19th century. We want to create a center to celebrate the work of talented artists, photographers and filmmakers who have used the medium of 3-D as their creative tool, and to educate the public on the art and science of stereography, from it's analog beginnings in the 1830s to the immersive digital realms of the future.”

Kurland has over ten years experience in connecting the public to the 3-D community. “My work as President of the LA 3-D Club, the most active organization in the country for 3-D enthusiasts, as well as my professional stereoscopic credits (including 3-D Director for the Grammy nominated OK Go music video ALL IS NOT LOST, and Lead Stereographer for the Oscar nominated animated short MAGGIE SIMPSON IN THE LONGEST DAYCARE) puts me in a position to be able to bring all aspects of the 3-D spectrum together, from the fans, to the independent artists, to professionals working in the entertainment industry. I have assembled an expert advisory group that includes 3-D author, photographer and legendary guitarist for the rock band Queen, Dr. Brian May, Actor/Director Thomas Jane, and movie archivist and historian Bob Burns, among others.”

“Just as successful institutions such as the Paley Center for Media or the Cartoon Art Museum are respectively focused on television and radio, and comics and animation as areas of historical discussion and study, 3-D SPACE recognizes stereoscopy as an important part of our cultural heritage. Sadly, many of the photos, motion pictures and technical artifacts from the birth and development of 3-D are deteriorating and need to be preserved...and that takes skill, dedication and money.”

3-D SPACE has begun an internet-based fundraising campaign at www.3-DSPACE.org to support the initial preservation of the more rare and fragile materials in its growing collection and to secure a building to house the museum and educational center. 3-D SPACE plans to open to the public in 2015.

I wish the project and Eric the best of luck in this exciting effort!


Monday, April 14, 2014

Blackmagic URSA 3D-Capable at $6,500 Per Camera!

"The new URSA Cameras do support genlock and should work with 3D, but will also need to be frame synced."
- Rick Rivera

Tim here, and I've gotten confirmation from Blackmagic Design (via Rick Rivera, a Support Representative) that their new URSA camera will be 3D-Capable. More accurately two URSA cameras can be synced together for Stereoscopic 3D production. This makes this the most affordable 4K Cinema Camera to be able to be used for Stereoscopic 3D! Or does it?

At $6,500 roughly for the PL-Mount version of the camera ($6,000 roughly for EF-Mount), this definitely comes in as the most affordable 4K Cinema Camera. However, the media that it records on to is super expensive. It records on to CFast Cards, and to give you an idea about how much it costs: 120 GB = $1,200! How much 4K RAW gets recorded on to one 120 GB CFast Card at the normal 24 frames per second? Sadly, 6-Minutes! (Source)

Now there are 2 card slots in the camera, so that means you could technically record 12-Minutes before needing to reload both cards; but, that's a total of 240 GB at $2,400 for 12-minutes of RAW footage. OUCH! During a regular shoot you'll want a couple of cards available to continuously shoot. So if you dump two cards while two cards are in the camera that gives you 4 cards, but you'd likely want 6 cards to be safe. Thus, you're looking at $7,200 for recording media!

The price will drop as most recording media has in the past for the industry. And Blackmagic Design isn't the only company using CFast Cards. ARRI is betting on the CFast technology as well as its the primary recording media for their new AMIRA camera. The AMIRA is the lower cost ($45,000) documentary version of their ALEXA. The ARRI ALEXA can record on to three media: SXS Cards, XR Modules (XR Capture Drives), and CFast Cards (through adapter). This should help bring the price down of the CFast media, and as well increase the sizes of cards.

Coming back to the cost of the Blackmagic URSA for 3D Production we need to look at the cost of the camera body and media for each eye. Say one already has lenses and the other necessary camera accessories and just needs to know the cost of the cameras and media. Two PL-Mount URSA Cameras will cost $13,000 to the average consumer. Say one buys 6 CFast Cards per camera, then that's 12 CFast Cards total and will cost $14,400. That means that the URSA in a 3D-Capable capacity costs $27,400! Wow, that's affordable compared to the RED Scarlet or Epic. Each Scarlet will cost $14,500 for the body alone; thus, two Scarlets are $29,000 before RED SSD's for recording media. The Epic is more money than the Scarlet, obviously. The ALEXA is expensive at $75,000 per camera. In the end, The Blackmagic URSA is still the most affordable 4K Camera for Stereoscopic 3D Production!

Let's look at some of the Technical Specs for the Blackmagic URSA compared with the ARRI ALEXA since they are so similar in physical design.

  Blackmagic URSA ARRI ALEXA
Picture of Camera
Effective Sensor Size 21.12mm x 11.88mm (Super 35) 23.76mm x 13.37mm (Super 35)*
Effective Resolution 3840 x 2160 2880 x 1620*
Exposure Latitude 12 stops 14+ stops
Frame Rates 3840 x 2160p (23.98, 24, 25, 29.97, 30, 60)
1920 x 1080p (23.98, 24, 25, 29.97, 30, 60)
Sensor frame rate support: Up to 60 fps
ProRes HD 0.75 - 120 fps
ProRes 2K 0.75 - 60 fps
DNxHD HD 0.75 - 120 fps
ARRIRAW 0.75 - 120 fps
Exposure Index ISO Presets: 200, 400, 800, & 1600 ISO Presets: 160, 200, 400, 800, 1600, & 3200
White Balance Presets for 3200 (tungsten), 4500 (fluorescent), 5000, 5600, 6500, and 7500 (variety of daylight conditions). Presets for 3200 (tungsten), 4300 (fluorescent), 5600 (daylight) and 7000 (daylight cool). Automatic calculation or manual white balance for 2000 to 11000 Kelvin, adjustable in 100 K steps
Lens Mount EF, PL, B4, HDMI (Camera body without sensor, features an HDMI 4K input with mounting plate to connect any HDMI camera for URSA quality recording, monitoring, audio and timecode.) ARRI Exchangeable Lens Mount (ELM); ships with Lens Adapter PL Mount with LDS contacts, 54 mm stainless steel PL mount, Super 35 centered. 52.00 mm nominal flange focal depth without FSND filters.
Weight 7.5 kg/16.5 lbs ALEXA XT body with XR Module: 7.3 kg/16.1 lbs.
Dimensions Length: 312 mm/12.3", width: 155 mm/6.1", height: 244 mm/9.6" Length: 332 mm/12.95", width: 183 mm/7.20", height: 158 mm/6.22"
Connectors
Output:   1 x 12G-SDI -- 10-bit 4:2:2
1 x 3G-SDI -- down-converted signal for monitoring
Input   1 x 12G-SDI
Reference   1 x Reference input
Timecode   1 x Timecode input
1 x Timecode output
Analog Audio Inputs   2 x XLR -- selected mic/line level and +48 V phantom power
Analog Audio Output   1 x 1/4" TRS -- for headphone monitoring
SDI Audio Output   2-channel via SDI output
Remote Control   1 x LANC on 2.5 mm sub-mini -- controls record START/STOP, iris, and focus
USB   1 x USB 2.0 mini type B for software updates
Supported Standards   SDI Compliance: SMPTE 292M
SDI Audio Sampling: 48 kHz and 24-bit
1x media slot for XR Capture Dive or SxS adapter
2x BNC recording out HD-SDI, 1.5G/3G (REC OUT 1 and REC OUT 2)
2x BNC monitoring out HD-SDI, 1.5G (MON OUT 1 and MON OUT 2)
1x XLR 5-pin analog audio in (AUDIO IN)
1x BNC return video in HD-SDI, 1.5G (RET/SYNC IN)
1x LEMO 16-pin external accessory interface (EXT)
1x Fischer 2-pin 24 V power in (BAT)
3x Fischer 3-pin 24 V remote start and accessory power out (RS)
1x LEMO 2-pin 12 V accessory power out (12 V)
1x LEMO 5-pin timecode in/out (TC)
1x TRS 3.5 mm headphone mini stereo jack (AUDIO OUT)
1x custom LEMO 16-pin electronic viewfinder (EVF)
1x custom LEMO 10-pin Ethernet with 24 V power (ETHERNET)
1x Fischer 5-pin Lens Data Display (LDD)
2x Fischer 5-pin Lens Control System (LCS)
1x Fischer 12-pin for CLM-2, CLM-3, CLM-4 or later (IRIS)
1x Fischer 12-pin for CLM-2, CLM-3, CLM-4 or later (FOCUS)
1x Fischer 12-pin for CLM-2, CLM-3, CLM-4 or later (ZOOM)
BNC connectors designed for fast exchange without camera disassembly. These connectors require a special tool.

*ARRI ALEXA has 3 Sensor modes 16:9 (23.76mm x 13.37mm at 2880x1620 pixels), 4:3 (23.76mm x 17.82mm at 2880x2160 pixels), and Open Gate (28.17mm x 18.13mm at 3414x2198 pixels)

As you can see from the above comparison the Blackmagic URSA is a pretty decent camera when compared to the ARRI ALEXA. Naturally the ALEXA is higher end and a camera that would be more prefered by the professionals. However, for a lower-end professional camera the URSA is capable of delivering good quality for those looking to make a project to get them noticed. And Blackmagic will only improve the camera.

Some additional details about the Blackmagic URSA can be found in the link below, but one of the best things about the URSA is that its sensor and lens mount assembly can be changed. This means you can upgrade to the latest sensor technology in the future and keep your investment in the camera body! Now that's a sweet deal. And, the sweetest part of the whole deal is that Blackmagic Design packages the cameras with the full version of its DaVinci Resolve Software!!! They also did this with their previous cinema cameras. What this means is you get the full professional color grading software many feature films use. What's more is that DaVinci Resolve comes with a plethora of Stereoscopic 3D finishing tools. More information about DaVinci Resolve can be found here.

That's the Blackmagic Design URSA Camera for you. You can read more about it on the official Blackmagic Design Website here. The Blackmagic URSA Camera is scheduled to be released late July 2014.

Tuesday, February 18, 2014

3D Geek Alert: Poppy 3D for iPhone!

Tim here: And it's here! Turn your iPhone into a 3D camera! Tim here, and one of my cousins forwarded me a link to this nifty new toy for your iPhone. I haven't gotten a chance to test it out yet, but I'm mighty curious!
From Poppy's Website (emphasis mine):

Poppy lets you capture beautiful images and videos in 3D using your iPhone's camera. Viewing through Poppy is immersive. It feels like loking into another world. It's a whole new way to capture and share your own experiences. Most of all, it's a lot of fun.
They even have a neat little video, which I've embeded below, of real world people testing it out. It's more than just a camera as it also allows you to view Stereoscopic 3D content playing through your iPhone. This will be great for the kids on those long car trips, when flying commercially, or just lounging aroudn the home. Check out the video!

How does it work?


  • Just put your iPhone in and begin capturing 3D video and pictures. Immediately view in 3D, or share and browse 3D from around the world.
  • Poppy uses mirrors to capture two stereographic images using your iPhone's single camera.
  • When you look in the viewfinder, Poppy's lenses combine the two images into a single 3D view.

  • It's available for $59.95 (USD), which is a bit pricy if you were to buy a set of four for a family. However, considering what most people pay for their iPhone's it's only a fraction of the cost of the phone for one.

    I look forward to getting my hands on one of these to test it out. Especially for being able to watch Stereoscopic 3D content on my iPhone. Get more information and order yours on their official website: poppy3d.com

    Sunday, September 09, 2012

    3D Geek Alert: Stereo Future of Web Sites


    MarketSaw 3D

    *Please note that it’s best to view this in the most up to date version of your preferred web browser.

    Hey all, Tim here with a theoretical and factual look at the future of web technologies. I’m a self-taught web designer, and just this year made my first leaps into using HTML5 and CSS3, among a few other things. What I’ve learned is that these improved web technologies pave way for a future on the web that is more dynamic on all devices and computers. The new enhancements of HTML5 and CSS3 integrate z-space controls for web designers that can lead to a stereoscopic world wide web.

    First, lets looks at what HTML5 and CSS3 does. For those unfamiliar with HTML (Hyper Text Markup Language) or CSS (Cascading Style Sheets), the simple definitions are as follows:

    HTML: a language for describing web pages. CSS: defines how to display (the look and formatting) HTML elements written in markup language.

    To read further about them check out the Wikipedia pages for HTML and/or CSS. HTML5 and CSS3 are enhancements on these standard web tools. As you can gather the 5 in HTML5 stands for the Fifth Revision of HTML, and the 3 in CSS3 stands for the Third Revision of CSS.

    With HTML5 the need for Flash Video is no longer necessary, and video can be embedded seamlessly. This also means that mobile devices and computers both can display the video natively. HTML5 video can be customized with CSS3 to display controls designed specifically for that website, or to drop a reflection of that video below it. Major video sharing websites like Vimeo or YouTube now display their videos in HTML5 and allow users to embed those videos by providing the HTML5 code. YouTube is now able to provide stereoscopic videos with their Stereo HTML5 Video Player. Thus stereo 3D video is no problem on the web now. All that’s needed is a 3D capably display.

    Then there’s CSS3. I’ve found several cool examples on how CSS3 has allowed web designers more control of their sites to style them in new visual ways. One really cool example is this site BeerCamp, where instead of scrolling visitors can travel forward and backward in z-space. That’s one example, and on this page we have another up above: the spinning MarketSaw and HTML5 logos (if they aren't working properly update your web browser). Being able to place web objects in z-space is integral to taking it forward towards being displayed stereoscopically.

    Ray Zone’s official website can be viewed in stereo using anaglyph glasses because he made the background and the images anaglyph images. That’s a means for displaying a website in stereo before CSS3. Now however, all it will take is coding markup for the site to display the other eye images if it reads the display as being capable of displaying stereo 3D. It might be the next iteration of HTML & CSS, but it will be HTML and CSS that manages it. However, it's still a short distance off.

    It will take some complex mathematical algorithms for the web page to look at a visitor's display and determine whether it's 3D capable. That complex algorithm is something web developers will need to hide as part of the browser, and leave it out of web designers hands. All web designer's are going to need is to provide images and web-based media in two files (left and right eye) so that the browser can display the second eye if it's a 3D-capable screen. The browser will need to be able to display only one eye in the event of a 2D display. Once this is possible, then we'll be seeing stereoscopic 3D websites pop up all over the world.

    There's a future for the web in stereoscopic 3D! It may not be available tomorrow, but it will be coming soon. The web is about to get a whole lot bigger.

    Wednesday, March 17, 2010

    The SMAUG Clears! More Ammo Behind MarketSaw's Exclusive: THE HOBBIT Will Be In 3D

    Jim here. Finally other sources are coming out of the woodwork claiming that Guillermo del Toro's THE HOBBIT will be in 3D (Stuff.co.nz via TORn). Excitement is mounting in advance of the official announcement that we all know at MarketSaw WILL be coming.

    Of course we have had this excitement for years now. Stereoscopic 3D was ALWAYS the preferred format for the movie from Peter Jackson's perspective. Sure Weta or Wingnut spokesmen may claim otherwise to preserve their decision as being fresh news but that does not cover the facts here. MarketSaw put our reputation on the line many, many times on this exclusive morsel of news. We put up with naysayers bashing the information, and even fellow movie bloggers felt anger in having to report on our story thinking that it wasn't true. Some tried to prove it wrong.

    In the end, vindication will be sweet. It is because we have the BEST sources in the world - sources that care deeply about their work and about the movies. I am proud to have them on our side.

    THE HOBBIT will be GORGEOUS in 3D. Just the sweeping vistas of New Zealand / Middle-earth alone will be mesmerizing!! Throw in a healthy measure of SMAUG and we have an epic adventure befitting the Tolkien masterpiece.

    Ian McKellan (Gandalf) further reveals that THE HOBBIT will begin shooting in June!

    Needless to say we are anxious to get started on reporting further exclusives from inside the production! And TRUST ME, those scoops are coming. Keep it on MarketSaw for breaking news on all things Hobbit.

    Friday, January 22, 2010

    England Rugby LIVE IN 3D!! Verses Wales Feb 6 and Ireland Feb 27 In CINEMAS

    Jim here. In what O2 is billing as the first live 3D sports broadcast in the UK, the RBS 6 Nations matches of England vs. Wales and Ireland will be available across the country.

    The screenings will be shown at Cineworld and Odeon cinemas and ALL VENUES WILL HAVE LICENSED BARS. Take note North American theater chain owners.

    Here are the details:

    England v Wales, Saturday February 6, 2010
    O2 Priority Tickets on sale: 9:00am Mon 25 January
    General Sale: 9:00am Fri 29 January

    England v Ireland, Saturday February 27, 2010
    O2 Priority Tickets on sale: 9:00am Mon 15 February
    General Sale: 9:00am Fri 19 February

    I have to admit, I am an England fan - but Ireland is strong this year! Wish I could be in the UK on those dates to catch the game. Should be very exciting for the fans!! Have a pint for me will ya? Thanks for the heads up Callum.


    Update On Sony's S3D Gaming Plans: LITTLEBIGPLANET and GOD OF WAR III??

    Jim here. A quick update on what Sony has been up to with stereoscopic 3D gaming of late! Recently Sony has been showing off WIPEOUT HD, GRAN TURISMO 5, SUPER STARDUST HD and MOTORSTORM: PACIFIC RIFT in S3D and getting rave reviews.

    Now the children's game LITTLEBIGPLANET is up and running in stereo. Apparently the dimensional effects were amazing, and along with GRAN TURISMO 5 really set the tone for what to expect in future 3D projects from Sony.

    Says Eurogamer's Rich Leadbetter: "In the original LittleBigPlanet there can be an element of confusion about which of the game's platforms 'live' on which of the three planes of depth. Stereoscopic 3D puts an end to that, ensuring each of the parallax elements occupies its own distinct area within the 3D space."

    And of course one would hope that GOD OF WAR III goes stereoscopic as well - including the game's director, Stig Asmussen (NowGamer).

    Says Asmussen:
    "I imagine it would be kind of like looking through a window seeing a miniature world or something like that, a three-quarter perspective, little world or diorama. It will not be in God Of War III unless someone is sneaking something in that I don’t know about. But if it’s really easy to do and there’s an interest there’s no reason why we couldn’t discuss in the future adding a patch or re-releasing the game to work with the 3D stuff. I’d love to see it happen. I think it would be cool as sh*t."

    So while it has not been confirmed yet at all, I take it as a great sign of things to come when the game's director is on board already. Let's get crackin' Kratos!! Thanks to all who sent and continue to send S3D gaming links! Appreciated a great deal :-)

    Thursday, September 17, 2009

    FINALLY - USC Embraces Stereoscopic 3D

    Jim here. It has been a long time coming - I went public about it after there was no movement a year ago - but there is finally a top flight educational institution planning on offering a very much needed Stereoscopic 3D program - USC.

    From Variety (emphasis is mine): Hoberman and Scott Fisher, chair of USC's interactive media division, are setting up an interdisciplinary program at the School of Cinematic Arts that will address how the technology can be used in narrative-based production such as movies and scripted television, as well as in gaming and immersive media. According to Fisher, the program should commence next fall.

    The program will have a strong research component to complement its classes, Fisher said. USC already collaborates with such industry partners as Sony, HP and EA on S3D and boasts many alums who are its boosters, including George Lucas, Randall Kleiser and faculty member Michael Peyser, who exec-produced last year's "U2 3D" film.

    Fisher said while the technology itself is undeniably important, the program will focus on developing its pictorial language.

    "We have a good sense of the differences (between 2D and S3D), simple things like not making quick cuts between, say, a nearfield scene and a landscape because it hurts your eyes," Fisher said. However, filmmakers are just beginning to test out such techniques as upping the perception of depth to heighten emotional impact, he said.

    "We're getting so many requests from industry to provide them with this kind of background in stereoscopic imaging because they're making more and more films and need that kind of talent to move things forward," he said.

    About time. I have been pushing folks for some time now to get this done and it is so gratifying to see a formal program being set up to build that foundation for this generation's filmmakers. Late or not, hats off to USC for ramping this up.


    Friday, July 10, 2009

    EXCLUSIVE: Fellow 3D Producer Echoes Cameron's Use of 3D to Tap Brain Activity for AVATAR

    Jim here. I have some interesting insight into the science behind how Cameron's use of 3D could affect us for AVATAR and as readers of MarketSaw we get to see it first. PassmoreLab confirms that AVATAR could take our brains 'Where we haven't been before’...

    From Passmorelab (emphasis is mine):

    James Cameron’s epic new 3D movie Avatar, expected in theaters this winter, has a mountain of press expectations to climb. The movie is widely rumored to be so forward-thinking that it may change the way we experience movies altogether – and Greg Passmore, president of PassmoreLab in San Diego thinks he knows why.

    Responding to a recent NY Times article about Avatar, where behavioral neurologists commented that Mr. Cameron’s work could tap brain systems that are undisturbed by conventional 2D movies, Greg Passmore, a 3D film producer himself, smiles.
    “It’s never been done before on this scale,” says Passmore. “And the effect could be mind-blowing.”

    Passmore and his team designed a powerful volume renderer for use in seismic exploration and then adapted it for neurology. He became interested in volumetric rendering while working at a neurology clinic in the 1970s while struggling with the crude EEG devices of the time. Over the years, his visualization tools have been used for brain mapping, which reveals what portions of our brains are consuming resources while processing occurs. Over thirty years in the industry and the examination of thousands of case studies have given Passmore a unique perspective.

    “The tools are here now. By comparison, good 3D filmmaking, by design, should provide more memorable movies. And I believe this is exactly what James Cameron is trying to pioneer with Avatar,” explains Passmore. “Stereoptic film provides a greater sensation of physical presence and thus stimulates autonomic arousal of risk, provoking emotion and thus memory tagging the event.”

    PassmoreLab has a medical division that has long been involved in volumetric imaging using Functional Positron Emission Tomography.

    “Datasets supplied by our customers have allow us to see, in vivo, the spatial processing of the human brain,” says Passmore. “Although part of our spatial cognition is derived from time-based vestibular sensations, it appears that much of our environmental awareness comes from constructing large scale models of our world. The additional input of stereopsis can provide for more efficient building of these models, especially in spaces close to the viewer, by revealing partial occlusions invisible to monocular vision. These differential occlusions presumably help internal model construction.”

    A lack of stereopsis can have real world impact, such as the 1996 Delta Flight 554 crash at New York’s LaGuardia Airport, which was caused by inadequate depth awareness due to reduced stereopsis.

    “The National Transportation Safety Board determined that the captain of that flight, due to his use of monovision contact lenses, was unable to overcome his misperception of the airplane's position relative to the runway during the visual portion of the approach,” continues Passmore. “Hence, the aircraft descended below the visual glidepath and collided with terrain on approach.”

    Tests conducted at PassmoreLab in driving simulators support this contention.

    “With the experience being less passive, the body responds with greater anxiety and the memory becomes more permanent in nature,” says Passmore. “Our emotions are heightened by perceived risk, and our memory becomes tagged by the event. These laws can, in all likelihood, be applied to filmmaking -- drawing the audience into the action -- and creating the environmental awareness. I can’t wait to see what he has done with Avatar.”

    About PassmoreLab
    Passmorelab, the “World’s Largest 3D Content Provider”, is a San Diego-based multi-media production studio that specializes in 3D production and 2D to 3D content conversion. The studio custom-designs and builds its own RED camera 3D rigs for both conventional and rugged film productions, shooting everything from feature films, television and science documentaries, to underwater diving, extreme sports and cave exploration. State-of-the-art facilities include a full 3D production studio, video/film post-production, optical development lab, and a software development environment. Production includes 2D, 3D, high dynamic range time lapse, stereoscopic microscopy and cutting-edge simulation technologies for real time SFX. Passmorelab’s proprietary technology for 2D to 3D video and film conversion is unmatched in the industry, in both turnaround times and conversion costs. PassmoreLab has additional offices in Russia and the Philippines. For more information, visit www.passmorelab.com.

    I am intrigued with the science behind how stereoscopic 3D affects the human brain. In fact I would love to see a documentary on it. In 3D of course. AVATAR will be the first 3D movie out there that will truly test these effects. Passmorelab certainly has the background to comment on it and patrons of Comicon will get an early taste! But what I am waiting for - and I am sure most of you are - is the full experience from the moment 20th Century Fox's logo appears in 3D to the last fade out. How will AVATAR affect you? We will all find out in 5 months!

    Tuesday, July 07, 2009

    Dreamworks Sees 3D With View-Master Deal?

    Jim here. According to THR, Dreamworks is in talks to buy the movie rights to Mattel's View-Master to produce some good wholesome family fare for theaters.

    Apparently Alex Kurtzman and Roberto Orci will be attached to produce and bring their TRANSFORMERS touch to the project. Further, Brad Caleb Kane is set to pen the movie.

    Kane tweeted this message over the weekend (and it has since been taken down): "It'll be like the old '80s Amblin movies: 'Goonies,' 'Young Sherlock' ... in that vein."

    Do you remember YOUNG SHERLOCK? Man, I do. To me that was classic Spielberg with the stained glass coming to life. I was thrilled with that movie. I am all for a trip back to those wide eyed days of youth.

    If this isn't a 3D movie I will be terribly disappointed - but it makes sense doesn't it? I mean thats what a View-Master does! I used to stare into those for hours. Don't let me down Dreamworks!

    Thursday, June 11, 2009

    3ality Digital Systems CEO Steve Schklair Talks 3D Tech, Education, The Future of 3D, Peter Jackson, and More!

    Michael here.  I had the honor of speaking with 3ality Digital Systems CEO Steve Schklair at the Produced By conference last Sunday.  Steve is one of the few true trailblazers of modern stereoscopic 3D, and his depth of knowledge and many years of experience shooting stereo put his company on the bleeding edge of the 3D industry.

    3ality Digital's series of "firsts" include the first concert movie shot completely in digital live-action 3D (U2 3D), the first live 3D broadcast of an NFL game, the first live 3D sports broadcast available to consumers (BCS Championship, Jan. 8th, 2009), and the first episode of a scripted television series shot in live-action digital 3D (Chuck vs. The Third Dimension, aired on NBC on Feb. 2, 2009).

    Steve's passion for achieving the best possible 3D experiences for his audiences is infectious, and I learned a great deal from speaking with him.  He also gave me the exclusive scoop that Peter Jackson is committing to shoot all his films in 3D, and will be working with 3ality Digital's rigs and technology to do so.

    In the interview, Schklair sheds fascinating light on 3ality's mission and technology, what it takes to make a good 3D film, the need for stereo education (and his program that addresses this need), the future of 3D tech, and much more.

    MICHAEL: So, last night you told me you had a crew shooting a concert on the east coast a few weeks ago?

    SCHKLAIR: We had a crew on the east coast shooting what will be one of a few shoots for a concert. I can't say who, but there's another concert film in the works. And I think I told you we were recently down in New Zealand with Peter Jackson, who is committing to shooting his films in 3D, and will be working with our rigs and technology to do so. I think this is big news for the industry because we are all pushing to get theaters built. Some theater owners are on the fence, asking, "If we do jump [into 3D], is there enough content?" And having guys like Peter Jackson jump in and say things like "I'll be making all my movies in 3D" is a great vote of confidence for the theater owners who are thinking about making the investment.

    MICHAEL: When did you start getting involved with Peter and his camp?

    SCHKLAIR: Months and months ago. It's been under discussion for a while, until we finally went down and started shooting tests.

    MICHAEL: So he'll be using 3ality Digital’s 3D camera rigs for that?

    SCHKLAIR: Yes, and the image processors. Our primary business has been R&D and developing technology, because this has to be production friendly technology. The biggest challenge was always, if a feature was a 40 day shoot, doing it in 3D can't make it a 41 day shoot. It has to stay a 40 day shoot. So there's a lot of things you have to do in 3D that you don't do in 2D that could suck up a lot of time on a set - mostly realigning the cameras constantly when you do lens changes, or even focal length changes. So we've been working on a lot of technology to eliminate that hand tweaking.

    MICHAEL: For example, things like software algorithms that can adjust convergence on the fly?

    SCHKLAIR: That's the easy part. Adjusting for differences between lens mounts and chip sets and where they sit behind the lenses, or adjusting for concentricity in zoom lenses as you go from one focal length to the next - that's the harder part. And that part we've solved. So at this point we've developed a lot of technology in both the cameras and the image processors, but we can shoot in the same amount of time we can shoot in 2D, because we don't have to go physically touch the cameras to realign them. They align themselves automatically while we're shooting, through a lot of image analysis.

    MICHAEL: So any slight deviation will be compensated for by the software?

    SCHKLAIR: Yes - but NOT by degrading the image. By actually readjusting the positions of the cameras.

    MICHAEL:
    So is it a servo-motor mechanism solution? That's amazing - it must have super high precision.

    SCHKLAIR: Down to the micron. Yes, we can move cameras within a micron of space, accurately and repeatedly.

    MICHAEL: That is incredible. When I think of mechanical systems in general, I think they are generally imprecise unless you're talking about something like a Mars rover.

    SCHKLAIR: Take that and multiply it by 10, and that's the precision we're able to hit. Even Mars rovers don't need the kind of precision we need. Because if we're doing a shot, and we're on a long lens - say 180 mm - and we're shooting something 80 yards away, it's only a micron of movement to go up by one pixel.

    MICHAEL: Which would misalign the two images.

    SCHKLAIR: Yes, and if they are even a pixel or two out of adjustment, we want to adjust it. But it's a microscopic movement to move that object one pixel up when it’s blocks away.

    MICHAEL: I've also heard that you are spearheading a program for stereoscopic 3D education. Could you elaborate on that?

    SCHKLAIR: Let me start with this: If 3D is going to be a viable business, it can't just be 3ality Digital and one or two others making content. It has to be the entire world of content producers enabled to make content. So if that's true, the best way to get there is to start selling the cameras that we spend millions of dollars and years and years developing including the image processing and software. If we put that in the market, then it's going to require training to use it. If it's not used correctly, we're going to end up back in the world of bad 3D images, which is not good for anybody in the whole business. So because we're putting equipment in the market, we started offering a training program called 3DIQ. And there's a number of tracks in that program, from field engineers to stereographers to camera engineers to some of the electronic, image processing engineering. So we have a number of tracks in that program, and people are signing up based on their skillset interest - consistent with the duties they normally have on a 2D set. So the camera guys will go through one track; they are welcome to take all of them, but they'll go through one track, the DIT's will go through another track, and the stereographers - which is kind of a new area - will go through another track. And by the way, I just heard that the DGA just recognized stereographer as an official title.

    MICHAEL: So we'll soon be seeing stereographers listed in the end credits of movies?

    SCHKLAIR: Yes, there'll be a feature coming out with the word "stereographer" in it, now that it's officially been recognized by DGA, which I think is a great step forward. So, we're offering training programs. And after that there's certification. In order to rent or use 3ality Digital hardware in the field, you need to be certified. Just like you need to be certified if you're installing a big Microsoft system at some company. You need to be trained.

    MICHAEL: Because you don't want people using your systems and coming out with cruddy results because they don't know what they're doing with it...

    SCHKLAIR: ...Because inevitably it will get blamed on the system when the answer is no, it's operator error. You didn't know how to use it properly. It's like any piece of equipment. If Panavision comes out with a new camera, there's training programs on the ins and outs of it. If you take out a D21, you're going to get a training program on how to use it. But this is such a leap forward in terms of technology that there just has to be training to go with it, and certainly stereography is a new subject, and there are very few people in the world who are good at understanding how to make settings out in the field that translate to a 40 foot screen, an 80 foot screen - because there is different geometry associated with the screen sizes. And so the stereography training program will not only show them the tools to make those adjustments, but what constitutes an acceptable - meaning "doesn't hurt you" 3D image. We might even get into the creative aspects. But what we're most concerned about is that there are people in the field using the equipment, using it well, and creating really good 3D images.

    MICHAEL: Has the program started yet?

    SCHKLAIR: We've just started the program. We have a class in June that has already sold out.

    MICHAEL: Based in Los Angeles?

    SCHKLAIR: Right now, based in Los Angeles. We could take this on the road - there's a couple business circumstances that will have us take this on the road.

    MICHAEL: Have you received a lot of feedback / interest regarding the program?

    SCHKLAIR: We've received an awful lot of interest. Even the cameraman's union is going to offer the program as an adjunct to the training they usually do. So there's a lot of interest in the business, because more and more people are being called to shoot stereo films. And if you haven't done it you don’t know what you’re getting into. You don’t know if it’s hard or if it’s easy. From my point of view it’s easy if you have the right tools and know what you're doing. Then it's not hard. It's just an added element.

    MICHAEL: I would imagine some people are afraid of the learning curve.

    SCHKLAIR: Frankly, I think the changeover to digital cameras from film cameras was just as difficult, because all of a sudden it's a whole new breed of camera that you don't shoot the same way as a film camera. And you don't shoot a digital camera the same way as a television camera. The reason a lot of shows shot in high definition look like bad television is because they get the cameras in, and since the cameras look like a TV camera, they shoot it like a TV camera. But it's not television at all - the settings are completely different, and the way you use it is completely different. And so those that have been trained in the differences between film cinematography and digital cinematography do fairly well with it. Those that treat it like a TV camera don't. So it goes back to training and education.

    MICHAEL: So stereo will be another learning curve. And it sounds like what you're doing will help speed it up.

    SCHKLAIR: It used to take years to learn how to shoot a stereo film. We've built tools such that now I'm comfortable saying that in less than a week, you can go off and shoot your own stereo film, and do it fairly well. Technically. Creatively, like any other field - it takes years to learn how to paint, it takes years to learn how to direct. It takes years to learn the language of any new medium. So that's not addressing the creative issues. That's something that will take people time to adjust to, and maybe someone walks in the door with a knack for it and that's all it takes. But technically within less than a week there's no reason somebody can't be out there shooting a 3D film on their own.

    MICHAEL: That’s exactly what we at MarketSaw are espousing – a world where anybody, from a first time low budget independent filmmaker trying to get his film into Sundance, all the way up to the big budget directors, can afford and shoot spectacular 3D.

    SCHKLAIR: Let me give you an example. We shot an episode of NBC's "Chuck". We walked on set the first day, and we had never met the crew except for the DP and the director and the producer. When Chuck was shot it was their DP, it was their operators, it was their 1st AC's - it was really their camera crew. They're used to shooting in 16 mm, so for them I think the harder leap was to shoot a show digitally. But within a few hours in the morning we were rolling. Their production schedule did not change when we went to 3D as it did from a 2D film. They shoot an excessive number of shots. They do 40 to 50 shots a day sometimes on that show. It's TV, it's very fast, and they are very ambitious in what they try to do. And we averaged the same number of shots. On one day we did 47 shots and a big company move all on the same day.

    MICHAEL: This bodes so well for the future of stereo that someone can just jump in and so quickly duplicate the production schedule they are used to, while utilizing this new technology...

    SCHKLAIR: ...But that's because we gave them the right technology to do it. We gave them cameras that align themselves so they didn't have to spend ten minutes between every shot realigning. They can bump to a new lens length, so we'd be shooting at 12 mm, and the DP would say, "For the next shot let's punch in for a close up." You could go to 30, 40, 50 mm, and the cameras would align themselves automatically in the middle of moving into that lens length, and you'd be rolling your next shot as opposed to what we used to do, which was run around, take out the screwdrivers and the wrenches, put up the charts, realign the cameras - which is a 10 to 30 minute process - before we were ready for the next shot. This is completely automated. And they had to tools to look at it, to tell whether the stereo's good, not good. We had three monitors on set so they could see what they were directing in stereo. It was really a very seamless transition for them because they had the right tools.

    MICHAEL: Are you planning on doing other TV work?

    SCHKLAIR: We're planning on it. I can't say what shows yet. But I think that's going to come a little more slowly because the TV manufacturers are just starting to put the monitors into the market.

    MICHAEL: SMPTE recently came out with their recommendations, and the 3D@Home Consortium has been working with them - but it still seems like it's a while off.  Some people I’ve spoken to believe market forces would dictate that relatively affordable 3D home systems would be available by June 2010. What's your take on that?

    SCHKLAIR: I think they will come on the market earlier than that, but I think June 2010 is a fairly aggressive and ambitious number for when they will be widespread. I know one manufacturer is going to be releasing way before that. Part of it is not just the release of the TV's, but the marketing and advertising that informs consumers that the TV they might already own is already stereo enabled. Look at the 2+ million DLP's that Samsung put into the market over the last few years.

    MICHAEL: Most people probably don't even know that they are 3D.

    SCHKLAIR: I'd say 99% of the people who own them don't even know they're 3D. So there's a big education process that has to go on in their advertising to let people know that "this is a 3DTV", or that the one you own might be a 3DTV.

    MICHAEL: What has 3ality Digital’s involvement been with the 3D@Home Consortium and the setting of 3DTV standards?

    SCHKLAIR: We're a member of the 3D@Home Consortium. As a group that's looking to not only educate, but perhaps also get involved in standards, it's important to us to be aware of what's going on, and actually even help guide some of it, because we probably have more practical hands-on experience than anyone else in that group.

    MICHAEL: Could you go into a little detail on your different product offerings, in terms of the different 3D rigs and systems? Do you offer different systems and support for different budget levels - for people starting out who are looking to make, for example, a $2 million movie as well as for the larger budget productions?

    SCHKLAIR: Because we have a number of product offerings - on the camera system side, the camera systems, in terms of where everybody might be - we are on the upper end of that. But these are very, very precision machines.  And so those are really for more of a high-end user: either a broadcaster, or people working on studio feature films that have reasonable budgets for camera equipment, whether that's to purchase or to rent from a rental house. That's at one end. I was just at a conference where I saw five or six new camera systems that were being built, and they were all much lower end than what we have. A lot of them aren't even automated - the convergence isn't automated, the interaxial is not automated...

    MICHAEL: ...I've read about some where there isn't even an ability to toe-in, where the two cameras are just side by side...

    SCHKLAIR: ...There are a lot of those.

    MICHAEL: I can't imagine how those could produce good 3D...

    SCHKLAIR: There are some people who believe you can shoot 3D films completely parallel and they do very nice films. It puts everything in front of the screen though, which works in an IMAX world. See, that's the IMAX theory - but their screen is so large you could actually do that.

    MICHAEL: Because it takes up so much of your field of view.

    SCHKLAIR: And you can put it so that the infinity plane is on the screen, and everything else rolls forward. That's the IMAX methodology. You have to adjust that in post if you are shooting in parallel and putting it on smaller screens, or certainly on a television. We, Vince and Jim, Paradise - we all don't believe that’s the right way to shoot stereo films. All of us converge. There are people out there who look at IMAX and say "Oh, that works" but they aren't taking into account the fact that it works when there is no periphery on the edge of the screen because your field of view is filled.

    MICHAEL: There's been a rumor going around that James Cameron will be shooting a segment of a "Heavy Metal" movie in IMAX 3D. Have you heard about that?

    SCHKLAIR: Haven't heard anything about it, but it sounds like fun. Power to them. I hope they make that movie. I hope to see more and more 3D content made, whether it's IMAX format, digital screen format, television format. It's about quantity of content at this point as the technology is there to deliver, but there's not enough content to fill up the chains, to fill up the shelves of the DVD racks. Certainly for those going out and buying 3D televisions there's not enough content to push them into that at this point, which then gets into the whole idea of live broadcasting.

    MICHAEL: It seems like a lot of this hinges on Avatar...

    SCHKLAIR: Avatar's going to be important, because there's a lot of anticipation for Avatar, and it's a Jim Cameron film.

    MICHAEL: And it's going to be the first major, big budget, non-horror...

    SCHKLAIR: ...Non-horror, non children's, non-animated children's movie, yeah.

    MICHAEL: So I think that will kind of be a lynchpin. Also, "Alice in Wonderland." I was a little disappointed when I heard that Burton was not shooting that in 3D - I am not sure whether he is using Passmore, In-Three, or who he is using to dimensionalize it.

    SCHKLAIR: Most of that film is CGI. There are live action plates that they've opted to shoot in 2D and convert. But the conversion part of that film will be very small because they are basically shooting a few human characters in front of a green screen, to put them in the movie. Everything else is CG.

    MICHAEL: I've read about your 3flex systems. Could you go into detail on that and other product offerings? 

    SCHKLAIR: The real magic is the stereo image processor. That's a box that has multiple functions - from the simple functions of just feeding a 3D television from dual camera streams, or feeding a movie screen from dual camera streams, to complex functions such as color rectification, stereo waveforms, stereo vectorscopes, to subtractive viewing - so you can see what your depth is - , to grids that let you measure that depth against a 40 foot screen, a 60 foot screen - so you can see where you're shooting. So the stereo image processor - which is named the SIP - there's a number of versions in there. That's really the magic. So whether you use our camera system or anybody else's - even if you don't have the money to use our camera system for that low budget group you were talking about, for me it would be impossible to take a low budget rig out without a stereo image processor. I've known groups who've picked up one of the low budget rigs - I believe it cost them $25,000 for the rig - and they put two cameras on it, and they spent days trying to line up the images. Then somebody loaned them one of our SIPs, and then in half an hour everything was lined up. There's a real relevance, at least to the low budget world, that at least if you don't have a 3ality Digital camera system - get a SIP, because it would be impossible to shoot without it.

    MICHAEL: Could you tell us about the different versions of the SIP that you offer?

    SCHKLAIR: We have a SIP 2100, which is being sold by Quantel, which is mostly for post production use. It hooks very nicely into the Pablo and lets you know lots of things. We have a SIP 2200 just coming out, which is a portable field version, battery operated. It’s got a touch screen interface, it will show you the picture right on it. So basically you can be portable. It just goes with the camera, or sits behind the camera - wherever you want to hook it, it has lots of things to hook it on. There's a SIP 2900, which sits in a rack. It's a blade unit, so you load the individual SIP cards into it. The SIP 2900 will hold 9 cards, meaning it will run 9 camera pairs, or 18 2D cameras. So that's more for broadcasting, for truck use. It's a common interface then that controls all those cameras, as opposed to individual SIPs each with their own interface and stacks of equipment everywhere, it's just one rack-mounted unit with a single interface controller that runs all the cameras on the field. So they all do pretty much do the same thing, but different configurations depending on your need. Now, we're selling the hardware for not much more than it costs us to make it. We're licensing the software to go into it. And the software is broken into a number of modules. Maybe you need the broadcast module, maybe you don't. Maybe you need the color module, maybe you don't. I mean, if you're shooting with REDs, you're recording RED code right into the hard drive, so you don't need the color module in our unit because you're not recording through it. So there's various modules that you can turn on or off by plugging the box into the internet and get a key for whichever pieces you want to turn on for however long you want to turn them on. If you've got a production that's 3 weeks long you buy the piece for 3 or 4 weeks, and that's all you're paying for. So you pay for the software on an as-needed basis, and you pay for the modules on an as-needed basis, which makes it, 1) a little more affordable, and 2), it's not having to invest out of your capital expenditures budget a huge amount of money, because out of the production budget, you can just buy the pieces you need. So for us it seemed like a better business model for both us and the customers, because it's much better if you have a show to be able to charge things to the show, and only charge what's needed for the show. I've shot 3D for years, obviously, and at this point I wouldn't go out on set without a SIP box. It's pretty much everything you need to know, and I don't know of a single group or person that's used it that hasn't said the same thing, "I could never go back to shooting without it."

    MICHAEL: I don't know how much you can get into your business plan, but would you say the SIPs are 3ality Digital’s bread and butter right now?

    SCHKLAIR: I don't know if I would say it's our main bread and butter. It's one of our leading products. We have a number of other products coming out. The camera systems are certainly a good leading product. Some of the production work we've been doing is a good leading product for us, although that's more to familiarize potential customers on shooting in 3D. Before anybody buys anything, they're going to want to shoot with it first. So that keeps our production group fairly busy. You go out and shoot something with whoever might be your customer, and at that point they can decide if they want to rent, if they want to buy, if they just want to hire another company to deal with it. But those are all revenue streams for us, and those are all good for our business, and certainly those are all good for trying to educate the market, because what we're finding right now is that it's education more than anything else. There is a difference between good 3D and bad 3D. But if you've never done this work, you have no idea what it takes to make good 3D, or why bad 3D is bad.

    MICHAEL: James Cameron had some harsh words yesterday about My Bloody Valentine...

    SCHKLAIR: I won't name names, but I will say that this business needs education right now more than anything else so that people understand the difference between good 3D and bad 3D. Because the bad 3D is a disservice to the entire industry at this point. There's some bad 3D out there. There are some companies that have announced that they are in the 3D business that have no idea what that means. They're basically a couple of hobbyists that decided, "Hey, 3D's a big thing, we could be professional movie makers." But there's a huge gap between actually being a professional movie maker, and being a hobbyist. And a lot of their gap is not even understanding what it takes to be a professional in the 2D business - forget the 3D business! There are hobbyists who suddenly jumped into this business, announced that they're professionals, they get hired because they can show a few 3D things on their reel, but they're not professional filmmakers, they're not professional broadcasters, and that's what's hurting the business as bad as some people who claim they know 3D and they don't.

    MICHAEL: What are you most excited about now in regards to 3D?

    SCHKLAIR: I'm excited that this business has gone from an idea - an evangelistic battle to convince Hollywood that 3D's time is here and now and that digital has enabled that solved all the problems, to where the business is. I'm excited that at major events like this, suddenly a lot of it is concerned about 3D - that never would've happened in the past. That there's conferences devoted solely to 3D at this point. All of a sudden there's 15 companies making 3D gear. I'm excited that the business is growing this fast. I don't get asked the question anymore, "Do you think it's here to stay this time?" because I think everybody's past that question finally, which is great. I'm really excited about some of the new technologies that are on the drawing board that obviously I can't talk about to press...

    MICHAEL: Autostereoscopic?

    SCHKLAIR: I will say we are not in the display business, so we aren't doing anything towards autostereoscopic. 

    MICHAEL: So the new technologies that 3ality Digital is working on are not autostereo related, but they are things you can't talk about yet?

    SCHKLAIR: They are all geared toward making stereo faster to shoot, easier to shoot, simpler. Even taking it down to the consumer level. Because this will go to the consumer level. As the 3DTVs come into the home, it starts move into the consumer level.

    MICHAEL: And people would be shooting their birthday parties and weddings in stereo.

    SCHKLAIR: One would think! And we have an awful lot of software that could be applicable. So I'm excited about a lot of the new products that we could get involved in, and some on the professional side as well. There's a lot we can do to make this work better. To work more simply. To automate the processes so it’s not so as much guesswork, handwork. But the functions that can be dealt with by a computer should be dealt with by a computer.

    MICHAEL: What are your thoughts on higher frame rates? That's something that Cameron has been evangelizing - 48 frames per second.

    SCHKLAIR: I'm evangelizing the same thing. 24 frames per second is a legacy left over from film projection, and it has a lot to do with sound speed and persistence of vision - that was the minimum frame rate to allow smooth motion. There's no reason why digital is tied to this 24 frames per second frame rate. I know there's a lot of theaters out there that have film projectors that only run at 24, but there are ways to shoot digital at much higher frame rates and do a 24 release for those theaters, but give the digital theaters a real high quality master. This is especially critical in live sports or anything where things are moving fast.

    MICHAEL: People have been saying that a killer app for higher frame rates will be sports.

    SCHKLAIR: Absolutely. And when I was at the 3D conference in France last week, there were a number of companies that have shot sports, and they all are having the same motion issues at the low frame rates.

    MICHAEL: So the cameras can do higher frame rates. What about the current crop of 2K DLP projectors? Could they potentially show 48 frame per second stereo right now, or would they need some kind of upgrade?

    SCHKLAIR: When we did one live broadcast, we actually ran at 60 frames per second. We had to reduce the resolution to get there, but the advantages...it's a tradeoff. We got much smoother motion but we had lower resolution. So the projectors can do 30 frames per second right now at full resolution. And how fast is it until a faster chip comes out for the projector? Very soon.

    MICHAEL: It wouldn't be too expensive?

    SCHKLAIR: No, I'm a big believer in Moore's Law - every 18 months, everything doubles.

    MICHAEL: That reminds me of how Sony is converting pretty much every AMC screen in the United States to 4k. The changeover to 4k is happening much faster than I initially anticipated.

    SCHKLAIR: Yeah, it happens faster and faster. The curve is upward. It's much faster than it used to be. So, yeah, there will be a lot of 4k cinemas, which begs the question, "where's the 4k content to fill those cinemas?" Which begs the question, "who's making 4k digital cameras?"  The hard part is not on [3ality] but on the camera manufacturers to make a camera that is actually 4k, to make a recording mechanism that records at 4k, and do it at least at 48 frames per second.

    MICHAEL: I'd love to see that as soon as possible.

    SCHKLAIR: Or 60. There's a lot of people who argue we should shoot 60.

    MICHAEL: SMPTE is saying that the 3DTV standard should be up to and including 60p per eye.

    SCHKLAIR: Yeah. Because they have a way to take it back to 24 for the theaters, but it also reaches 30 for television smoothly. It reaches 50 for Europe smoothly. It reaches 25 for Europe smoothly. So there are some people who are huge proponents of not 48, but 60. I'm a proponent of anything that's faster than 24.

    MICHAEL: Anything else you want to add about 3ality Digital and what you are doing?

    SCHKLAIR: If you look at the work 3ality Digital’s done, what we're interested in is supporting this business through incredible, high quality imagery. We are perfectionists on quality. We're not just out there to pump some gear out and make a quick buck and get out of this. We're in this for the long run. So quality for us is key. We're interested in quality, and we're interested in educating the market so they understand the difference between good and bad 3D, because this is the only way the business will sustain.

    MICHAEL: What's next for you, and 3ality?

    SCHKLAIR: We're heading into a couple more productions. And designing the next gen camera rig. And it just doesn't stop...it's a good thing!

    MICHAEL: It's a very exciting time for 3D. Thanks so much for talking!

    Visit 3ality Digital's website at www.3alitydigital.com
    3ality Digital is a sponsor of MarketSaw

    Contact Me

    Jim Dorey
    Editor-in-Chief
    jim (at) marketsaw (dot) com

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