1
3D Television & Film For more information on Sony training courses, seminars and sessions, contact :- Sony Professional Training Sony Europe Jays Close Basingstoke Hampshire RG22 4SB United Kingdom Tel: +44 (0) 1256 483489 Fax: +44 (0) 1256 811110 Every effort has been made to ensure that the information contained on this poster is useful, accurate and correct. However Sony Training Services cannot be held responsible for minor errors as a result of printing, advances in technology, changes in standards, and improvements in working practices. If you find any errors or anomalies in this poster please inform Sony Training Services at any of the contacts below. A complete list of changes from previous versions is available from Sony Training Services. Correct to March 2010. [email protected] www.pro.sony.eu/training R Professional Sony Education and Knowledge Version 2.0 Playing with the 3D image With the 2 cameras set up correctly, the 3D image can be modified to give the image more depth, or position it either nearer or further away. How to enhance a 3D shot With the image shown here, shot with two cameras there are two adjustments that can be made, the inter-axial distance, or toe-in angle. The cameras are placed a nominal 65mm apart, parallel to one another. This produces a reasonable 3D image, with a pleasing amount of perceived depth for this scene. The whole scene will be in front of the screen. Standard 3D shot When the distance between the two camera, is increased, the perceived depth increases and the distance between object in the scene appears to increase. However care should be taken not to increase the inter-axial distance too much. Close objects will appear closer, but will not grow any larger. The 3D illusion may break if the inter-axial distance is too large. (See .) commonly referred to as the inter-axial distance, Depth Cues Increased inter-axial distance When the angle between the two camera is altered to point them slightly towards each other, commonly referred to as the toe-in angle, the perceived 3D image goes further into the distance, even though the various objects appear to be separated by the same distance. Care should be taken not to push the 3D scene back too far. Objects in the distance may force eyes to diverge which may cause eye strain. Excessive toe-in angles will also introduce keystone errors which will need to be corrected later. (See .) Camera Rig Errors Altered toe-in angle Note : Toe-in is performed on the camera rig and introduces keystone errors. Convergence is a planar move with no keystone errors. It cannot be performed in the camera rig and must be performed in post-production. Camera rig errors The most common errors when working with 3D are misalignment of the cameras in the camera rig. Both cameras must be set at the set at the appropriate inter-axial distance for the scene (See ). They must also be perfectly aligned with one another so that the two images can be mapped on top of one another on the display to provide a good 3D image. Inter-axial Distances Camera rig misalignment Another common error in 3D is lenses that are not properly matched or a lens pair that does not operate correctly as a pair. The same kind of lens should be used for both cameras in a 3D camera rig. For supreme quality the lenses should be selected and matched to have the same optical and mechanical characteristics. Common lens related errors include badly coupled zoom, focus and iris controls. Both lenses should track each other exactly through these three parameters, either by electrically coupling the lenses together, or by providing accurate remote control to both lenses at the same time. Lens pairing errors The lens may be misaligned to the sensor in the camera, or may suffer from misalignment within its own mechanics. Any misalignment between the lens and the camera sensor shows up as an optical axis error. This can be corrected by remounting the lens to the camera, or electronically in post-production. It is better to perform this adjustment in the camera and lens as this maintains the best image quality. However this may be impossible and may need to be performed electronically. Lens misalignments Height (Y) Tilt (Pitch) Toe-in (Yaw) Roll Any misalignment in the camera lens mechanics may show up as or . This is the small deviation in the optical axis as the lens is zoomed or focussed. This error is not normally a problem in single cameras, but may be significant in a 3D camera rig where the cameras need to be perfectly matched. Zoom and focus wander may be a straight line or simple curve, or may be a complex spiral if any rotating lens elements are slightly misaligned. zoom wander focus wander Zoom Iris Focus Wide Angle Telephoto Centre of image True centre Actual centre Zoom wander True zoom centre line Sensor centre Lens centre Ideally both cameras in a 3D camera rig should be the same type, possibly selected and matched. If the two cameras are different, they may have different video formats or resolutions. Their video processing characteristics may differ. Cameras should also be colour matched, and white balanced so that their colour and brightness characteristics are the same. Camera characteristics mismatch Optical axis error Depth Cues Humans have eight depth cues that are used by the brain to estimate the relative distance of the objects in every scene we look at. These are focus, perspective, occlusion, light and shading, colour intensity and contrast, relative movement, vergence and stereopsis. The first five have been used by artists, illustrators and designers for hundreds of years to simulate a 3D scene on paintings and drawings. The sixth cue is used in film and video to portray depth in moving objects. However it is the last two cues that provide the most powerful depth cue our brains use. The best 3D programmes and movies combine as many of these eight depth cues to make a more convincing 3D image. The eight depth cues 1. Focus When we look at a scene in front of us, we scan over the various objects in the scene and continually refocus on each object. Our brains remember how we focus and build up a memory of the relative distance of each object compared to all the others in the scene. 2. Perspective Our brains are constantly searching for the vanishing point in every scene we see. This is the point, often on the horizon, where objects become so small they disappear altogether. Straight lines and the relative size of objects help to build a map in our minds of the relative distance of the objects in the scene. 3. Occlusion Objects at the front of a scene hide objects further back. This is occlusion. We make assumptions about the shape of the objects we see. When the shape appears broken by another object we assume the broken object is further away and behind the object causing the breakage. 4. Lighting and shading Light changes the brightness of objects depending of their angle relative to the light source. Objects will appear brighter on the side facing the light source and darker on the side facing away from the light source. Objects also produce shadows which darken other objects. Our brains can build a map of the shape, and relative position of objects in a scene from the way light falls on them and the pattern of the shadows caused. 5. Colour intensity and contrast Even on the clearest day objects appear to lose their colour intensity the further away that they are in a scene. Contrast (the difference between light and dark) is also reduced in distant objects. We can build a map in our minds of the relative distance of objects from their colour intensity and the level of contrast. 6. Relative movement As we walk through a scene, c object compared to others provides a very powerful cue to their relative distance. Cartoonists have used this to give an impression of 3D space in animations. Film and television producers often use relative movement to enhance a sense of depth in movies and television programs. lose objects appear to be moving faster than distant objects. The relative movement of each 7. Vergence 8. Stereopsis Stereopsis results from binoccular vision. It is the small differences in everything we look at between the left and right eyes. Our brains calculate which objects are close and which objects are further away from these differences. Out of focus In focus In focus Out of focus Simple shapes with no shading. Same shapes with shading gives a powerful sense of depth. Teacup obscures the teapot Vergence is a general term for both divergence and convergence. If we look an object in the far distant both our eyes are pointing forwards, parallel to each other. If we focus on an object close up, our eyes converge together. The closer the object, the more the convergence. Our brains can calculate how far away an object is from the amount of convergence our eyes need to apply to focus on the object. Film and video producers can use divergence as a trick to give the illusion that objects are further away, but this should be used sparingly because divergence is not a natural eye movement and may cause eye strain. Unsaturated colours Saturated colours The statue appears slightly to the right in the left eye image when compared to the buildings behind from the right eye image. The brain interprets this as the statue being nearer than the buildings. Vanishing point The light on the left and shadow on the right provides a very strong sense of 3D shape and form. The flower obscures the face, therefore the flower must be in front. Note : Unfortunately, it is impossible to show this depth cue on a static poster. Interoccular distance or inter-pupillary distance (about 65mm) Basic Principles In 3D two images are projected onto the display. By wearing a special pair of glasses the two images are split so that each eye only sees one of the two images. When comparing the left and right eye images, every object in the scene is horizontally displaced by a small amount. The brain assumes these two displaced objects are actually one object, and tries to fuse them 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 amount of displacement defines where each object is in the 3D space. Placing objects in a 3D space Positive parallax The object is displaced slightly to the left for the left eye and slightly to the right for the right eye. The brain assumes this is only one object behind the screen. Zero parallax The object for the left eye and right eye are in the same position on the display. The brain sees this as one object on the screen plane with no 3D diplacement. Negative parallax The object is displaced slightly to the right for the left eye and slightly to the left for the right eye. The brain assumes this is one object in front of the screen. Projected image Projected image Projected image Pushing the limits Projected image Projected image ? Excessive convergence on the display causes the eyes to converge beyond their normal limit, which either breaks the 3D illusion or causes eye strain. Film producers, programme makers and games designers will use these basic principles to provide a 3D rich experience to viewers. However it is the stereographers job to moderate the excesses of 3D so that everyone can enjoy 3D movies, games and programmes that both look good and do not push the limits of our ability to see 3D. (See .) The Stereographer Divergence, no matter how small the amount, is unnatural to humans. This will either break the 3D illusion or cause eye strain. Displaying & Viewing 3D At present there are five methods of displaying and viewing 3D material. Anaglyph Anaglyph is the oldest, simplest and still the most common of the five current methods of showing 3D. The left image is red filtered and the right image is cyan filtered opposing colours on a conventional colour wheel. The two images are combined into a single image. The glasses have red and cyan filters, thus splitting the image back into two images, one for each eye. Linear polarisation Both images are linearly polarised on the display and shown together. The left eye vertically and the right eye horizontally. The glasses have a linear polarising filter for each eye, vertical for the left eye and horizontal for the right eye. Thus the glasses split the displayed image back into two images, one for the left and the other for the right eye. Circular polarisation Both images are circularly polarised on the display and shown together. The left eye clockwise and the right eye anti- clockwise. The glasses have a circular polarising filter for each eye, clockwise for the left eye and anti-clocwise for the right eye. Thus the glasses split the displayed image back into two images, one for the left and the other for the right eye. Shuttered Each image is shown on the display separately, one after the other, left, right, left, right, at a fast enough rate to overcome flickering. The display also extracts an infra-red synchronisation signal which is sent to the glasses to tell them which image is being displayed. The glasses are active, and use an LCD shutter in each eye to sequentially shut each eye, while opening the other. The signal keeps the glasses synchronised with the display, and each eye only sees images intended for it. Wavelength Multiplex Visualisation Each image is filtered with a narrow band optical filter down to its basic primary colours, red, green and blue. The exact primary colours are slightly different for the left eye and right eye. Thus the two images can be combined on the display, while still being able to differentiate each one. The glasses contain a narrow band optical filter in each eye, exactly matched to the narrow band filters used in the display. Thus each eye only sees the part of the combined images intended for it. In linear polarisation one image is filtered with a vertical polariser and the other with a horizontal polariser before the images are combined. In circular polarisation one image is filtered with a clockwise polariser and the other with an anti-clockwise polariser before the images are combined. Sync signal The Stereographer The stereographer is the new vocation in film, television and video games production. A stereographer will monitor material from one or more 3D camera rigs and check that the 3D image is correctly aligned and positioned in the 3D space. The stereographer will also ensure that the 3D image is kept within the allocated depth budget from the cameras as well as in post-production. The stereographer’s skills set The Sony MPE-200 3D Processor Box Perfect or near perfect vision. A good ability to see 3D. Good spacial reasoning. A firm understanding of motion capture. A reasonable understanding of film or television technology. Stereographers are often found from camera engineers, camera operators, vision mixers, or editors. However the skills required by a good stereographer are very particular and not necessarily guaranteed by any previous experience in film or television production. A good stereographer needs to have :- The MPE-200 and it’s associated software is designed as the . It provides a way for the stereographer to monitor the feeds from one or more 3D camera rigs and finely tune the two camera outputs to obtain the best quality 3D image. The MPE-200 can also be used to modify the 3D image to tune the 3D look, adapt the depth of the image and maintain the 3D field with a given depth budget. stereographer’s dream MPE-200 features Convergence simulation Toe-in simulation Keystone correction Zooming correction Colour correction Position trimming Rotation correction Optical axis correction Image inversion (flip & flop) 3D depth budget monitoring 3D Blindness It is estimated that about 5% of people cannot see 3D. There are many reason for this, some of them connected with the eyes, and others connected with the brain. Ophthalmic problems Problems with the eye include blindness, amblyopia (lazy eye), optic nerve hypoplasia (underdeveloped eye), strabismus (squint eye). Anyone with total blindness in one eye cannot see 3D. However such people are able to estimate depth by using any combination of the first six depth cues, which do not require two eyes. Those with lazy, underdeveloped or squint eye will subconsciously compensate by using these depth cues. (See .) Depth Cues Cerebral problems Tests have shown that our ability to calculate and distinguish 3D information in what we see around us is constructed in our brains in the first few months of our lives. Some people with ophthalmic problems in early infancy may never be able to see 3D, even if the ophthalmic problem itself is cured in later life. In some milder cases, careful practice will allow such people to see 3D movies and video. In severe cases those people may never be able to understand 3D moves and video. The 3D Camera Rig A few different ideas have been devised for shooting 3D material over the years, including some interesting cameras using arrangements of lenses and prisms to make a more portable, easy to use, single bodied camera. However, to date, the most effective way of shooting 3D material in a professional environment is the dual camera 3D rig. There are several configurations of 3D camera rig, each with advantages and disadvantages. Rig configurations The most compact dual camera 3D rig is the parallel rig. This places the two cameras next to each other. Parallel rigs generally work better with more compact cameras and lens designs. Otherwise it becomes difficult to achieve a good inter- axial distance between the cameras. It looks likely that this type of 3D rig will become the most popular because it is compact, and does not rely on mirrors which have an impact of image quality. New compact camera and lens designs will make this type of rig more appealing. The parallel rig The opposing rig places the cameras in a position where they are both pointing towards each other. A pair of mirrors placed between the camera reflects the images for left and right eye into the cameras. Both images are horizontally flipped. The opposing rig The mirror rig places one of the cameras vertically. A semi-transparent mirror reflects the scene into the vertical camera while also allowing the horizontal camera to see through the mirror. The mirror rig There are two basic forms of mirror rig. One with the vertical camera on top, and the other underneath, which has the advantage of a better centre of gravity, less spurious mirror reflection. A good quality mirror is vital in this type of rig. This type of rig is bulky and is not generally used in modern rigs. However it was popular with film cameras because it allows accurate camera line-up by removing the film plates and mirrors. Rig type Parallel Opposing Mirror Mirror Top mount Bottom mount Features Style Image flip Advantages Disadvantages Usage Compact & light design. No mirrors Difficult to achieve small IAD with large cameras or lenses Easy lineup with film cameras. IAD set by mirror spacing. Bulky design. Can achieve very small IAD even with large cameras. Requires very high quality mirror. Prone to dust, rain & light interference on the mirror. Heavy design. Similar to top mount rigs, but less prone to dirt, rain & light interference on the mirror. Heavy design. May have a problem pointing down. Requires very high quality mirror. None. Both, horizontal. One, vertical. One, horizontal. Side by side cameras. Opposing cameras with two 45 mirrors. One horizontal, one vertical camera set above. Semi-trans. mirror. One horizontal, one vertical camera set below. Semi-trans. mirror. Compact and hand- held rigs. Also good for boom or crane rigs. Used in the past with film cameras. Not in general modern use. Popular in film and drama sets using large cameras, especially with bulky digital cinematography cameras. Top mount Note : IAD = Inter-axial distance System Anaglyph Linear polarisation Circular polarisation Shuttered Features Operation Advantages Disadvantages Usage Inefficient. Poor colour reproduction. Requires exact match between display & glasses. Good for magazines, posters and other printed work. Old cinema system. Not a good TV system. Required special display. Darker image. Viewer’s head must be vertical. Useless for both movies and TV because the viewers’ heads must be exactly vertical. Requires special display. Darker image. Narrower angle of view in cinemas Popular in cinemas and professional monitoring. Glasses are cheap and can be washed and reused many times. Quite inefficient. Prone to flickering. Active and expensive glasses. Good for home use Expensive and impractical for cinema use. Established system. Cheap. Easily produced. Cheap glasses. Cheap glasses. Viewer’s head position unimportant. Wide angle of view. Clear image when not using 3D. Red left filter. Cyan right filter. Combined image. Simultaneous display. Vert. pol. right filter. Horiz. pol. left filter. Combined image. Simultaneous display. Frame sequential display. Active locked glasses. WMV Clockwise pol. right filter. Anti-clockwise pol. left filter. Combined image. Simultaneous display. Narrow band primary coloured filtered left and right with colour offset. Good 3D separation. Inefficient. Expensive glasses. Prone to flickering if frame sequential displays are used. Used in some cinemas but high security on glasses due to cost. Not used in the home. Bottom mount Supporting Company - - RealD Xpand, Sony, NVIDEA Dolby Connecting 3D For information on high definition and HDSDI see the Sony Training Services “High Definition Television” poster. Dual Link HDSDI & 3G-SDI A B YY YY YY YY YY YY YY YY YY YY YY YY YY YY P B1 P B0 P B2 P B3 P B4 P B5 P B6 P B7 P B8 P B9 P B10 P B11 P B12 P B13 P R0 P R1 P R2 P R3 P R4 P R5 P R6 P R7 P R8 P R9 P R10 P R11 P R12 P R13 3G-SDI 26 27 24 25 22 23 21 20 18 19 16 17 14 15 12 13 10 11 8 9 6 7 4 5 2 3 0 1 P B1 P R1 P B3 P R3 P B5 P R5 P B7 P R7 P B9 P R9 P B11 P R11 P B13 P R13 Y Y Y Y Y Y Y Y Y Y Y Y Y Y Y 3 Y 5 Y 7 Y 9 Y 11 Y 13 Y 15 Y 17 Y 19 Y 21 Y 23 Y 25 Y 27 P P P P P P P P P P P P P Y P B0 R0 B2 R2 B4 R4 B6 R6 B8 R8 B10 R10 B12 R12 2 4 6 8 10 12 14 16 18 20 22 24 26 1 0 Dual Link HDSDI is a popular method of connecting 3D signals between professional equipment. However this method of connection takes up two inputs or outputs in vision switchers and routing matrices, effectively halving their capacity. 3G-SDI is the “stereo” connection for video. It provides a method of connecting any equipment that would otherwise be connected using Dual Link HDSDI, but in a single cable and connector. This is achieved by multiplexing together the two signals in a Dual Link HDSDI connection into one stream at 2.97Gbps. 3G-SDI provides an easy method of connecting 3D. HDMI is a standard method of connecting high definition video consumer equipment like televisions, Blu-ray players, PlayStations and set-top boxes. Derived from DVI, it uses a smaller connector, adds digital surround sound audio, a command protocol and HDCP (High-bandwidth Digital Content Protection) a copy protection scheme. HDMI Digital cinema 4K resolutions. HDMI Ethernet Channel. Micro connector. Version 1.4 (May 2009) 3D HDMI. HDMI version 1.4 HDMI v1.4 includes control signals to convey 3D mode information from one piece of equipment. 3D signal flag 3D signal pass-through TM

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3D Television & Film

For more information on Sony training courses, seminars and sessions, contact :-

Sony Professional TrainingSony EuropeJays CloseBasingstokeHampshireRG22 4SBUnited Kingdom

Tel: +44 (0) 1256 483489Fax: +44 (0) 1256 811110

Every effort has been made to ensure that the information contained on this poster is useful, accurate and correct.However Sony Training Services cannot be held responsible for minor errors as a result of printing, advances intechnology, changes in standards, and improvements in working practices. If you find any errors or anomalies inthis poster please inform Sony Training Services at any of the contacts below. A complete list of changes fromprevious versions is available from Sony Training Services. Correct to March 2010.

[email protected]/training

R

ProfessionalSony

EducationandKnowledge

Version 2.0

Playing with the 3D imageWith the 2 cameras set up correctly, the 3D image can bemodified to give the image more depth, or position it eithernearer or further away.

How to enhance a 3D shot

With the image shown here, shot with two cameras there aretwo adjustments that can be made, the inter-axial distance,or toe-in angle.

The cameras are placed a nominal 65mm apart, parallel to one another. This produces a reasonable3D image, with a pleasing amount of perceived depth for this scene. The whole scene will bein front of the screen.

Standard 3D shot

When the distance between the two camera, is increased, the perceived depth increases and the distance between object in the scene appears to increase. Howevercare should be taken not to increase the inter-axial distance too much. Close objects will appear closer,but will not grow any larger. The 3D illusion may break if the inter-axial distance is too large. (See

.)

commonly referred to as the inter-axial distance,

Depth Cues

Increased inter-axial distance

When the angle between the two camera is altered to point them slightly towards each other, commonly referred to as thetoe-in angle, the perceived 3D image goes further into the distance, even though the various objects appear to be separatedby the same distance. Care should be taken not to push the 3D scene back too far. Objects in the distance may force eyes todiverge which may cause eye strain. Excessive toe-in angles will also introduce keystone errors which will need to be correctedlater. (See .)Camera Rig Errors

Altered toe-in angle

Note : Toe-in is performed on the camera rig and introduceskeystone errors. Convergence is a planar move with nokeystone errors. It cannot be performed in the camera rig andmust be performed in post-production.

Camera rig errors

The most common errors when working with 3D are misalignment of the cameras in the camerarig. Both cameras must be set at the set at the appropriate inter-axial distance for the scene (See

). They must also be perfectly aligned with one another so that the twoimages can be mapped on top of one another on the display to provide a good 3D image.Inter-axial Distances

Camera rig misalignment

Another common error in 3D is lenses that are not properly matched or a lens pair that does not operate correctly as a pair.The same kind of lens should be used for both cameras in a 3D camera rig. For supreme quality the lenses should be selectedand matched to have the same optical and mechanical characteristics.

Common lens related errors include badly coupled zoom, focus and iris controls. Both lenses should track each other exactlythrough these three parameters, either by electrically coupling the lenses together, or by providing accurate remote control toboth lenses at the same time.

Lens pairing errors

The lens may be misaligned to the sensor in the camera, or may suffer from misalignment within its own mechanics. Anymisalignment between the lens and the camera sensor shows up as an optical axis error. This can be corrected by remountingthe lens to the camera, or electronically in post-production. It is better to perform this adjustment in the camera and lens as thismaintains the best image quality. However this may be impossible and may need to be performed electronically.

Lens misalignments

Height (Y) Tilt (Pitch) Toe-in (Yaw) Roll

Any misalignment in the camera lens mechanics may show up as or . This is the small deviationin the optical axis as the lens is zoomed or focussed. This error is not normally a problem in single cameras, but may besignificant in a 3D camera rig where the cameras need to be perfectly matched. Zoom and focus wander may be a straightline or simple curve, or may be a complex spiral if any rotating lens elements are slightly misaligned.

zoom wander focus wander

ZoomIris Focus

Wide Angle

Telephoto

Centre of image

True centre

Actual centre

Zoom wander

True zoomcentre line

Sensor centre

Lens centre

Ideally both cameras in a 3D camera rig should be the same type, possibly selected and matched. If the two cameras aredifferent, they may have different video formats or resolutions. Their video processing characteristics may differ. Camerasshould also be colour matched, and white balanced so that their colour and brightness characteristics are the same.

Camera characteristics mismatch

Opticalaxis error

Depth CuesHumans have eight depth cues that are used by the brain to estimate the relative distance of the objects in every scene welook at. These are focus, perspective, occlusion, light and shading, colour intensity and contrast, relative movement, vergenceand stereopsis.The first five have been used by artists, illustrators and designers for hundreds of years to simulate a 3D scene on paintingsand drawings. The sixth cue is used in film and video to portray depth in moving objects. However it is the last two cues thatprovide the most powerful depth cue our brains use. The best 3D programmes and movies combine as many of these eightdepth cues to make a more convincing 3D image.

The eight depth cues

1. FocusWhen we look at a scene in front of us, wescan over the various objects in the sceneand continually refocus on each object.Our brains remember how we focus andbuild up a memory of the relative distanceof each object compared to all the othersin the scene.

2. PerspectiveOur brains are constantly searching for the vanishing point in every scene we see.This is the point, often on the horizon, where objects become so small they disappearaltogether. Straight lines and the relative size of objects help to build a map in ourminds of the relative distance of the objects in the scene.

3. OcclusionObjects at the front of a scene hide objectsfurther back. This is occlusion. We makeassumptions about the shape of the objectswe see. When the shape appears brokenby another object we assume the brokenobject is further away and behind the objectcausing the breakage.

4. Lighting and shadingLight changes the brightness of objectsdepending of their angle relative to the lightsource. Objects will appear brighter on theside facing the light source and darker onthe side facing away from the light source.Objects also produce shadows which darken other objects. Our brains can builda map of the shape, and relative position of objects in a scene from the way lightfalls on them and the pattern of the shadows caused.

5. Colour intensity and contrastEven on the clearest day objects appear to lose their colour intensity the further away that they are in a scene. Contrast(the difference between light and dark) is also reduced in distant objects. We can build a map in our minds of the relativedistance of objects from their colour intensity and the level of contrast.

6. Relative movementAs we walk through a scene, cobject compared to others provides a very powerful cue to their relative distance. Cartoonists have used this to give animpression of 3D space in animations. Film and television producers often use relative movement to enhance a sense of depthin movies and television programs.

lose objects appear to be moving faster than distant objects. The relative movement of each

7. Vergence

8. StereopsisStereopsis results from binoccular vision. It is the small differences in everything we look at between the left and right eyes.Our brains calculate which objects are close and which objects are further away from these differences.

Out of focus

In focus

In focus

Out of focus

Simple shapeswith no shading.

Same shapeswith shadinggives a powerfulsense of depth.

Teacup obscuresthe teapot

Vergence is a general term for both divergence and convergence. If we look an object in the far distant both our eyes arepointing forwards, parallel to each other. If we focus on an object close up, our eyes converge together. The closer the object,the more the convergence. Our brains can calculate how far away an object is from the amount of convergence our eyes needto apply to focus on the object. Film and video producers can use divergence as a trick to give the illusion that objects arefurther away, but this should be used sparingly because divergence is not a natural eye movement and may cause eye strain.

Unsaturated colours

Saturated colours

The statue appears slightly to the rightin the left eye image when compared tothe buildings behind from the right eyeimage. The brain interprets this as thestatue being nearer than the buildings.

Vanishing point

The light on the leftand shadow on theright provides a verystrong sense of 3Dshape and form.

The flower obscures theface, therefore the flowermust be in front.

Note : Unfortunately, it is impossible to show this depth cue on a static poster.

Interoccular distanceor inter-pupillary distance

(about 65mm)

Other 3D Technologies

The most popular professional high definition connection is HDSDI. HDSDI is a high definition version of SDI, running at1.485Gbps. It allows connection of normal broadcast quality 4:2:2 sample structured uncompressed high definition video.

HDSDI

Basic PrinciplesIn 3D two images are projected onto the display. By wearing a special pair of glasses the two images are split so that eacheye only sees one of the two images. When comparing the left and right eye images, every object in the scene is horizontallydisplaced by a small amount. The brain assumes these two displaced objects are actually one object, and tries to fuse themtogether. The only way it can do this is to assume the object is either in front or behind the screen plane. The direction andamount of displacement defines where each object is in the 3D space.

Placing objects in a 3D space

Positive parallaxThe object is displaced slightly to theleft for the left eye and slightly to theright for the right eye. The brain assumesthis is only one object behind the screen.

Zero parallaxThe object for the left eye and right eyeare in the same position on the display.The brain sees this as one object on thescreen plane with no 3D diplacement.

Negative parallaxThe object is displaced slightly to theright for the left eye and slightly to theleft for the right eye. The brain assumesthis is one object in front of the screen.

Projected image Projected image Projected image

Pushing the limits

Projected imageProjected image

?

Excessive convergence on thedisplay causes the eyes toconverge beyond their normallimit, which either breaks the 3Dillusion or causes eye strain.

Film producers, programme makers and games designers will usethese basic principles to provide a 3D rich experience to viewers.However it is the stereographers job to moderate the excesses of3D so that everyone can enjoy 3D movies, games and programmesthat both look good and do not push the limits of our ability to see 3D.(See .) The Stereographer

Divergence, no matter howsmall the amount, is unnaturalto humans. This will eitherbreak the 3D illusion or causeeye strain.

3D Tax

The most popular professional high definition connection is HDSDI. HDSDI is a high definition version of SDI, running at1.485Gbps. It allows connection of normal broadcast quality 4:2:2 sample structured uncompressed high definition video.

HDSDI

Displaying & Viewing 3DAt present there are five methods of displaying and viewing 3D material.

AnaglyphAnaglyph is the oldest, simplest and still the most common of the five current methods of showing 3D. The left image is redfiltered and the right image is cyan filtered opposing colours on a conventional colour wheel. The two images are combinedinto a single image. The glasses have red and cyan filters, thus splitting the image back into two images, one for each eye.

Linear polarisationBoth images are linearly polarised on the display and shown together. The left eye vertically and the right eye horizontally.The glasses have a linear polarising filter for each eye, vertical for the left eye and horizontal for the right eye. Thus theglasses split the displayed image back into two images, one for the left and the other for the right eye.

Circular polarisationBoth images are circularly polarised on the display and shown together. The left eye clockwise and the right eye anti-clockwise. The glasses have a circular polarising filter for each eye, clockwise for the left eye and anti-clocwise for the righteye. Thus the glasses split the displayed image back into two images, one for the left and the other for the right eye.

ShutteredEach image is shown on the display separately, one after the other, left, right, left, right, at a fast enough rate to overcomeflickering. The display also extracts an infra-red synchronisation signal which is sent to the glasses to tell them which image isbeing displayed. The glasses are active, and use an LCD shutter in each eye to sequentially shut each eye, while opening theother. The signal keeps the glasses synchronised with the display, and each eye only sees images intended for it.

Wavelength Multiplex VisualisationEach image is filtered with a narrow band optical filter down to its basic primary colours, red, green and blue. The exactprimary colours are slightly different for the left eye and right eye. Thus the two images can be combined on the display, whilestill being able to differentiate each one. The glasses contain a narrow band optical filter in each eye, exactly matched tothe narrow band filters used in the display. Thus each eye only sees the part of the combined images intended for it.

In linear polarisation one image is filteredwith a vertical polariser and the otherwith a horizontal polariser beforethe images are combined.

In circular polarisation one imageis filtered with a clockwise polariserand the other with an anti-clockwisepolariser before the images are combined.

Sync signal

The StereographerThe stereographer is the new vocation in film, television and video games production. A stereographerwill monitor material from one or more 3D camera rigs and check that the 3D image is correctly alignedand positioned in the 3D space. The stereographer will also ensure that the 3D image is kept within theallocated depth budget from the cameras as well as in post-production.

The stereographer’s skills set

The Sony MPE-200 3D Processor Box

Perfect or near perfect vision.

A good ability to see 3D.

Good spacial reasoning.

A firm understanding of motion capture.

A reasonable understanding of film

or television technology.

Stereographers are often found from camera engineers, camera operators, vision mixers,or editors. However the skills required by a good stereographer are very particularand not necessarily guaranteed by any previous experience in film or televisionproduction.

A good stereographer needs to have :-

The MPE-200 and it’s associated software is designed as the. It provides a way for the stereographer

to monitor the feeds from one or more 3D camera rigs and finelytune the two camera outputs to obtain the best quality 3D image.The MPE-200 can also be used to modify the 3D image to tunethe 3D look, adapt the depth of the image and maintain the 3Dfield with a given depth budget.

stereographer’s dream

MPE-200 featuresConvergence simulation

Toe-in simulation

Keystone correction

Zooming correction

Colour correction

Position trimming

Rotation correction

Optical axis correction

Image inversion (flip & flop)

3D depth budget monitoring

3D BlindnessIt is estimated that about 5% of people cannot see 3D. There are many reason for this, some of them connected with the eyes,and others connected with the brain.

Ophthalmic problemsProblems with the eye include blindness, amblyopia (lazy eye), optic nerve hypoplasia (underdeveloped eye), strabismus(squint eye). Anyone with total blindness in one eye cannot see 3D or understand 3D movies or video. However such peopleare perfectly able to estimate depth by using any combination of the first six depth cues, which do not require two eyes.Those with lazy, underdeveloped or squint eye will subconsciously compensate by using these depth cues. (See .)People with narrow set eyes may find they suffer from eye strain or headaches when viewing some 3D material. This isbecause the inter-axial distance chosen by the producer is larger than their inter-occular distance requiring their eyes tosometime diverge in order to see the 3D material. Human eyes do not normally diverge. (See .)

Depth Cues

The Stereographer

Anyone with a mild inability to see 3D images, autostereograms (Magic Eye picture), 3D movies or 3D video may be able topractice to see 3D better. Short practice sessions looking and 3D material can be beneficial, but any sign of eye strain, orheadaches is a sure sign that the session should be terminated for the time being, or possible for good. Opticians andoptometrists can provide professional advice to anyone wanting to enjoy 3D images movies and programmes, but thinkingthey might have a problem.

Cerebral problemsTests have shown that our ability to calculate and distinguish 3D information in what we see around us is constructed in ourbrains in the first few months of our lives. Some people with ophthalmic problems in early infancy may never be able to see 3D,even if the ophthalmic problem itself is cured in later life. Such people subconsciously use other depth cues to compensate. Insome milder cases, careful practice will allow such people to see 3D movies and video. In severe cases those people maynever be able to understand 3D moves and video.

Practicing to see 3D

http://www.internationalorthoptics.org/http://www.assoc-optometrists.org/ (UK only)http://www.nhs.uk/NHSEngland/AboutNHSservices/opticians/Pages/NHSopticians.aspx (UK only)

3D BlindnessIt is estimated that about 5% of people cannot see 3D. There are many reason for this, some of them connected with the eyes,and others connected with the brain.

Ophthalmic problemsProblems with the eye include blindness, amblyopia (lazy eye), optic nerve hypoplasia (underdeveloped eye), strabismus(squint eye). Anyone with total blindness in one eye cannot see 3D. However such people are able to estimate depth by usingany combination of the first six depth cues, which do not require two eyes. Those with lazy, underdeveloped or squint eye willsubconsciously compensate by using these depth cues. (See .)Depth Cues

Cerebral problemsTests have shown that our ability to calculate and distinguish 3D information in what we see around us is constructed in ourbrains in the first few months of our lives. Some people with ophthalmic problems in early infancy may never be able to see 3D,even if the ophthalmic problem itself is cured in later life. In some milder cases, careful practice will allow such people to see3D movies and video. In severe cases those people may never be able to understand 3D moves and video.

The 3D Camera RigA few different ideas have been devised for shooting 3D material over the years, including some interesting cameras usingarrangements of lenses and prisms to make a more portable, easy to use, single bodied camera. However, to date, the mosteffective way of shooting 3D material in a professional environment is the dual camera 3D rig. There are several configurationsof 3D camera rig, each with advantages and disadvantages.

Rig configurations

The most compact dual camera 3D rig isthe parallel rig. This places the twocameras next to eachother. Parallel rigsgenerally workbetter with morecompact cameras andlens designs. Otherwise itbecomes difficult to achieve a good inter-axial distance between the cameras. Itlooks likely that this type of 3D rig willbecome the most popular because itis compact, and does not rely on mirrorswhich have an impact of image quality.New compact camera and lens designswill make this type of rig more appealing.

The parallel rigThe opposing rig places the cameras ina position where they are both pointingtowards each other. A pair of mirrorsplaced between the camera reflects the images for left and right eye into the cameras. Both images are horizontally flipped.

The opposing rig

The mirror rig places one ofthe cameras vertically. Asemi-transparent mirrorreflects the scene into thevertical camera while alsoallowing the horizontalcamera to see through themirror.

The mirror rig

There are two basicforms of mirror rig. Onewith the vertical camera on top, and the other underneath, which has the advantage of a better centre of gravity, less spurious mirror reflection.

A good quality mirror isvital in this type of rig.

This type of rigis bulky and is notgenerally used in modernrigs. However it was popularwith film cameras because it allowsaccurate camera line-up by removing thefilm plates and mirrors.

Rig typeParallel Opposing Mirror Mirror

Topmount

Bottom mount

Features

Style

Image flip

Advantages

Disadvantages

Usage

Compact & lightdesign. No mirrors

Difficult to achievesmall IAD with largecameras or lenses

Easy lineup with filmcameras. IAD setby mirror spacing.

Bulky design.

Can achieve verysmall IAD even withlarge cameras.

Requires very highquality mirror. Proneto dust, rain & lightinterference on themirror. Heavy design.

Similar to top mountrigs, but less proneto dirt, rain & lightinterference on themirror.

Heavy design. Mayhave a problempointing down.Requires very highquality mirror.

None. Both, horizontal. One, vertical. One, horizontal.

Side by sidecameras.

Opposing cameraswith two 45 mirrors.

One horizontal, onevertical camera setabove. Semi-trans.mirror.

One horizontal, onevertical camera setbelow. Semi-trans.mirror.

Compact and hand-held rigs. Also goodfor boom or cranerigs.

Used in the past withfilm cameras. Not ingeneral modern use.

Popular in film and drama sets usinglarge cameras, especially with bulkydigital cinematography cameras.

Top mount

Note :IAD = Inter-axial distance

SystemAnaglyph Linear polarisation Circular polarisation Shuttered

Features

Operation

Advantages

Disadvantages

Usage

Inefficient. Poor colourreproduction. Requiresexact match betweendisplay & glasses.

Good for magazines,posters and other printedwork. Old cinema system.Not a good TV system.

Required special display.Darker image. Viewer’shead must be vertical.

Useless for both moviesand TV because theviewers’ heads must beexactly vertical.

Requires special display.Darker image. Narrowerangle of view in cinemas

Popular in cinemas andprofessional monitoring.Glasses are cheap andcan be washed andreused many times.

Quite inefficient. Prone toflickering. Active andexpensive glasses.

Good for home useExpensive and impracticalfor cinema use.

Established system.Cheap. Easily produced. Cheap glasses.

Cheap glasses.Viewer’s head positionunimportant.

Wide angle of view. Clearimage when not using 3D.

Red left filter. Cyan rightfilter. Combined image.Simultaneous display.

Vert. pol. right filter.Horiz. pol. left filter.Combined image.Simultaneous display.

Frame sequential display.Active locked glasses.

WMV

Clockwise pol. right filter.Anti-clockwise pol. left filter.Combined image.Simultaneous display.

Narrow band primarycoloured filtered left andright with colour offset.

Good 3D separation.

Inefficient. Expensiveglasses. Prone to flickeringif frame sequential displaysare used.

Used in some cinemasbut high security onglasses due to cost. Notused in the home.

Bottommount

SupportingCompany - - RealD Xpand, Sony, NVIDEA Dolby

Connecting 3D For information on high definition and HDSDI see theSony Training Services “High Definition Television” poster.

Dual Link HDSDI & 3G-SDI

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Dual Link HDSDI is a popular method of connecting 3D signals between professional equipment. However this method ofconnection takes up two inputs or outputs in vision switchers and routing matrices, effectively halving their capacity.3G-SDI is the “stereo” connection for video. It provides a method of connecting any equipment that would otherwise beconnected using Dual Link HDSDI, but in a single cable and connector. This is achieved by multiplexing together the twosignals in a Dual Link HDSDI connection into one stream at 2.97Gbps. 3G-SDI provides an easy method of connecting 3D.

HDMI is a standard method of connecting high definition video consumer equipment like televisions,Blu-ray players, PlayStations and set-top boxes. Derived from DVI, it uses a smaller connector, adds digital surround soundaudio, a command protocol and HDCP (High-bandwidth Digital Content Protection) a copy protection scheme.

HDMI

Connecting 3D

The most popular professional high definition connection is HDSDI. HDSDI is a high definition version of SDI, running at1.485Gbps. It allows connection of normal uncompressed broadcast quality high definition video signals with a 4:2:2 samplestructure and a Y, Pr, Pb colour space.

HDSDI

For information on high definition and HDSDI see theSony Training Services “High Definition Television” poster.

Dual Link HDSDI

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The Dual Link HDSDI was designed for high definition signals like 1080/50p, 1080/60p, or high definition signals using theR, G, B colour space, These signals require twice the bandwidth of normal high definition signals. 3D signals also requiretwice the bandwidth. Therefore Dual Link HDSDI is a popular method of connecting 3D signals between professionalequipment. However this method of connection takes up two inputs of outputs in vision switchers and routing matrices,effectively halving their capacity.

3G-SDI is the “stereo” connections for video. It provides a method of connecting any equipment that would otherwise beconnected using Dual Link HDSDI, but in a single cable and connector. This is achieved by multiplexing together the twosignals in a Dual Link HDSDI connection into one sctream at 2.97Gbps. 3G-SDI provides an easy method of connecting 3D.

3G-SDI

HDMI was designed as a standard method of connecting high definition video signals in a domesticenvironment between consumer equipment like televisions, Blu-ray players, PlayStations and set-top boxes. HDMI is derivedfrom DVI, a standard method of connecting digital video between computers and monitors. HDMI uses a smaller connector,adds digital surround sound audio, a command protocol and HDCP (High-bandwidth Digital Content Protection) a copyprotection scheme. HDMI has gone through a few updates since its introduction.

HDMI

Version 1.2 (August 2005)

Version 1.3 (June 2006)

Version 1.4 (May 2009)

8 channel one-bit audio (SACD).

Higher bandwidth required by HD-DVD and Blu-Ray 30, 36 and 48 bit colour (R,G,B or ,Pr,Pb.) New mini connector for camcorders. Automatic lip-syncing. Dolby rueHDand DTS-HD Master lossless audio.

Digital cinema 4K resolutions. HDMI Ethernet Channel. 3D HDMI. Micro connector.

Digital cinema 4K resolutions. HDMI Ethernet Channel. Micro connector.

Version 1.4 (May 2009)

3D HDMI.

HDMI version 1.4HDMI v1.4 includes control signals to convey 3Dmode information from one piece of equipment.

3D signal flag3D signal pass-through

TM

3D Compression & Transmission

The most popular professional high definition connection is HDSDI. HDSDI is a high definition version of SDI, running at1.485Gbps. It allows connection of normal broadcast quality 4:2:2 sample structured uncompressed high definition video.

HDSDI

TM