3D TV and 3D Cinema Tools and Processes For Creative Stereos

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3D TV and 3D Cinema

3D TV and 3D Cinema
Tools and Processes for Creative Stereoscopy

Bernard Mendiburu
with Yves Pupulin and Steve Schklair

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Dedication
v

To frank verpillat*
“Bernard, within a few years, we’ll see the first 3D TV channels. For they won’t
be able to produce enough content for 24/7 operation, they’ll rely on content
converted into 3D. I want you to design a 2D/3D conversion workflow and
pipeline.”
frank verpillat* (October 1999)
Acknowledgments
ix

Thousands of thanks, Fabienne, for your incredible performance as the best


supporting wife over the 15 months writing this book, and the 15 years before.
I want to acknowledge help and support from:
Steve and Yves, for agreeing to contribute to this book together, and for finding
some time slots in your insane schedules to write and read; Richard Kroon for
your tremendous work on audiovisual lingo, and the glossary you provided for
this book.
The 3ality and Binocle teams, and all the industry members who answered my
questions or provided images;
The CML-3D members, for your expertise and sense of humor;
The most beautiful Caribbean pearl, the Commonwealth of Dominica, West
Indies, also known as the “Nature Island.”
Foreword
xi

This book is a continuation of my first one, 3D Movie Making: Stereoscopic


Digital Cinema from Script to Screen, which was published in 2009 by Focal
Press. It is a continuation both in time and in subject matter. Back in 2008, 3D
was not yet definitively installed in movie theaters, as no major live action 3D
movie had proven it was feasible and viable to the extent that Avatar did. At the
time of my first book, my objective was to convince readers that 3D would be
more than a fad. My message was that it was complex to produce but worth
the effort; that it was a new art form and needed the involvement of new crew
members; and that one of them, the stereographer, deserves a supervisor-level
seat at the production roundtable. The year 2011 is another world, with flocks
of 3D movies now in development, production, and postproduction.
Before 2010, 3D filmmakers were afraid bad content would hit the screens and
drive audiences away; and, indeed, bad 3D conversions almost did. With a
surprising and positive twist, bad conversions educated viewers about the dif-
ference between 3D conversions and 3D filming. It even taught audiences the
difference between the rushed afterthoughts that were market-driven conver-
sions and delicately planned art-driven conversions. We are now witnessing
the cinema taming the 3D beast, inventing a new grammar, creating new visual
tools, and enjoying more adapted hardware. In 3D cinema, the technicians are
polishing the tools, and the game is clearly in the hands of the creatives.
The deployment of the 3D medium has always been a chicken-and-egg prob-
lem between display and content. In the movie business, that gridlock seems
to be solved for good, thanks to digital projection, first fed with CG anima-
tion, and now associated with live action 3D movies. In the TV business, it's
another story. There's no previous installment of a massively broadcast 3D
media one can rely on, such as with the Fifties golden age of 3D. One can see a
vintage 3D movie and learn from it. What 3D broadcast would you turn to in
order to learn about the practice? Although 3D cinema has a whole family of
ancestors that forged a path, 3D TV is a newborn orphan about whom we have
much to learn. Around the world, crews are learning and producing 3D con-
tent at the same time, mostly for sports events and concerts.
Until very recently, the 3D battle was about education; we had to both justify
it and provide it. This battle will soon be won, judging by the number of 3D
workshops hosted by the many cinematographic societies around the world;
industry members obviously agree that 3D image-making needs special skills
and experience. Now, the battle is about the quality of the equipment used in
production. We have to debunk the idea that bolting two cameras together is
xii Foreword

enough. Not all productions or camera positions require a high-end motion-


controlled rig, but one needs to correctly animate the interocular distance and
use the full extent of the zooms in order to offer some creative range to the
director—all while staying within comfortable stereoscopy, of course. We have
often seen the lowest bidder getting the deal, and it shows in the recorded
material: low-end equipment may not cause discomfort, but it creates bland
and uninteresting stereoscopy.
We’ve gotten to the point where it’s unlikely that cheap 3D production will
hurt the audience’s eyes, but we are now seeing that cheap gear impedes ste-
reoscopic creativity. There's no trick here: If one wants to be able to invent a
new imagery, one needs a new camera and monitoring system that reflects the
evolution of the produced media. Would you produce color without a cali-
brated camera, color monitoring, and a color timing pass? Would you edit on
an NLE (nonlinear editing) system that drops frames and drifts in frame rate?
Some respected names in the industry discard as useless functions they can’t
offer yet, but they will suddenly insist that these very same functions are neces-
sary as soon as their engineers catch up with the industry requirements. In the
meantime, poor 3D is produced and inaccurate knowledge is spread around.
For instance, it’s not because one cannot calibrate a zoom lens that zooming is
useless in 3D, yet we have heard this incorrect opinion voiced loudly all year.
As Yves Pupulin explains in Chapter 6, 3D is an industrial art; as such, it can-
not be separated from its exhibiting support. We would add that in its current
infancy, neither can 3D be separated from the tools of its creation. In the early
years of sound and of color in the movies, reproduction technology was adver-
tised on movie posters and billboards, sometimes just as much as the starring
talent—“in Technicolor” or with “Movietone” or “Vitaphone.” Shall we soon
see the “in 3D” demarcation replaced by “100% real 3D,” “Shot with 3ality
Digital rigs,” or “3D Quality by Binocle Takker,” just as we see the Intel brand
“InTru3D” on the DreamWorks Studios animation promotional material?
Dear reader, this is the journey awaiting for you. It’s time to get to know your
new production tools, and use them to extend the cinematographic language
like sound and color did. How far stereoscopy will revolutionize audiovisual
arts? I can’t wait to see your answers reaching TV and theater screens.
Introduction
xiii

Until recently there was no such thing as stereoscopic television. It was


a dream, a concept, but now it is a reality—a nascent medium that is being
shaped by aesthetic, business, and technological forces.
The quest for 3D moving images is more than a century old, and the quest
for 3D television has been evolving for most of that time. Early attempts at
broadcast 3D TV were crude by today’s standards, but despite the inelegance of
these solutions the dream didn’t falter. Part of what makes this story so inter-
esting is the convergence of motion picture and television (or video) technol-
ogy. Digital motion pictures are nothing more than technologically advanced
video, and it’s this commonality that makes the transition from film to TV so
much easier than it might have been had the film medium remained entirely
based on the chemistry of silver halide.
The groundwork for stereoscopic television was laid in the 1980s and 1990s by
three companies: StereoGraphics, Tektronix, and VRex. StereoGraphics intro-
duced the flicker-free, field-sequential 3D display, and the first wireless shut-
tering eyewear, CrystalEyes. StereoGraphics also introduced what are now the
most commonly used stereoscopic television multiplexing techniques and cre-
ated the ZScreen electro-optical modulator, which is the basis for the RealD
motion picture projection system. Tektronix was first-to-market with a liquid
crystal modulator for a display screen that alternated polarization characteris-
tics at field rates allowing for the viewing of a 3D image with passive eyewear.
VRex developed manufacturing techniques for an interdigitated micropolar-
izer for monitors, which allowed for line-sequential viewing of a stereoscopic
image using passive eyewear. The techniques created by these three companies
are now employed by the manufacturers of stereoscopic televisions and by the
people who manufacture the connective infrastructure necessary for the record-
ing and transmission of 3D TV images.
Why, then, did it take two or three decades for stereoscopic television to hap-
pen when so much of the technology was in place? There are several reasons
for this, some of which have a technological and some of which have a busi-
ness basis. For one thing, the obsolete NTSC protocol in the United States, and
PAL and SECAM in other countries, precluded viable transmission of stereo-
scopic information because of their limited bandwidth. Stereoscopic television
had to await the more open protocols and higher definition of digital televi-
sion. Curiously, though, the prior dominant display technology, the cathode
ray tube, or CRT, was a better vehicle for the viewing of field-sequential stereo-
scopic TV than the modern pervasive liquid crystal display screen.
xiv Introduction Introduction

It’s obvious that the current interest in stereoscopic television derives from the
success of stereoscopic cinema, and this success can be laid at the doorstep of
three companies: Texas Instruments, with the development of their DLP (digi-
tal light processing) light modulator; the Walt Disney Company, with their
lead in the charge for 3D movies; and RealD, with its successful deployment
of the ZScreen added to the DLP projector. The basis for modern stereoscopic
projection technology, and its reason for success, is that only a single projector
needs to be employed for the successful display of both left and right images
in a field-sequential mode, as originally demonstrated by StereoGraphics for
industrial applications. This makes for superior geometric and illumination
coordination of the left and right channels, allowing for routinized operations
in the projection booth. Similarly, a virtue of today’s 3D TV is that both left
and right images can be displayed on the surface of a single monitor.
The success of current 3D TV technology, just like 3D motion picture tech-
nology, depends on viewers wearing eyewear. The eyewear that are employed
today are either passive, using polarizing lenses, or active, using electro-optical
shutters, and are identical in function to the products offered in the past. There
are advantages and disadvantages to both techniques, yet as this book is being
published, no one can predict the level of acceptance on the part of the public
for stereoscopic television that requires the use of glasses. Despite the fact that
every major television set manufacturer, as well as the manufacturers of cam-
eras, custom integrated circuits, set-top boxes, Blu-ray players, and the like, not
to mention cable companies, satellite broadcasters, Internet protocol providers,
and manufacturers of multiplexing and switching apparatus for the backbone
of the television infrastructure, despite the fact that all these players are making
a tremendous amount of effort and outlaying enormous expenditures, every-
body in the field is making a big bet on the public’s acceptance of 3D TV with
individual selection devices—that is, glasses.
There are applications today that do not necessarily require the use of eye-
wear. These applications, most probably involving laptops and handheld
devices, use interdigitated stereo pairs in a vertical columnar format with
an at-the-screen selection device, typically a lenticular screen or a raster bar-
rier. In applications where the user can carefully position himself or herself,
or by hand-holding the device to position it, and where there is only a single
user, an interdigitated stereogram makes sense. Such selection devices have
limited head-box area, so proper positioning or the relationship between the
display and the viewer’s eyes is critical. But such a stereogram is not a general-
purpose solution that must await a large number of views and a proper selec-
tion technique.
It is safe to say that if an autostereoscopic (non-eyewear) television system
could be developed and offered for sale at a reasonable price, and had image
quality equal to that of images viewed with eyewear, it would be successful.
The basic technology has been under development for about a century. One
of the several problems that must be addressed no matter what selection
Introduction xv

technique is used for an autostereoscopic display is that a tremendous amount


of information needs to be displayed. A multiplicity of views is required—
something like a hundred views rather than the two views needed for a plano-
stereoscopic (two-view) display—which would require either a humongous
bandwidth or the means to reconstruct the required information. The latter is
more practical, and a great deal of work has gone into solving the reconstruc-
tion problem. But what to do about a display panel that requires at least an
order of magnitude more pixels than present devices? It is my belief that the
autostereo problem will be solved, but is it 5 years or 15 years away?
There are more immediate problems to be solved for successful implemen-
tation of a plano-stereoscopic TV system, not the least of which is the cam-
era requirement. For every kind of TV content—news, sitcom, documentary,
sports—a specific camera type is required. Today we have kludges of thrown-
together adapted cameras. The industry needs integral cameras designed from
the ground up. Numerous other issues need to be addressed, such as how to
handle text boxes, how to reconcile the different formats that will be favored
by particular content providers, and on and on. One interesting issue is the
suitability of content created for the large theater screen when it is displayed
on small screens at home or in the hand, and vice versa.
There are aesthetic issues to be addressed as well. Producing comfortable con-
tent is the first order of business, and there’s always the question of style: the
photographic approach has to be related to content. Since the 3D medium is so
new, at this time creative people have to wing it. Some people have strong opin-
ions, but many of these opinions aren’t based on experience because the indus-
try has very little history producing stereoscopic television content. That means
that we’re in a period of discovery, which can be a good thing, as long as people
are open-minded. But we don’t know whether or not some of what we suspect
to be hard-and-fast rules are truly gospel, or whether these will change in time
as the audience learns to look at stereoscopic images. This is an important sub-
ject, and there is no room for its contemplation in an introduction—which is
fortunate for me, because I don’t have the answers.
And the business issues I’ll leave to the business people.
The book that you hold in your hands, by Bernard Mendiburu, is an effort to offer
the information that creative professionals in the field of stereoscopic television
require. There’s a lot of work that needs to be done in order to get a stereoscopic
image from the camera to somebody’s TV set or computer screen or handheld
device. Bernard has tackled an enormous subject, and his book is an important
part of what will be an ongoing exploration. It will prove to be an invaluable ref-
erence for people in the field or for those who wish to enter the field.
Lenny Lipton
Laurel Canyon, California
November 2010
CHAPTER 1
Professional 3D Production
in the 2010s

In this first chapter, we will try to describe as accurately as possible the landscape
in which the concept of 3D production is currently being redefined. This descrip-
tion represents only a snapshot of our professional universe as of summer 2010,
as the landscape itself is an ever-changing picture. Still, we feel it is important to
set the background before jumping into the story. Describing how new tools are
being invented every day will help the reader manage any new task that may be
handed out to 3D crew members.

THE 3D TV AND 3D CINEMA LANDSCAPE IN 2010


It’s generally accepted that being paid for what you do defines your position as
a professional. Movie making adds a twist to that definition, however, because
many film professionals started by working for peanuts, sometimes only for a
day, sometimes for most of their career. And 3D accentuates that twist, with 3D
budgets more often spent on equipment than on pay slips—at least until the
new 3D renaissance.
Before this renaissance, 3D was more like a hobby or a craft than a profession.
Although there were a few production companies and a handful of specialized
movie professionals working mainly for theme parks, corporate communica-
tions, and universal exhibitions, 3D was usually not an everyday job that reli-
ably paid bills. Since 2005, though, the renaissance of 3D cinema and the birth
of 3D TV has changed the situation dramatically. Droves of 3D movies are in
production, and 3D TV channels around the world are looking for thousands
of hours of programs to air. Today, 3D is not a geek toy anymore; it’s a serious
business that needs serious tools.
The last time the entertainment industry experimented with 3D was in 1953
and 1954, but the movement was short-lived, and panoramic cinematogra-
phy took over as the medium of choice. Stereoscopic imagery stayed out of the
main street movie business for more than 50 years and was relegated to theme
parks, research labs, and other special venues. For many years, it remained a
hobby or a “special projects” technology, both areas where time is not as criti-
cal as it is in blockbuster production and TV. (Indeed, spending time may even
3D TV and 3D Cinema.
© 2012 Elsevier Inc. All rights reserved.
2 3D TV and 3D Cinema

be the purpose of a hobby—what’s the point in building an Eiffel tower with


matches if you are done in two hours?) In movies and TV, time is the most
expensive resource. To quote Vince Pace, “In event broadcast, all the money on
earth won’t buy you that shoot again.” On a major movie set, tens or hundreds
of people are working together, international talents have a tight schedule, and
overtime pay can seriously dent a budget. There’s no way one can delay a shoot
by a day or two—a problem that didn’t exist when 3D was produced in univer-
sities and labs.

DEFINING 3D TV AND 3D CINEMA


Stereoscopic 3D is not the only new media technology changing production processes
and deliveries. Alternative content in theaters, user-created content at home, day-
and-date video on demand, Internet televisions, and legally challenged peer-to-peer
distributions are other major changes currently affecting both entertainment production
and entertainment experience. Let’s discuss and define a few key terms:
n Live shooting refers to filming events whose timings are not controlled, like sports
or music shows.
n Live broadcast refers to transmitting images of an event while it’s happening in real
time.
n Cinema refers to prerecorded, post-produced content for the entertainment industry—
products that involve talents, stars, and marketing plans.
n Television content refers to prerecorded, post-produced content for playback on
television sets. Shows such as prime-time dramas, comedies, or sitcoms fall into
this category.
n Postproduction refers to the process of editing footage, including applying visual
effects, before distributing via broadcast or packaged content.
n Theater refers to any large-screen public presentation.
n TV refers to any screen sized for a living room, regardless of the image source it is
using (terrestrial, multipoint, IP, legal, or illegal). A TV is defined by its audience.
n 3D refers to stereoscopic images. In this text, we may use S3D as opposed to 3D,
CG, or CGI to distinguish stereoscopic 3D images from rendered computer images
based on 3D models.

Cinema Went 3D in 2009


The first year all major U.S. animation studios released CGI movies in S3D
was 2009; four of the ten top grossing movies were 3D. A total of 24 3D mov-
ies were released or premiered around the world, and tens of projects were
green-lighted. This year of the 3D cinema renaissance ended with Avatar, the
fourth biggest box office moneymaker (adjusting for inflation) in the history
of cinema, which brought the 3D experience to millions of moviegoers and
convinced its worldwide audience that 3D is now a new storytelling medium.
The year 2010 confirmed this trend, with 3D in six of the top ten movies, and
retaining the top three spots.
Professional 3D Production in the 2010s Chapter 1 3

3D movie analysis

80

70

60

50

40 5
1 69
7
30
3
6 48
20 7
5
3
10 7
8 9
1 8
3 4
– 1
2008 2009 2010 2010 2011 2012+
(Released) (Announced)
Native 3D CGI 2D 3D conversion Unknown
Source: www.3dmovielist.com, PwC analysis. Note: The list includes short movies.

FIGURE 1.1
3D movie releases 2008 to 2012.
Image courtesy of Vincent Teulade, PricewaterhouseCoopers Advisory.

3D TV Is Born in 2010
Now well established in cinema, stereoscopic content will soon invade your
living room with 3D TVs showing 3D games, TV channels, and 3D video on
demand (VoD). TV is now exactly where cinema was a few years ago in terms
of technologies and economic background. For anyone following the 3D revo-
lution, the only thing surprising about the 3D TV deployment is its speed. TV
is at the edge of a major shift, and “going HD” is only the tip of the 3D iceberg.
Steve Schklair, one of the forerunners among 3D TV advocates and engineers,
recalls the key events leading to 3D at home. Readers willing to learn more
about the inception of the entire 3D production system and procedures will
find Steve’s extensive recapitulations of the early years in Chapter 6.

STEVE SCHKLAIR
In April 2008, 3ality Digital did the first 3D broadcast, with Howie Mandel doing a
comedy skit from our offices in Burbank to the Content Theater at NAB as part of my
speech. This is the event that kicked off the BSkyB (British Sky Broadcasting Group)
launch of the world’s first 3D channel by a major broadcaster in 2009.
In September 2008, 3ality broadcast Jeffrey Katzenberg live to the International
Broadcasting Convention (IBC) in Amsterdam as part of my keynote speech. This was
the first transatlantic broadcast of 3D.

To give you a more general point of view of the 3D industry, we use a classic
three-act structure to represent the rapid transition to 3D TV in the few months
between 2009 and 2010.
4 3D TV and 3D Cinema

ACT ONE: SEPTEMBER 2009—IBC, AMSTERDAM


In an entertainment industry, the loom of recession generates great caution;
communication and marketing budgets are always the first to shrink when cost
cuts kick in. Still, at IBC (International Broadcasting Convention) in 2010 we
were given many 3D set-top boxes (STB) and chipset projects—even though
the STB business is not one of large margins and fast turnovers but of large vol-
umes and long product life. If the STB makers were going 3D, it’s because they
knew better than we did.
Next came the public release of the Fuji W1, that little marvel of a 3D still cam-
era. It was the first consumer 3D camera since the film cameras of the twenti-
eth century, like the Stereo Realist sold by the David White Company until the
1970s, and the SK-3D7K 3D video camcorders sold by Toshiba in the 1990s.

ACT TWO: JANUARY 2010—CES, LAS VEGAS


As the curtain rises on the Consumer Electronics Show (CES) of 2010, we are
presented with the secret that STB makers knew: 3D TVs are everywhere, dis-
played in all major consumer electronics (CE) booths. Sony, LG, Samsung,
and Panasonic all introduced 3D TV sets—putting them front and center at
their booths and press conferences, and showing all 3D flavors and technolo-
gies. They had active and passive stereoscopy on LCD (liquid crystal display),
LED (light-emitting diode), OLED (organic light-emitting diode), plasma,
and DLP (digital light processing) displays, as well as upcoming products and
research prototypes. For the duration of the show, DirectTV was broadcasting
a 3D channel we could see on many receivers in booths all around the floor.
Quoting Art Berman, industry analyst with Insight Media: “There is so much
interesting and important news related to 3D that it is impossible to pick just
one item to report. In a sense, the news is the size and scope of the 3D news!”

FIGURES 1.2A AND 1.2B


The Fuji W1 and W3. In 2009 Fuji introduced the FinePix Real 3D W1, the first digital 3D still camera,
followed in 2010 by Fuji’s FinePix Real 3D W3.
Professional 3D Production in the 2010s Chapter 1 5

Users do not buy a technology, they buy the experience that comes from it.
Sony announced that they would produce the 2010 FIFA World Cup in 3D and
ESPN would broadcast the 25 matches on their new 3D TV channel. Hours
after that announcement, “ESPN 3D” was ranked as the number five search on
Google. The audience’s craving for 3D was established.
CES 2010 also saw the launch of the 3D extension of the Blu-ray format and the
presentation of Panasonic’s 3D camcorder, the soon-to-be-famous AG-3DA1.

ACT THREE: APRIL 2010—NAB, LAS VEGAS


Once 3D TV had the technology side of consumer display and content dis-
tribution covered, it was time to get the independent production industry
on board. Strong signals had to be sent to entertainment executives that they
could hitch their wagons to the new shining star of 3D TV. Three elements
were needed: affordable production equipment, distribution channels, and
confidence in the market. The 2010 NAB Show supplied all three.
Affordable production equipment was presented in many booths around the
show floor. Newcomers to 3D buying cheap rigs would discover later on that
low-cost camera mounts sometimes lead to expensive postproduction sessions.
But for now, there is an extravaganza of 3D equipment providers.
Distribution channels were announced by Discovery Communications’ Chief Media
Technology Officer John Honeycutt. In his keynote at the NAB Digital Cinema
Summit, Honeycutt presented Discovery’s 3D initiative in partnership with IMAX
and Sony. His final stunt was to call 21st Century 3D CEO Jason Goodman onstage
to present Sony’s prototype of a 3D camcorder, based on a dual-head PMW-EX3.
Sony’s booth was all about 3D, with a 3D OB (outside broadcasting) van, a 3D
giant screen, 3D rigs from various manufacturers, and the presentation of the
production system to be used at the FIFA World Cup, with the Sony MPE-200,
a 3D image processing unit dubbed “the 3D Box” by the industry.
Now that leaders in the industry are embracing the 3D trend, smaller players
are invited to follow suit. Based on pre-orders alone, Panasonic will sell 800
3D cameras by the next IBC, while 3ality will sell more than 80 of its high-end
3D camera rigs throughout the year.

EPILOGUE: SEPTEMBER 2010—3D SUMMIT, UNIVERSAL CITY


At the annual 3D Entertainment Summit, the industry event hosted in the
heart of this entertainment city, the 3D land rush is all the rage. The U.S. 3D
TV channels are now on all cable and dish networks, and 3D TV productions
are happening all around the world. The preproduction series of the Panasonic
AG3D have been shooting actual TV content all summer. In a very short
amount of time, we went from “How can you afford to release your next block-
buster in 3D?” to “How can you afford not to release your next blockbuster in
3D?” As one panelist told the audience: “If you are not in 3D by now, you are
stupid. Period.”
6 3D TV and 3D Cinema

Main Critics of 3D
In order to give a fair assessment of the current perception of the 3D trend in the
general audience, we have to mention the 3D-bashing hype that could be found
on the Internet in the summer of 2010. It came from a variety of sources, from
inexperienced bloggers to seasoned and respected media journalists. This back-
lash was to be expected, both as a natural response to the marketing pressure and
as a consequence of new 3D technology shortcomings or inappropriate use by
some opportunists. Let’s have a look at some key elements mentioned during the
summer of 3D bashing and explore whether there is any value in these criticisms.

THE USELESSNESS OF 3D, AND STEREO BLINDNESS


“That 3D stuff is pointless, and, BTW, I can’t even see 3D.”
Some 3D posts started with the honest statement that the reviewer usually did
not enjoy 3D movies at the theater, and that 3D cameras or TVs were there-
fore pointless—either too expensive or lacking functions readily available on
2D products. A perfect example is an infamous review of the Fuji FinePix Real
3D W1 camera on a Japanese blog, which claimed that it was an expensive 2D
camera, as the reviewer did not see any interest in 3D. Like a color TV review
by a colorblind journalist, the piece reminds us that a sizeable part of the audi-
ence being visually challenged is actually “3D blind.” The industry has to care
for their needs as well, providing a way for them to enjoy the 3D content in 2D
when it is part of a social event, like a sporting event on TV.

THERE IS EITHER TOO MUCH OR NOT ENOUGH 3D


“Let me tell you and all the studios executives how 3D should be done.”
If you make some objects fly into the theater, half the critics will say you are
slapping the audience in the face. On the other hand, if you push all your imag-
ery behind the screen, the other half will complain there were no 3D effects at
all. Do both, and someone will complain that the 3D confused the storytelling.
We won’t blame the audience for this; interview more than a handful of stereog-
raphers, and you are sure to hear the same rants from the creative side. Everyone
has his taste for 3D, and there’s no rule about how much is enough, how much
is too much, and how much is barely enough. It is time for some stereographers
to stop pretending they are the only ones holding the holy 3D truth, or that
they are the first in the history of cinema to use 3D in a creative way. Someday,
one of them will be telling us that Eisenberg shot his 1940 Crusoe in 3D with no
cinematographic intent whatsoever, besides using twice as much film stock.

THE ACTIVE/PASSIVE 3D FORMAT WAR


“We are in for a new format war between active and passive 3D TV format.”
As of 2010, there are two types of 3D glasses: the passive ones and the active
ones. Almost all 3D TVs on the market require active glasses, with only a hand-
ful of expensive displays, mostly used as professional monitors, that work
Professional 3D Production in the 2010s Chapter 1 7

with passive glasses. Comparing the two is kind of like comparing apples and
oranges: they have very different purposes, specifications, and price points.
The first generation of active 3D glasses was vendor-specific, but they can be
made compatible with different TVs after some light polarization and synchro-
nization protocol adjustments. However, these adjustments confused reviewers
to such an extent that some saw in the glasses the start of a new format war—
one based on display technology rather than content distribution.
In early January 2011, as we finalized this book, we introduced the world’s
first hybrid 3D glasses, which work in both active and passive modes, at the
2011 Consumers Electronics Show in Las Vegas. This new product, designed by
Volfoni and called ActivEyes, is for both professional and personal use, allow-
ing directors in OB vans to use passive monitors for camera checks and active
3D TVs for beauty and program monitoring at once.
Here is another lesson for the CE industry: The HD optical support format war that
left the HD-DVD dead and the Blu-ray gasping for a 3D defibrillation, actually did
hurt the audience confidence in home cinema technologies more than we thought.

THE PROMISED GLASSES-FREE FUTURE


“Don’t even think about 3D TV with glasses. Glasses-free 3D is just around the
corner.”
Some reviewers discovered glasses-free 3D display technologies in 2010 and
hailed them as the future of 3D TV, urging readers not to buy any 3D TV unless
it is glasses-free. That would be good advice if people in the know had not
already waited more than 20 years for glasses-free 3D TVs to reach a decent
cost/quality point. Those displays generate 3D viewing by beaming a set of dis-
crete 2D images to specific viewpoints. Since they divide the display resolution,
they need to synthetize the additional viewpoints. This means that you start by
paying for a 4 K (or quad HD) display, feed it with pristine stereoscopic con-
tent, and enjoy 3D conversion artifacts on a less than 720p resolution. For half
the price, most people would prefer to wear 3D glasses and enjoy full HD-3D
upscaled on a gorgeous 4 K display.

THE 3D BOX OFFICE DOWNTURN


“Studios are on the edge of 3D bankruptcy; they won’t say I didn’t warn them.”
This represents another discovery by the Web’s bloggers: the summer of 2010
was supposedly disastrous to the 3D box office (BO). They based this state-
ment on two sets of figures:
n Overall movie BO revenue was declining.
n The ratio of BO revenue coming from 3D screens was down.
What these bloggers did not mention was the fact that six out of the ten top
grossing movies were 3D. How does one explain such contradictory figures?
First, 3D movies are now released every other week, pushing each other out
8 3D TV and 3D Cinema

of the 3D screens. Despite continuous increase in the number of 3D movies,


3D screens are still in insufficient numbers to satisfy the demand. Second, the
year started with 3D cinema’s biggest monetary success in history, Avatar. One
cannot break historical records every month. This supposed BO downturn was
the poster child of 3D-bashing, where the ripple effects of 3D’s groundbreak-
ing success made it look like a short-term failure.
That said, some 2010 releases were rushed 3D conversions of genre movies. As
Jeffrey Katzenberg, DreamWorks CEO, said in September at the 3D Summit:
“Story is still and will always be the key. 3D will not save a turkey.” (His com-
ments on the quality of some of the rushed 3D conversions were even harsher.)

THE LACK OF 3D CONTENT


“Don’t spend a dime on a 3D TV; there’s no 3D content out there.”
For once, this is an accurate statement, but it still is not a fair or meaningful
critique. With 3D in its infancy, the current crop of CE products is obviously
aimed at early adopters (the politically correct term for “rich geeks”). If you
bought an HDTV in the early 2000s, you had to wait a little bit for HD con-
tent, typically for over-the-air, cable, dish, or optical support distribution; the
same was true for color TV, FM radio, and, in fact, virtually every home media
delivery system. Remember that 3D-ready TV sets were introduced in 2007,
three full years before 3D TV was mass-marketed at CES 2010. As of late 2010,
you can have at least two 3D channels on any dish or cable network across the
United States, and in an impressive list of countries around the world.

2011 AND BEYOND: A FORECAST ATTEMPT


Can we confidently assume that recurring questions like “Is 3D a fad or just pass-
ing hype?” or “How soon before 3D disappears again, like it did in the 1950s?”
are now behind us? Let’s consider them to be valid concerns for a couple years,
for the sake of revealing interesting information from their evaluation, and let’s
discuss what we can infer from the recent deployments and activity in 3D.

3D TV Will Be By-Appointment Entertainment


Although it won’t last long, you may initially have to plan for 3D viewing more
than you do for regular broadcasting, just as you plan to go out to see 3D cinema.
This is a common effect of new media deployment, and your home cinema expe-
rience will get closer to your theatrical cinema experience, sometimes sharing the
type of content you are watching. Similarly, 3D cinema may get closer to home
entertainment, with television parties hosted in local theaters that include alter-
native content like live concerts, sporting events, and even special screenings or
world premieres. Fans waiting overnight in line may be a new form of tailgating.

3D TV Will Accelerate Stereoscopic Art Development


In cinema, project development is counted in years, and the turnaround from
green light to release is about two to three. Avatar, however, took ten years to
Professional 3D Production in the 2010s Chapter 1 9

develop and five years to produce. This is a prohibitive amount of time when it
comes to television technologies and storytelling techniques.
In television production, the longest timeframe is one year—and in most cases,
it is only a few months between the invention of a storytelling tool and its
common use in talk shows and sitcoms. In news, it is weeks, or even days.
As soon as music video TV channels are 3D, stereoscopic creativity will get its
ADHD treatment. As soon as nature and animal TV channels are 3D, the “we
take you there” shows mixing detailed wildlife close-ups and gorgeous vistas
will have their steroid shots. If you want to have the faintest idea of how far
3D sports coverage will evolve in 2011, just have a look at the first and last FIFA
3D matches produced in 2010. Live stereoscopic production will grow up right
before our eyes, as we witness camera operators and directors learning and
expanding the tools of the trade while producing 2011 sport events in 3D TV.

IS 3D WORTH THE COST?


As we were reminded at the 2010 3D Summit, the burden of going 3D is actually assumed
by filmmakers and moviegoers. They are the ones who make the decision to pay for the
cost of 3D: the movie maker, because 3D production is more expensive and 3D is known
to affect his art; the moviegoer, because he is the one who pays for the 3D price hike out-
of-pocket. These two people are crucial for answering the two key questions:
n Does 3D have an added value over 2D?
n Is that 3D added value worth the cost?
So far, there is no doubt that the answer is “Yes”—if 3D is done well on technical,
artistic, and commercial levels. A discussion of the commercial viability of 3D is beyond
the scope of this book, but let’s discuss both the technical and artistic aspects.
Technically, you should:
n Allow enough time and money for the 3D. If you don’t have additional time, that’s
okay, because with the right gear, 3D does not require any additional shooting time
over 2D. If you don’t have a budget extension to get from 2D to 3D production,
don’t even think about trying. All you’ll get is damage to your 2D and eventually
killing your 3D. On the other hand, if time is not an issue, you could plan to learn
on your own equipment for many weeks.
n Embrace the learning curve; don’t fight it. Send your crew members to 3D lectures
and workshops and have them get trained in their new gear. The art of 3D production
involves a set of new practical, intellectual, and aesthetic tools; don’t expect people
to know it without being taught.
Artistically (and this is most important), you should:
n Create compelling content. The 3D version of a broadcast or movie has to be more
compelling than the 2D version, or why bother?
n Do 3D with intention. Do not just throw 3D at your audience’s face; do not simply
rely on “that 3D shot” to sell 3D. You want to tell a story, but you want to do it
better than you would in 2D.
10 3D TV and 3D Cinema

AN OVERVIEW OF TYPICAL 3D PRODUCTIONS


So far, 3D has been applied in three major types of content production: fiction
movies, documentaries, and sports broadcasts, both as 3D TV and as alterna-
tive content in theaters. In the next chapters, we will take a detailed look at the
technical and artistic aspects of these productions.

As a teaser, though, let’s have a quick look at the conditions in which such pro-
ductions occur, that is, how 3D gets involved in these branches of the enter-
tainment industry, and how they are affected by it. As a 3D TV executive once
summed it up: live television brings the event to you, HD quality seats you in
the stadium, and 3D realism throws you onto the field. How does this affect
content production?

3D Broadcasts
A recurrent project for many a broadcast research centers was 3D TV produc-
tion. We have now entered a new era where 3D TV production has escaped to
the entrepreneurial world, which has started to self-finance its projects. Take a
look at the following timeline:

n April 14, 2008: First 3D broadcast to NAB, by 3ality


n September 14, 2008: First transatlantic 3D broadcast to IBC, by 3ality
n December 8, 2008: First 3D NFL broadcast to theaters, BCS Championship,
by 3ality
n January 8, 2009: First Super Bowl game broadcast in 3D to theaters, by
3ality
n January 31, 2010: First broadcast to U.K. Pubs and Clubs, by BSkyB with
3ality
n March 24, 2010: First 3D cable broadcast to U.S. home subscribers, of
Islanders vs. Rangers hockey game at Madison Square Garden, by MSG with
3ality
n April 21, 2010: IPL (Indian Premier League) cricket broadcast in 3D to the-
aters across India, by 3ality
n May 26, 2010: First over-the-air terrestrial 3D broadcast, State of Origin
Rugby Series, Australia, by Nine Network and SBS (Special Broadcasting
Service), with 3ality
n June 11, 2010: First ESPN 3D broadcast, FIFA World Cup, by HBS (Host
Broadcast Services) with Sony
n September 2, 2010: First fiber-optic 3D broadcast direct to U.S. home sub-
scribers, Patriots vs. Giants from Meadowlands Stadium, New Jersey, by
Verizon FiOS with 3ality

It is now possible to put on a live 3D broadcast that equals the quality of what
was post-produced only a few years ago. As an example of this progress, refer
to Figure 1.3, which shows the production of a Black Eyed Peas concert in 2010
compared to the U23D feature concert shot in 2007.
Professional 3D Production in the 2010s Chapter 1 11

FIGURES 1.3A AND 1.3B


U23D and 3D Black Eyed Peas. U23D and 3D BEP were produced only three years apart and show tremendous progress in live 3D
production.
Images courtesy of 3ality and 21st Century 3D. Steadicam operator, Phillip Martinez; photography by Jason Goodman.

Now that 3D broadcast technology is mature with regards to acquisition and


contribution, the battle has shifted to graphics, direction, and getting to the
premium camera positions—which sometimes means finding a way to share FIGURE 1.4
them with 2D production. The Pace 3D Shadow
Rig. This rig was
The front line is now in editorial, with the search for the perfect blending of designed to mount on
good old 2D storytelling and new 3D images, effects, and points of view. To a regular 2D camera
give an overly simplistic example, long lens shots tend to be hard to accom- unit in stadiums in
plish in 3D, whereas wide angle lens shots almost always look great. In a large order to share camera
shot, the whole stadium feels like a scale model, whereas in a long shot, the positions with regular HD
production.
players look like cardboard puppets that seem about to collide into each other. Image © 2011 PACE.
This is not to say that there is no place for long
lens shots in a 3D broadcast. In the creation of
compelling content, the most important thing is
that the story be told, even if it is the “story” of
a game. Not every shot needs to be a 3D “wow”
shot, as long as there is a fair mix of great 3D
shots and the story is told successfully.
The following is a list of 3D TV channels around
the world:
n Japan: The satellite BS11 (airs 3D content
four times a day)
n South Korea: Sky 3D
12 3D TV and 3D Cinema

n United Kingdom: BSkyB Channel 3D, Virgin Media VoD


n United States: New York Network Cablevision, Discovery 3D, ESPN 3D,
DirecTV VoD service
n Australia: Fox Sports
n Russia: PlatformHD in partnership with Samsung
n Brazil: RedeTV
n France: 3D broadcasts by Orange, Numericable, and Canal
n Spain: Canal 3D

Alternative 3D Content
While watching 3D mature and experiencing the major production paradigm
shift currently happening, the experts in the know were on the lookout for the
“CinemaScope” of the 2000s. What was the new media technology that would
kill 3D, just as widescreen viewing ended the golden age of 3D in the 1950s?
Alternative content (AC), like live sports or musical events, was seen as the
most serious contender, with dynamic seats and multiplayer games far in the
distance. As it happened, the 3D wave was so strong that AC itself had to go
3D, as you see now with 3D sports broadcasts in theaters.
Our thesis is that 3D will remain the strongest effect of visual media digiti-
zation, even if AC in theaters is another side effect of digitization. In reality,
3D and AC are complementary: the first generation of 3D broadcasts, such
as FIFA 3D, have to cope with 3D TV screen scarcity, but by also serving as
AC for 3D theaters, they balance their budgets. The current low rate of 3D
TV equipment acquisition can make it worthwhile for theaters to show AC
events while they are broadcast on 3D TV, and thus host the biggest 3D TV
party in town.

3D Documentaries
Stereoscopic displays are used in virtual reality for the enhanced realism and
added navigational skills they provide. The purpose of a documentary is to
present a vision of reality to its audience—so, with its realistic effect, 3D will
soon prove itself to be an excellent tool for that specialized movie genre. Will
this effect be the same for social documentaries and nature movies?
It’s no wonder that Discovery was the second major U.S. TV franchise to publi-
cally commit to a 3D channel (after ESPN). This involvement in new media
sparked a whole set of independent 3D documentary productions in the sum-
mer of 2010. For better or worse, producers and DPs with no 3D experience are
jumping on the boat with low-end 3D rigs.
However, documentary production is not particularly suitable for complex or
fragile shooting equipment; its budget does not allow for renting high-end rigs
for weeks in the bush, and the shooting environment is often harsh for surface
mirrors and micron-accurate motion controls. If there is a branch of 3D pro-
duction looking for the monopack of 3D, it is the documentary.
Professional 3D Production in the 2010s Chapter 1 13

3D Feature Films
Since 2005, the number of digital 3D films already released, slated for release,
or green-lighted has reached the number of 3D films actually released in the
1950s. Even if the current 3D era were to fade out, it would have generated the
same quantity of content as the 1950s golden age. Still, the comparison may
end there. First, that golden age lasted only two seasons, 1953 and 1954; and
second, the types of movies produced were totally different.
In 2010 we see a relatively varied mix of blockbusters converted to 3D, low-
budget movies shot in 3D, and a flock of CGI animation rendered in 3D. After
Avatar, we have yet to see another major live action blockbuster shot in 3D
rather than converted in post, and this should be the case in 2011 as well.
As 3D champion Ray Zone said two years ago: “The train has left the station,
the genie is out of the bottle; cinema is going 3D. Where it will go now is not
anymore a technologist question. It’s a business and art issue.”
Despite the 3D screen count continuing to increase by good numbers, feature
movies keep facing severe 3D screen scarcity. In 2010, we saw two 3D mov-
ies from the same animation studio, Shrek Forever After and How to Train Your
Dragon, fighting for 3D screens. The year 2011 will be no different, with a new
3D film coming out every two weeks.

3D IS A QUEST FOR IMMEDIATE IMAGE PERFECTION


Live 3D is at the crossroads of two very demanding worlds: live production,
which requires total obedience to the shooting schedule; and 3D production,
which requires perfect camera matching in geometry and photography.
The challenge is to be able to produce a technically perfect and controlled
image, often with no lead time or opportunity for a second take, while work-
ing in a very tight schedule and sometimes in tough material situations. Does
it sound like trying to cook gourmet food while hiking the Himalayas? That
would be a fair description.
This book will explain how this tough task is accomplished, detail what tools
have been developed for that purpose, and teach you how to put them to use
in your own 3D projects. Eventually, you will reach the point where 3D pro-
duction feels as easy and joyful as 2D filming.

WAS THERE NO SUCH THING AS HDTV?


Was there no such thing as HDTV? This may sound like a bold statement, and your
accounting department may want to know where all that investment money went. The
answer is, it went into getting ready for 3D. Let’s explain this a little bit.
The technology shift that is shaking the motion picture and entertainment industries is the
digitization of the audiovisual medium. Digitization changes the life of visual media in two
14 3D TV and 3D Cinema

aspects: it can be copied infinitely at a marginal cost, and it can be compressed thousands
of times and keep its visual quality. Infinite copy generations gave us compositing, the
most modern visual effects, and virtual editing. Compression gave us high-definition TV
and illegal downloading, otherwise both of which would be far too expensive to operate and
may not even exist. There’s no spare bandwidth to be lost in broadcasting analog HD.
Digital technologies had an impact on content production. With CGI images that make
any visual effect or stunt digitally possible, they extended the domain of suspension of
disbelief and led us into a world where we just couldn’t believe our eyes. This affected
story and image realism, but it did not affect the visual art in the same way as motion
or sound, or even color, did. Digital 2D brought us minor changes in visual storytelling.
HD provided increased resolution, but it did not change the audience experience. As for
the audience’s sensory experience, the gain from over-the-air analog TV to digital TV is
much more noticeable than from standard definition (SD) to HD. Similarly, there’s much
more of a difference between VHS and DVD than DVD and Blu-ray. If digitization changed
our visual world to some extent, HD did not change the visual rules; artistically, there
was no HD. Many HD production trucks still have 4/3 markers on their preview monitors.
Technologically, 3D is a sibling of HD, an offspring of digitization. If it were not for the
digital revolution, there would be no 3D; it wasn’t until it was possible to tweak images
at the subpixel level that 3D postproduction took off in the 1990s. Stereoscopic
movies escaped from high-end large-format special venues when digital projectors
became available, and that 3D mode was their best sales pitch. Once again: there
would have been no digital projection outreach without 3D. The 3D renaissance and
digital revolution cannot be separated.
Now consider how, in many cases, the upgrade from HD to 3D is marginal in cost
and complexity. Thanks to the computerization of CE and production gear, 3D is
often a software upgrade on HD. When it comes to hardware, HD and 3D are twin
technologies. Many HD products can be retrofitted into 3D with a simple software
update (Sony PlayStation 3 and some Blu-ray Disc players, video switchers and mixers,
image encoders, and transport equipment) or a minor electronic upgrade like 120 Hz
TVs. Some HD products are 3D-ready with not a single knob to turn on—like RPTVs
(rear projection TVs) and DLP projectors or SRW video tape decks.
Technologically, there was no HD; it was just that 3D software was not yet ready when
digital hardware was deployed.
Thus, there’s a difference between 3D and HD: 3D is changing the audience experience,
and 3D will eventually change the way we make movies and the way we produce live
sports on TV—like color or electronic news gathering (ENG) did in their time. It’s not an
issue of technology and skills; it is about art and direction, like camera positions and
editorial pacing. HD did not impact the visual arts as much as 3D will. Artistically, there
was no HD, but 3D is waiting to hatch.
The original cause of the revolution is digitization, and the end result is 3D. HD was
a transitional byproduct, which barely lived for a decade, almost never found its
packaged media, and did not influence the art.
Still, thanks are due to HD for paving the way for 3D and taking care of the upgrade
costs from analog, SD, and 2D television.
Professional 3D Production in the 2010s Chapter 1 15

3D Means Getting the Most Perfect Picture Twice


When you are looking at 3D content, your visual system combines the images
produced on both retinas and fuses them into a single 3D image. This process
is called stereopsis and generates the experience of a single 3D vision, also called
cyclopean vision. Comfortable 3D vision comes from meaningful differences
between the two views, without any visual clues that do not match what our
eyes would see in a natural environment.
Our visual system, which is comprised of our eyes, optical nerves, and visual
areas in the rear cortex, runs a cross-view quality check to extract the infor-
mation pertinent to 3D reconstruction. Differences between the left and right
views are called retinal disparities, and, when they adversely affect 3D percep-
tion, retinal rivalries.
If the images are not correctly aligned, our eyes will be forced to aim at unnat-
ural convergence positions, leading to muscular fatigue and eventually pain.
For this reason, there’s no room for less than perfect 3D in entertainment,
unless hurting your audience is part of your plan. (We sincerely doubt your
legal department would enjoy this for long.)

Michael Bergeron provided reference numbers that he found in the research literature
for the maximum sustainable retinal rivalry. You’ll obviously want to stay as far away
as possible from these numbers in your productions, for they set the bar for half your
audience leaving the room in tears.
Maximum Sustainable Retinal Rivalry:
n Vertical  .8%
n Rotation  .8%
n Zoom  1.2%

If you bring some visual effects or graphics into your picture, your accuracy
requirements get much higher. If you want to credibly match stereoscopic con-
tent and CG images, you’ll need to match practical and virtual camera angles
much more accurately than in 2D. This means that if your 3D footage is not
“clean,” you’ll have to ask the FX team to match its roughness.
Current 3D productions will most likely be shown on large screens, as cinema,
or as alternative content. Planning for 3D TV releases may not make 3D prod-
ucts any easier to produce, as shorter viewing distance and higher light level
make 3D TV imagery at least as demanding as 3D cinema.

Live and Movie Production Means Fast Setup


Concerts and sporting events usually share the same kind of large public ven-
ues that are rented at a very high cost. This means that the camera positions
in stadiums are available one day prior to major sporting events, and at best
two to three days before massive music concerts, while the construction crew
16 3D TV and 3D Cinema

sets up the stage. TV production’s working schedules and procedures have been
finessed and optimized for years, and 3D can hardly change anything there.
You just can’t be slower than 2D. The real world is not waiting for 3D; it’s 3D
that has to come up to speed.
You will not change that fact in the movie industry either; your 3D camera
units must be able to be set up just as fast as 2D. A film crew moves from set to
set, from location to location, and shoots as many takes as possible in a single
day, so fast setup is even more important in feature films.

On a Cinema Set Every Minute Is a 3000 Dollar Bill


On feature films, any minute spent fixing the 3D rig costs too much money.
Major studios estimate that shooting a blockbuster costs an average of
$200,000 per hour, $3000 per minute, $50 per second. The time you just spent
reading this sentence is more expensive than buying this book. Anyone who
delays a shooting schedule gets fired if he can be replaced, or, if not, never gets
called again.
Directors do not like to wait, at least not for the camera crew. A stereographer
friend on a feature film tells this story: “By the end of the first week, I got the
depth set up in under a minute, from the DP (director of photography) hand-
ing out the rig, to my 3D being fine. By the end of the second week, I could fig-
ure out in advance what 3D look they’d want and I got the IOD [inter-optical
distance] and convergence fixed in less than 15 seconds. Still, that was long
enough to feel they were wondering why I was still cranking the rig.”
And this is just for the technical crew; acting is still the most important job on
set. We should never forget that the camera recently spent a century on a set that
has belonged to actors for millenniums, not the other way around. Technologies
that impede the prevalence of acting usually get dumped quite fast.

Live 3D: You Won’t Shoot It Again, You Won’t Fix It in Post
With staged 3D, there’s no chance to shoot it again. The next president of the
United States is not likely to take his pledge twice, the race winner will not
cross the finish line again, and that gnu will not resuscitate just to be killed
again, even if the lion seems to have had a lot of fun. Live shooting is not only
about being ready when it happens; it is also about shooting it the right way,
right away. Fixing the convergence in post may be an option, but fixing the
inter-optical (IO) distance is not. Just as you can’t save an out-of-focus shot,
fixing shooting accidents in post is too expensive in 3D. You’ll never get a bet-
ter deal than shooting right.
Of course, in a live 3D broadcast, you won’t even have a chance to fix it in post.
If it was wrong, it was broadcast anyway, and did hurt the audience. There are
many 2D imperfections you can get away with. Not in 3D.
Professional 3D Production in the 2010s Chapter 1 17

Even some supposedly forgivable 3D imperfections can kill a live broadcast


shot; if the camera’s vertical alignment is slightly wrong, it may be okay for
your eyes to work at realigning the pictures. However, as soon as a graphic is
overlaid, it will cause pain to view, for it will reveal the imperfections of the
live picture.

Apply the 10 Rules of 3D Instinctively, Automatically


Many stereographers have come up with their 10 rules to produce good 3D,
with the most famous list coming from James Cameron. You’ll soon create
your own list as you develop your 3D style and finesse your procedures. The
first two will most likely deal with convergence, inter-optical distance, and
monitoring, and the remaining ones should all be about art.
When you’re under pressure to set up your 3D shooting, framing, direct-
ing, and cutting (whether it is live or staged), you won’t have time to think
too much about the rules. Your gear has to think for you. The most important
parameter should be the big shiny knob on the rig, not that flat screw under
the socket. The same is true for monitoring, visual aids, and metadata gather-
ing. Ergonomic design is not a luxury; it is a step toward quality.

LESSONS LEARNED SINCE THE DIGITAL 3D


REVOLUTION STARTED
We have seen that digital 3D is a new medium that is just starting to be
explored. Some crews have been there, done that, and some even survived and
came back to share their experience. They share it sometimes as production
tools become available for sale or rent, sometimes as shared advice on mailing
lists, almost always as 3D content to be seen again and again in order to learn
from it.
What do these 3D veterans have to tell us?

About Cameras, Optics, and Recorders


We all started practicing stereoscopic imaging by putting two cameras side
by side, often trying to match the human inter-pupillary distance of 65 mm.
It soon became obvious that this 65 mm is meaningless, and what is actually
important is the ratio between the IO and the camera-to-subject distances—the
full equation involving the background, focal length, sensor size, screen width,
and viewing distance. A seasoned 3DP (3D director of photography) adds
light, haze, depth of field, music, and story.
Still, there’s an iron rule that your camera is most likely too fat to operate in
a side-by-side configuration, unless you settle for a pin camera. A mirror rig
(MR) is compulsory for most shots, with the IOD averaging from 10 to 50 mm
on a typical feature production.
18 3D TV and 3D Cinema

Aligning cameras is a time-consuming, complex, and too-easily-reversed opera-


tion. Matching lenses is sometimes possible, making the process more stream-
lined. To that end, lens makers have started offering 3D-matched zooms. Give
them a try; the value is not just in their 3D marketing.
Not all 2D cameras are good 3D cameras. Most broadcast cameras are built to work
as a fleet, and it’s easy to put them on genlock (generator lock) to remote-control
them. On the other hand, digital cinema marvels have a tendency to behave as
divas when one tries to force the internal clock or to slave one to another.
Record your footage as a stereoscopic feed, clearly identifying your assets. Color
code the tapes, name the files, flag the images. Do whatever it takes, and even
more. You’ll never have too much left/right identification in your workflow.
Recorders that handle this for you will save you time and money in the future.

3D Has Enhanced Photographic Requirements


A good survival rule in 3D is to be wary of anything you can get away with
in 2D. Flares, specular effects, and polarized lights are good examples of light
effects that range from annoying to artistic in 2D, but they can kill a shot in
3D. For example, since lens flares occur inside the lens, they have huge inter-
ocular disparities, up to being present in only one eye.
Subtle errors in color and luminance matching between cameras can create
uncomfortable retinal rivalries, and will impede on the image analysis systems.
If there’s a color gradient in the image you are shooting in 3D, and that gradi-
ent happens to be shifted by the color balance in one camera, the image analy-
sis will be tempted to shift the images in space in order to match the colors in
both eyes.

STEVE SCHKLAIR
When using image-domain geometry correction in a live production, all camera feeds
need to be fixed before they enter the production, not just during the program and
preview.
Frame rate is a crucial issue in 3D, and its standards will have to be increased in TV and
cinema in the next 5 to 10 years. Currently, we’re still struggling with progressive and inter-
laced standards in 3D, but soon we’ll have to face the fact that the brain is more sensible
to stroboscopic effects in 3D than in 2D. The deep depth of field that some stereogra-
phers recommend for 3D doesn’t help either. As such, a lot of sports content would bene-
fit from being produced in 720 at 50p or 60p; right now it is most likely produced in 1080
at 50i and 60i. This is an issue with the current generations of 3D displays that combine
the two fields and double flash them at 120 Hz. Instead, the proper process should be to
interpolate each field to full resolution separately and flash them once each.
There’s a closely related issue with the interlaced-to-progressive converters used in
3D: they should actually generate four images, not just two. But solving this requires a
significant redesign of the workflow and tools.
Professional 3D Production in the 2010s Chapter 1 19

The Best 3D Shots Impede Storytelling


You will likely face the dilemma that your audience wants a good story and
wow effects. Unfortunately, these two goals are often irreconcilable; it is very
difficult to get immersed in a story while also having dramatic 3D effects
forced upon you.
As stereographer Eric Deren says: “3D is like FX for sound; if you notice it, they
did it wrong.”
Or as Phil “Captain 3D” McNally has said: “Wow effects are like sweet candies.
Everyone likes chocolate, but we all get sick if we eat too much at once. When
you are cooking, you use sugar with caution. There are some meals where you
don’t want any, there are some cakes that deserve super-sugary frosting; and
then, you don’t serve them as a starter. Keep this in mind and don’t overdose
your audience with 3D effects.”

STEVE SCHKLAIR
The story is the most important element. Gratuitous wow effects do not move a story
along. They do the opposite, and take an audience out of the story. These are shots
that are screaming out, “Look at me! Look at me! I’m 3D!” Still, every audience would
like a few wow 3D shots, with negative parallax. These have to be carefully scripted
in, if used at all. Perhaps the titles in a feature or the graphics in a broadcast are
enough. Think of the early days of surround sound, where every soundtrack swirled
the sounds around the room in a dizzying fashion. Over time this settled down, and
now the surrounds are used creatively, or just to create atmosphere. Eventually, and
we hope very soon, 3D visuals will settle down to a mature level and exist solely to
add to the filmmaker’s craft of storytelling.

Run and Gun Configurations


When John Honeycutt gave his keynote speech at NAB 2010, he invited Bruce
Austin on stage to present the Element Technica Neutron-SI2K rig Bruce used
to shoot 3D in Amazonia. Here is this 3D warrior’s firsthand account of six
months of shooting the 3D documentary.

BRUCE AUSTIN
Shooting 3D in Africa is like putting your rig in a washing machine, running a full high-
stain cycle, and then checking to see if there’s a missing screw.
Despite all its limitations, its long focal length being one, I love the Panasonic
AG-3DA1. In real nature documentary situations, rigs just do not work; we have to get
rid of them at some point. They are too dust-prone, full of chromatic and geometric
aberrations, and heavy and fragile to boot. You feel like you’re hurdling around a studio
camera in the bush, as though someone in the camera department played a prank on
you when packing your stuff. We need cameras 5 mm in width to make practical SBS
(side-by-side) rigs for animal documentaries.
20 3D TV and 3D Cinema

If you need 15 seconds to set up and 10 seconds to set your IO and convergence, you
have to remember that, on average, an animal leaves within 60 seconds. I eventually
learned to set up the camera while we were far away from the scene, guesstimating
the 3D, and then we would roll up to position. We had to leave the engine on, other-
wise the animal would leave, and that created vibrations.

Content Creation Is Affected


Broadcasting a sporting event in 3D involves the same rules as in 2D: let the
audience understand the game, and give them the feeling of being in the sta-
dium or on the field. There will be some changes, like framing close-ups with
different graphic placements in mind, and reducing camera movement may
be needed to prevent visual fatigue for the viewer. Additionally, camera posi-
tions have to be selected carefully in order to avoid images of people walking
in front of the screen plane.
For the audience, 3D brings a new level of engagement. Even the crew mem-
bers feel it. As 3D sports broadcast director Derek Manning confesses: “In 3D,
every shot is an experience, every cut is an intermission. It’s so immersing, so
engaging, on the first game I directed in 3D, I found myself watching a shot,
totally forgetting I was actually running the show.”

FIGURE 1.5
Producing Live 3D Reveals Unexpected Effects. A still camera flash generates a halo of focused
imagery in the middle of a tracking blur.
Side-effect catch by Nick Brown, Digital 3ality, during a BSkyB 3D football production.

3D TV Is Very Close to 3D Cinema


One of the unpleasant discoveries of the summer of 2010 was that 3D TV is no
less forgiving than 3D cinema. A widespread mix of educated guessing and naïve
Professional 3D Production in the 2010s Chapter 1 21

expectation suggested that the smaller screen size would make the 3D imperfec-
tions less noticeable; vertical disparities of a few pixels would be troublesomely
big on a theater screen but unnoticed on a TV set. However, experience shows
that this is not the case. Is it due to the sharpness and luminance of the image?
It’s not yet clear, but the lesson of the day is that 3D TV is not cheap 3D.
In addition, the distance between the viewer and the screen reduces the screen
size effect. As a result, most of the depth settings are relatively constant, which
means it’s primarily the depth placement that evolves. Producing for large
screens and small screens still dictates different framing and editing—but the
differences are not the ones that were expected.

New Opinions on 3D Content


Discussions with fellow stereographers at scientific conferences, industry trade
shows, and online forums have brought to our attention a few changes in the
general opinion on 3D content production.
The scenario does not need to be 3D. I’d like to correct something I wrote in
my previous book, 3D Movie Making, which said that it was beneficial to think
about 3D from the very inception of your project; in fact, this is not accurate.
Your story has to be told, be engaging, and make the audience willing to fol-
low it to the end. There’s nothing 3D about this. If you feel that your story
needs to be filmed in 3D to captivate the audience’s attention, you are either
engaging in a modern art piece or a very bad movie.
The screen size is not that important. What is important are the angular
disparities, and they tend to be relatively constant as the viewing distance
increases with the screen width. Add the 1% tolerance in divergence and the
diopter effect, as described by stereoscopic 3D expert John Merrit, and you end
up with stereoscopic metrics that scale and overlap pretty well from HDTV to
cinema. Eventually, the parallax settings will be more influenced by the direc-
tor’s 3D style than the math. Parallax setting is ultimately more artistic than
technical, provided you do not get into insane numbers.
Frame rate is more critical than expected. When Digital 3ality produced the
New York Rangers game on March 24, 2010, the hockey players’ fast-moving
action was the biggest challenge. It was eventually solved by producing the
show in 720HD and using a different approach than interlaced-to-progressive
conversion.
Long lenses are not all that bad in 3D. The IPL cricket competition in India
mentioned earlier forced Steve Schklair’s team to work with longer lenses than
they planned: “We had to search for the best camera position that allowed us
to create good 3D—where the players are not ‘cardboarded,’ where the posi-
tive parallax does not get wild, where the framing is coherent and aesthetic,
and most of all, where the game makes sense. Camera positions are more cru-
cial than lens choice. Never forget that telling the story the right way is more
important than making artistically sculptured pictures.”
22 3D TV and 3D Cinema

The Ongoing Invention of 3D TV


The 3D visionaries who believed in stereoscopy ten years ago have not stopped
looking forward. What do they have up their sleeves now?
Live integrations of multilayered 3D sources and graphics. Basically, they
talk about producing the 3D visual extravaganza of U23D in real time; in other
words, replace the good old 2D cross-fades and graphics by mixing multiple
3D views of the same event. On the technology side, this relies on fine depth
analysis of the video feed, used to drive the DVE and graphics engines. On the
creative side, it’s up to you. Crude foresight would suggest stats and graphics
following the players and floating above the field, and close-ups of the lead
singer overlaid above the dancing crowd.
To get there, we need to get the image analyzers to drive the graphics engines,
and we need to rethink our visual relationship to the event—in spatial volume,
not just in perspectives or layers. Do not settle for putting graphics and action
in respectively separate and safe spaces. Go all the way to have them coopera-
tively occupy all the 3D space.
The whole science of generating depth metadata and automatically understand-
ing volume will ultimately trickle down to the contribution and distribution
channels, and then all the way down to your set-top box that will use this sci-
ence to merge on-screen graphics, like TV programs or menus, with live images.
Higher in the production chain, we need to get the image processors to run
the camera units in auto-convergence modes, based on the director’s artistic
requests. As Steve Schklair says, “You want to keep the 3D creative positions in
truck A, and get rid of all the mechanical positions of convergence pullers in
truck B. Everybody in an OB van is at a creative seat; it has to be the same in 3D.”
This is the front line battle in 3D. Get rid of the technicians, give the power to
the artists.

3D’s New Collaborative Landscape


As Avatar DP Vince Pace put it in September 2010: “We are in a collaborative
market between 3D vendors and channels right now. The investment made
in the 3D gear has to be shared, and the created knowledge has to be spread
out. We had 20 years to finesse HD, and on some projects, we had 20 weeks to
deliver 3D.”
Getting the industry to produce quality 3D will not be easy. The economy isn’t
great, and the investment in 3D has to be recouped. A lot of people need to be
trained on new gear and new procedures; directors have to be trained to make
new edit decisions, and camera operators have to learn new reflexes.
If we want the audience to embrace 3D broadcasts that disturb its viewing hab-
its, we must make up for the disruption. We need to continue the search for
that new 3D camera that will bring us the money shot; the new effect that will
make the audience prefer to put glasses on rather that watch in 2D.
Professional 3D Production in the 2010s Chapter 1 23

Fortunately, the 3D industry seems to get it; we are beginning to see more and
more collaborative work, especially in the realm of education.

3D CREWING AND NEW JOB SCOPES


Producing 3D will involve new tasks, new jobs, new skills, and sometimes
new people. If you are shooting a single crew independent documentary in the
Himalayan mountains, you do all the 3D. If you are on a big-budget feature
film, there may be up to a dozen people involved in depth art direction, stereo-
scopic calculations, and rig manipulation. After the AC (assistant camera) turns
the 3D knobs on the rig, you’ll have all the TDs (technical directors) fixing it in
post, and the supervisors editing and timing your depth. In a live show, the 3D
can be set by the camera operators, the convergence pullers (camera assistants
who set the 3D parameters while the camera is running), a stereoscopic super-
visor, or even a bunch of computers in the OB van racks.
You’ll have your say with all these people, but your power will end on the
release day, when the theater projectionist will most likely reframe your piece
of art and kill your floating windows. Future 3D TV sets may even have a recon-
vergence button, if not a depth-enhancing mode that changes the IOD.

The Stereographer
The stereographer used to be the jack-of-all-trades of 3D productions, bring-
ing stereoscopic expertise to the project, from development to projection. With
3D production increasing in size, duration, and complexity, the job tends to
be shared among a principal photography stereographer, usually assumed by
someone with a DP or AC background, and a postproduction stereographer,
usually someone with an FX supervisor or compositing background.
In a live TV production, the stereographer is more of an instructor who will
teach the ENG team how to use the 3D gear and supervise the pool of conver-
gence pullers or 3D image analyzers that control the depth in real time.
On the movie set, the stereographer sets the depth, sometimes in collaboration
with the DP or director, sometimes independently. This will eventually change,
with the stereographer role gradually fading out. Setting the depth will then
be another artistic tool utilized by the DP—just as it is already the DP who
is responsible for the continuity of depth of field, or using depth of field to
enhance storytelling (working closely with the director, of course, as is already
done). There may or may not be a 3D-AC in charge of actually manipulating
the rig.
In 3D Movie Making, I signaled the paradox that required a stereographer to
have experience in 3D and in feature films even though no 3D feature films had
been produced for many years. That paradox has now evolved into a new one:
Good stereographers are those who will eventually make themselves useless,
because in every 3D movie or 3D broadcast, they teach the camera operators,
ACs, DPs, and directors how to make good 3D. Eventually, this 3D knowledge
24 3D TV and 3D Cinema

will be pervasive in movie crews; everyone will have some general knowledge
of 3D, and will also master the specialized skills needed for his or her job posi-
tion. By then, a stereographer may or may not be useful on set—in the same
way that there are no longer color technicians. On the other hand, there are
still sound engineers. Time will tell which way the road goes.
It is also possible that all stereographers will eventually be stereo supervisors or
VFX supervisors. If 3D is a new visual storytelling tool, then it is the DP who will
be responsible for using this tool to tell the story. It is worth noting that the gen-
eration of stereographers who worked on the film-era 3D movies had a camera
background, while the digital generation comes from visual effects supervision.
Knowing how much 3D is an end-to-end quality issue, more and more stereog-
raphers are reluctant to get a job where they do not control 3D quality from
shoot to post. As stereographer Eric Deren says, “Someone in post can very eas-
ily mess up what you shot, as soon as you are gone. Even worse, you may have
to deal in post with the nightmare of fixing dismal 3D that somebody else
shot. In both cases, the end result is poor or bad 3D that is reaching the screen
with your name on the credits and your reputation at stake. Whether they are
the DP or the stereographer, people shouldn’t be paid until the post is done.”

The Convergence Puller


The second most well-known job in 3D production, the convergence puller
(CP), is a camera assistant who sets the 3D parameters while the camera is
running, typically tracking a shot. The job here is to keep the screen plane in
accordance with the camera movements and scene blocking. This task was com-
pulsory in analog 3D, but it is much less critical with digital 3D, especially when
shooting parallel and reconverging in post. In both converged and parallel meth-
ods, this 3D-AC job includes tracking the interaxial with the shot motion.
In 3D TV productions, motorized rigs allow you to remotely control the inter-
axial and convergence; therefore, the convergence puller can work from the OB
van. A pool of CPs actually work as team, coordinating the depth of the cam-
eras under the stereographer’s command. In some situations, image processors
can replace the convergence puller, in which case a 3D vision engineer steps in.

The 3D Vision Engineer


Image processors are complex computers that can automate a lot of functions on
a 3D production. Not all convergence pullers know the intricacies of an image
processor well enough to use them to their full capabilities. Especially for com-
plex setups involving graphics insertions, multicamera settings, or complex
feedback loops with rig motion control, a highly skilled and trained technician
is needed. The 3D vision engineer is a computer specialist trained by the ven-
dor, if not directly sent from the engineering team.
Professional 3D Production in the 2010s Chapter 1 25

The Rig Technician


Low-end rigs can be set up and operated by any clever cameraperson with
some basic training. High-end rigs require trained technicians to set up and
configure all the automatisms, synchronization, and remote operation boxes
and cables. The rig technician is the person responsible for the engineering
of the camera systems. This includes confirming accurate sync, building the
lens LUTs, and being responsible for the capturing, recording, and accuracy of
on-set metadata.

The Stereoscopic Supervisor


The stereo supervisor is in charge of the coherence of the depth treatment in
postproduction. He or she will ensure that the depth quality is kept pristine on
both a technical and artistic level. In all CG animation stereoscopic movies, the
stereo supervisor is the stereographer in charge.
CHAPTER 2
The Stereoscopic
Camera Unit

27

The type of camera or rig you’ll need for filming 3D is dictated by various FIGURE 2.1A
parameters—and for quite a long time, the number one rule was availability. Compact 3D Camera.
The JVC GSTD1BUS is a
However, this has changed since 3D entered the realm of mainstream enter-
3D camcorder designed for
tainment, with the recent increases in vendors of 3D tools, the expanded avail- run-and-gun productions.
ability of 3D gear at rental houses, and the
global growth of 3D production budgets.

One rule of content creation says, “The best


tool is the one you love for the job you have
to do.” Still, we are often asked, “What is the
best rig in this price range?” or “Shall I buy this
3D camcorder or get a 3D rig?” There’s no one-
size-fits-all answer to any of these questions,
because there’s no one-size-fits-all 3D camera
unit. Consider this: Have you ever met a one-
size-fits-all 2D camera (besides in the dreams FIGURE 2.1B
Portable 3D Camera Unit.
of its salesman)?
Paul Taylor, stereographer,
with a 3D Camera
You’ll choose your 3D camera unit based on the project you are working on, Company rig equipped
and sometimes on the very shot you will be doing that day. As a stereographer with Silicon Imaging
on a feature movie, you’ll most likely have to match the DP request to use a SI-2K cameras.
2D camera in your rig. As a DP, you’ll have to
make sure your choices of camera and lenses can
be hosted in a rig that fits the monetary, volume,
and weight limits of the production.

There are three optical designs for a 3D camera


unit:
1. Lens devices or attachments combining views
in a single sensor.
2. Cameras mounted at 90 degrees, looking
through a half-mirror angled at 45 degrees.
3. Cameras mounted side by side.
3D TV and 3D Cinema.
© 2012 Elsevier Inc. All rights reserved.
28 3D TV and 3D Cinema

Globally, there are three types of stereoscopic


camera units:

1. All-in-one 3D camcorders.
2. Small 3D rigs, for a steady cam or shoulder
mount, using digital camera heads.
3. Large 3D rigs, hosting full-size digital cinemas,
broadcast cameras, or camcorders.

THE 3D CAMERA RIG


A 3D rig is a complex mechanical assembly that
FIGURE 2.1C
Full-Size 3D Camera
puts your cameras where your eyes would want to be, not where the camera’s
Unit. 3D cinema camera form factor forces you to put them. The 3D camera rig will be the admiral
unit, with two Panavision ship of your 3D camera fleet. It’s big (sometimes bulky), expensive (some-
Genesis cameras on a times unaffordable), complex (sometimes borderline geeky), and delicate to
Binocle Brigger III with the point of fragility. Still, it’s the air-land-sea multipurpose aircraft carrier
3D monitors and SSD
recorders.
that will never fall short and will always pull out the very 3D image you are
looking for.
Although a new generation of 3D camcorders is evolving, they are special-
ized cameras that perform beautifully in a specific setting on their own turf. As
such, they will never bring you the versatility of a good old bulky 3D rig—and,
to boot, a good 3D rig will host any 2D camera you want or need to use. If the
DP, director, or FX supervisor wants a Phantom, a Red One, or an ARRI Alexa,
your full-size 3D rig will host it.
Over the next few years, the money spent in 3D camera design will have
increased by a hundred- or thousandfold. These numbers aren’t surprising,
considering how scarce the 3D camera companies were a few years ago. We
will soon see a new revolutionary 3D camera system every three months. Most
of them will actually offer amazing new features and will be the perfect tool
for a specific shoot, angle, project, or budget. However, our understanding is
that the 3D rig that hosts regular or specialized 2D cameras, and moves them
dynamically behind a beam-splitting optical device, is here to last—even if its
form factor, price, and complexity will shrink significantly.
Our main reason for holding this position is the same reason we think 3D
glasses are here for good: basically, there’s only so much you can do to get
away from the laws of physics and optics. Stereoscopic 3D is made of two
discrete images describing two points of view: even if we throw thousands of
engineers, millions of dollars, and billions of computing cycles at the issue,
we will still end up looking at these two viewpoints. If you can record them
right away, you do yourself a great favor. As 3D visual effects guru Tim Sassoon
says: “Stereoscopic 3D is a visual effect. If you can shoot it, you should shoot
it. Period.”
The Stereoscopic Camera Unit Chapter 2 29

Now that we have made the case for 3D rigs, let’s acknowledge how complex the
system is, and explore how and why it came to that level of complexity. After all,
a 3D camera is just a pair of 2D cameras stitched together. Get a wood plank,
two screws, and some duct tape, and there you have it. To be honest, that’s pretty
much how most stereographers started in their younger years. The richer had alu-
minum plates and the smarter got sliders, but we all started with the basics. And
the few of us who pursued the journey all the way to the current state-of-the-art
3D rigs ended up with the same solution: a big bulky camera assembly revolving
around a half-mirror, hosting a dreaded number of motion control magic boxes,
and most likely connected to an image processing behemoth. How did we all
end up at the same point, each one following our very own path? Let’s fast-
forward 20 years in 3D camera design to understand.
First, there were the film camera rigs designed for theme park movies in the
1980s. Sometimes carved out of a single piece of aluminum, they held together
two cameras and the half-mirror splitting the light beam. They were beauti-
ful and accurate, but heavy, expensive, and not that versatile, with no dynamic
inter-optical distance.
Change came in the 1990s, with the new wave of electronic imaging announc-
ing the digital revolution. Camera heads could be detached from processing
and recording units, and motion control started to demonstrate its capacities.
At that point, a few engineers or cinematographers on the planet established
the 3D equation:
Electronic imaging  motion control 5 perfect 3D images

They started developing what would eventually be the blueprints for the 3D rigs
you see today. That design was developed the hard way, by getting back from
location late and often exhausted, with less than optimal pictures, and cursing
about not having the 3D tools that would make it easier. Remember, produc-
ing 3D always starts by putting two cameras together and shooting. In that pro-
cess one discovers the limitations of the system, builds solutions to circumvent
them, and progresses toward higher 3D quality, easier production schedules,
and more resilience to deal with the unexpected issues that content production
always randomly, yet steadily, generates.
If you had been making 3D movies, and therefore 3D cameras, for the last
20 years, here is what you would have discovered:
Step one: You need to motion control the left and right camera’s relative
movement to generate good 3D images, because
1. Cameras need perfect alignment, requiring XYZ-axis translation and
rotations.
2. One needs to be able to set up the inter-optical distance and convergence
almost instantly.
3. On shots where the camera or the action is moving, inter-optical and
convergence has to be dynamic.
30 3D TV and 3D Cinema

Step two: You realize that your inter-optical is too wide. In most movies shot
in 2010, inter-optical is under half the human inter-pupillary distance, which
is about three centimeters. This means that the cameras need to be closer than
the lenses’ width:
1. Cameras need to shoot through a 45-degrees half-mirror.
2. The mirror has to be a surface mirror.
3. Mirrors are extremely prone to getting dusty.
4. A mirror is not a perfect plane; it bends under its own weight.
5. Surface mirrors have chromatic asymmetry.
6. Most importantly, the mirror’s surface is fragile, and hitting it with a lens
can scratch it.
Step three: You need to use zoom lenses, because changing lenses is a complex
task on a mirror rig. Hopefully, you are already in the late 1990s, and the new
HD zooms are sharp enough to be used as adjustable primes. When zooming
in with your 3D rig, you discover that
1. Zoom progression is not linear and changes from lens to lens.
2. The optical axis shifts along a progression, and that shift is different with
every lens you try.
3. As a result, each lens pair has specific alignment requirements that vary
with focal length.
Step four: You have now reached the early 2000s, and computing power is
soon to become a commodity. You safely assume you can build zoom look-up-
tables (Z-LUTs) that use the XYZ motion controls to align the camera’s optical
axis. Here comes a new batch of bad news, however:
1. Manually generating the Z-LUT is a time-consuming process.
2. You should manually generate the Z-LUT every time a rig is assembled.
That last point should have you raising your eyebrow. What does this mean?
It means that if you take the very same set of equipment and rebuild the very
same rig, you won’t end up with the very same results. First, assuming you can
perfectly repeat procedures in movie and TV production is not such a safe bet.
Second, we need to talk numbers here. You want to get to less than a couple
of pixels of vertical disparity on your final image. When the sensor has 1080
lines of photosites on a 1/3-inch sensor, one line is 1/1080th of 3.6 mm, close
to three microns. The larger digital sensor, the Phase One P65, with 6732
lines on 40 mm, has a whopping 6 microns per pixel. To give you a compari-
son base, a human hair is 17 to 180 microns. You cannot build a mechani-
cal assembly with moving parts and expect alignment figures to be predictable
within a few microns.
1. The order of magnitude is to move camera and lenses weighing 10 Kg at up
to 5 cm/sec.
2. Inertia and momentum effects set a physical limit that your hardware magi-
cians will not be able to break.
The Stereoscopic Camera Unit Chapter 2 31

You still need an automatic lenses matching tool, and you build your image
analysis tools:
1. Automatic Z-LUT creation is a quite complex image processing problem
involving coplanar geometry.
2. Over a typical shooting session, thermal dilatation can change a Z-LUT or a
camera geometry. Just touching a camera may be enough to change the cor-
rection values.
Step five: You have now successfully reached the late 2000s, and you are the
inventor of one of the few world-class 3D camera systems. By now, it is obvious
that 3D cinema is going mainstream, and 3D TV is right around the corner. Both
require that you produce perfect 3D imagery, and both won’t cope for long with
the idea that every 3D shot is an FX shot that should be groomed in post.
1. Manual depth setting by human operators is not adapted to 3D TV
productions.
2. Full frame analysis and correction should be performed in less than 40 ms
for live TV.
3. All units involved in a multicamera production should be depth-coordinated.
After reading this list, you may wonder if it’s worth it—perhaps we are overdo-
ing it, and the answer may be to start from a simpler place, or to get more “fix
it in post” power.

Description and Vocabulary


In Figures 2.2 you can see the main parts of a 3D mirror rig:
n The half-mirror, which splits the light path into two optical axes.
n The transmissive camera, which records the light passing through the mirror.
n The reflective camera, which records the light bouncing on the mirror.
n The hood, which protects the mirror from catching surrounding lights (not
shown).
n The inter-optical and convergence motion controllers.
n The zoom, focus, and iris controllers.

Functions and Features


What does a 3D rig do, essentially? As we have seen, it keeps a pair of cam-
eras together and then moves them with microscopic accuracy. It’s all about
motion control (MC). At a bare minimum, you want a rig to allow for easy
camera alignment, which we’ll call mechanical control. Then you want to be able
to move cameras relative to each other by cranking wheels (at the very least)
or by running motors (preferably), which we’ll call dynamic control. Eventually,
you want such movements to be automatized, with intelligent motion control
that takes cares of the lenses’ optical shifts, and, ultimately, you want that intel-
ligent rig to obey artistic orders like “more depth in the back” as opposed to
technical requests like “converge closer.”
These are the three levels of functions a 3D rig should offer: mechanical con-
trol, dynamic control, and intelligent MC.
32 3D TV and 3D Cinema

SI-2K Cameras Camera

Zoom Lens
Zoom Lens Motorization

Mirror

Zoom Lens
Motorized Interaxial
and Convergence
Adjustment
FIGURE 2.2
The Main Parts of a
3D Rig.

3D RIG, LEVEL ONE: MECHANICAL CONTROL AND CAMERA ORIENTATION


Mechanical control of a camera position is a bare minimum requirement for
good 3D shooting. This control includes the ability to register cameras together.
In theory, this means controlling three axes per camera, in both translation and
rotation. This amounts to a total of 12 degrees of freedom. Obviously, only one
camera performing all movements would be enough. Out of these six remaining
axes, three should be fixed, and three should be adjustable.
The fixed mechanical controls are the camera height, depth position, and roll
axis, which are to be fixed only once.
The adjustable mechanical controls are:
n The distances between the cameras, called inter-axial, inter-ocular, inter-
optical, or stereo base.
n The pan, or rotation, along the vertical axis, which is called convergence,
angulation, or zero parallax setting.
n The yaw, or tilt, which is the rotation along the transversal axis and is, used
to correct the optical axis vertical angle.

The yaw control is used to compensate for the zoom axis mismatch. Note that
this mismatch is in both X and Y directions, so it will affect the convergence angle.
As a result, the convergence control is actually used to correct the zoom axes.
When discussing mechanical controls, it makes sense to mention the rolling
shutter and camera orientation issue. Most first-generation rigs had the vertical
camera with its top facing the set. This meant that if you looked at it through the
mirror, it seemed to be upside-down; indeed, that’s the way it looked at the scene:
upside-down. If your cameras had a rolling shutter, as most CCDs do, it meant
that they scanned the image the same way video cameras used to, or the same
way a scanner or a Xerox copier does. In the 720p U.S. video standard, short
for 720@30p, the norm is to scan the image top to bottom in a little less than
The Stereoscopic Camera Unit Chapter 2 33

a 1/30th of a second. This means that the bottom


of the image is read 1/30th of a second later than
the top. If your cameras are scanning in oppo-
site directions, it means that the top and bottom
parts of the image are desynchronized by up to
a 1/30th of a second. Thus, fast-moving objects
being imaged at different times appear to be in
different positions.
French stereographer Alain Derobe, when teaching
3D shooting, often gets a student to swing a golf
club in front of such a 3D rig configuration. This
creates motion-depth artifacts with very interest-
ing results: right-handed golfers seem to hit their
heads on the way up and miss the ball on the way
back, with the club twisting forward as it reaches FIGURE 2.3
the ground; left-handed golfers are the other way around, avoiding a head injury Rolling Shutters and
but seeming to whack out their own legs. You don’t want this in your footage. In Mirror Rig. Using a rolling
shutter camera in a mirror
order to avoid it, you want the vertical, or reflective, camera to be flipped around; rig requires specific
then the image will be scanned right to left instead of left to right, which generates camera orientation, as
only 1/1000th of the top/bottom desynchronization. A handful of digital cinema shown on this 3D Film
cameras have the good grace to offer a socket bolt on both the top and bottom, Factory rig.
allowing for adequate orientation even in a wrongly oriented rig.

3D RIG, LEVEL TWO: DYNAMIC CONTROLS AND LINKED FUNCTIONS


You’ll soon want to be able to instantly crank up and down the three moving
axes (tX, rZ, rY), either because you need fast setup from shot to shot, or because
you want to animate inter-optical, convergence, or focal length. After all, not all
shots are static. Most, if not all, professional rigs offer the option to animate ste-
reography, which is actually where the name convergence puller comes from. And
all professional rigs come with motorized controls, some of them with servo-
controls that will link functions together. What functions would you want to
link? We have seen that zooming in requires that you animate Z and Y rotations
together, following a Z-LUT. Considering that, in your mechanical assembly, the
gears controlling the rotation angles are not exactly positioned along the optical
centers of the lenses, any rotation correction generates a translation error that
may need to be corrected. If it’s not the case with zoom compensation, it will be
the case with the convergence and inter-optical distances affecting each other.
In 3D TV production, the linked functions can include linking convergence to
focus and inter-optical to focal length. In this case, shooting 3D really feels like
shooting 2D, with the very same control knob on the handlebar. This configu-
ration is efficient with sporting events, especially for remote camera positions
where there’s no surprise in shot composition. Vince Pace, the 3D cinematogra-
pher for Avatar, developed the concept by creating a 3D shadow unit that mounts
atop a regular 2D camera. It automatically sets its focus plane, zoom factor,
inter-optical distance, and convergence distance based on the 2D settings. This
solution has a key selling point: it does not require another camera position in
crowded stadiums where real estate is negotiated months in advance.
34 3D TV and 3D Cinema

STEREOGRAPHERS’ TIPS ON 3D RIGS


Yves Pupulin: Later we’ll see a special case: the steady-cam rig. Although we’ll talk
about this in more detail later, let’s just mention one thing: on such a rig, you want
both cameras to move laterally; otherwise, any change of inter-optical distance will
change the center of gravity, and the operator will have to balance to compensate for
the momentum change.
Eric Deren: While we’re discussing the mechanical balance, let’s talk about all the gear
we end up gripping to a camera: filters, shades, matte boxes, microphones, lamps,
monitors, and all sorts of 3D boxes. Make sure you never put one of these magic arms
on the cameras, and never use the hot shoe as a docking socket. Every time you do
so, you take the chance of affecting the alignment. Tether a control box on the camera
body, push a button, and voilà, you have potentially messed up your camera alignment.
Max Penner: Last but not least, you never know where your 3D rig will end up: on
a crane, on a bike, on a rooftop, on a helicopter . . . the possibilities are endless.
You want to be able to fix everything on it, and you want to be able to bolt the rig
everywhere that mad director will dream about. To that end, drilling many threaded
holes on the rig body will come in very handy.

FIGURE 2.4
ARRI Alexa on a 3D Rig. Note the threaded holes on the sides of the rig, used to fix accessories or
to bolt the rig on ad hoc mounts.
The Stereoscopic Camera Unit Chapter 2 35

3D RIG, LEVEL THREE: IMAGE ANALYSIS AND GEOMETRY CORRECTION


All the whistles and bells of a dynamic rig will not bring you instant camera setup.
For one thing, the process of registering the two cameras is complex, and generat-
ing Z-LUT is time-consuming. It basically consists of aiming at an alignment pat-
tern and then registering the cameras at both ends of the zoom range and at as
many in-between positions as needed to get a smooth Z-LUT. This is a typical task
that you’ll want to give to the motion-control computer that drives the rig motors.
Then, once you’ve set up your shot, you’ll want to make sure you have the right
stereoscopic parameters. If your image is out of focus or underexposed, it’s easy,
or at least possible, to catch it on your control monitor. If your 3D parameters
are wrong, it may not be obvious based on what you see on a small field moni-
tor, especially if you don’t have the eye to catch 3D defaults. And even if you have
years of experience, you’d rather have a green light blinking on a reliable piece
of equipment than rely exclusively on your instinctive understanding of the 3D
image. Let’s say it again: Some maintain that, ultimately, you must use a full-size
screen to evaluate a 3D image. That’s a 40-foot screen, if you are shooting for the-
atrical release. Clearly, you want a computer to help you make that decision.
The next step in assembling the best camera unit is an image-analysis tool that
helps you configure and monitor your 3D. What you need is artificial intelligence
that computes the corrections that need to be applied to the optical system, so that
you can type in the screen metrics or the director’s stereoscopic parallax request,
and then let the computer set the inter-optical and convergence. All you need to
do is look at a monitor with the picture overlaid by red, orange, green, and blue
tags showing the 3D parallax. If you’re shooting live 3D, the computer can even
adjust the inter-optical on the fly, just by tracking the action. On a director’s cue, it
can also change convergence to match the depth on another camera position. The
active depth cuts that were added in post in live movies like U23D, or in CGI mov-
ies like How to Train Your Dragon, are now available for live broadcasts.
Last, but not least, the system is able to fix the optical geometry errors in the
image domain. As we have seen, even the best 3D rigs cannot get a perfect image
alignment. Even if they could reach sub-micron accuracy, the lenses’ assembly
discrepancies would still generate some vertical rivalries—though we are talking
about image imperfections that you would most likely not notice, like a faint
background noise that is only noticeable once it stops. What’s the point of fixing
imperceptible 3D alignment, then? First, you have to see such image correction
in action to understand what it means. The 3D image has to be experienced—
perfect 3D too. Second, that faint white noise eventually builds up as visual
fatigue and may give your audience the infamous 3D headache.
Can image processing eventually replace high-end motion control in rigs?
That is essentially Sony’s approach to 3D, as deployed on the FIFA World Cup
2010 3D broadcasts. The concept is to rely on the image processing stages
to take care of 3D pictures that would not be watchable without correction.
It’s a known fact that software eventually kills the hardware in many aspects
of visual effects. The scope and validity of this approach is one of the current
36 3D TV and 3D Cinema

debates in the 3D community. There’s no question it works—up to a certain


point, and at a given computational cost. The question is: Are we at the point
where computers can figure out what the lenses did not bring to the sensors?

How to Evaluate the Quality of a 3D TV Vendor


Shooting for 3D TV is one step beyond shooting for 3D cinema in complexity
and requirements. You want each camera unit to deliver perfect 3D, and, on
top of that, you want the whole 3D experience to be coherent. Think about
color. Each camera has to generate a nice color picture, and then a vision engi-
neer has to make sure the color matches from one camera to another. That’s
exactly the same challenge for 3D. You want nice 3D from all camera posi-
tions, and then coherent 3D across camera positions.
When shopping for a 3D solution, here are the questions Steve Schklair sug-
gests you ask your 3D TV vendor, and the answers that you should expect.
Q: What is the setup time, from truck roll-out to shooting?
A: Two hours is okay, two days is not, and 30 minutes is the standard time
for world-class teams.
Q: How is perfect alignment assured?
A: You need computerized motion control and live post-processing.
Q: How are the spatial differences between cameras handled?
A: You need a stereographer to coordinate the depth look between the cam-
eras and to ensure depth continuity of the live feed. Remember that
there will be no post-correction of your 3D feed once it leaves the truck.
Q: Do you 3D-fix the previews, or only the program?
A: This is a catch; previews need to be fixed too, for they are recorded in the
EVS for instant replays.
Q: How does your stereographer work?
A: The stereographer acts as the color engineer on the 3D. He adjusts the
volume of the scene, not simply the camera on which he is working.
This brings us to the concept of “automatic stereoscopic setup,” where
the camera units obey the image processing stages to generate a coherent
3D interpretation of the live event.

HOW DO YOU EVALUATE THE QUALITY OF A 3D RIG?


If you look at a list of the 3D rigs available as of the summer of 2010, you’ll find quite
a price range between low-end and high-end rigs. What does a $60 K rig give you that a
$3 K rig does not? Some key points are:
1. Stiffness needed to keep heavy cameras aligned in dynamic shots.
2. Compactness and light weight for steady-cam or shoulder operation.
3. Ergonomic design for fast setup and alignment.
4. Embedded motorization for fast camera alignment and shoot setup.
5. Good combination or meaningful balance of items 1 to 4.
6. Size and quality of the half-mirror.
7. Accessories (hood, matte box, connectors).
The Stereoscopic Camera Unit Chapter 2 37

Side-by-Side or Mirror Rigs?


Not all 3D shots require a mirror rig; there are many shots where the inter-
optical distance is larger than the camera. In these cases, it is possible, simpler,
and much better to mount the cameras side by side. This eliminates the mirror
and all its filters and visual artifacts. This affects a minority of shots, but they
are not rare, and the benefits are great. Here is a list of times when you can use
a side-by-side rig instead of a mirror rig. FIGURE 2.5
n Faraway shots, high 50 camera in sports 3D TV Example of Mirror Rig:
the 3ality Digital TS-5.
n Main camera in soccer and other large-field sports
n Large landscape shots with no foreground
n Cable cams aiming down with shallow depth

to record
n Back position shot, framing the whole scene

for a concert
n All shots using a miniature point-of-view

camera with a small form factor


Some 3D rigs are specially designed for side-by-
side (SBS) configuration, and they tend to be
much simpler to design and operate than mirror
rigs. Because they are used with longer lenses
and farther-away subjects, they produce shots
less prone to keystone issues.
Some modular rigs can be reconfigured either as
side-by-side or beam-splitter rigs. On some rigs, this requires a complete break-
down; on others, it can be done with an easy flip of one of the camera supports.

FIGURE 2.6
Side-by-Side Cameras
for Helicopter Shot.
Helicopter setup in
the Makay Desert,
Madagascar.
Image courtesy of Binocle/
Gedeon.
38 3D TV and 3D Cinema

More Gear in the Optical Path


On a mirror rig, there are many new objects on the light path from the scene
to the sensor: the half-mirror, and its friends the filters and the matte box.
There’s still some secret craftsmanship here that not all stereographers are will-
ing to share. For this section, special thanks and credit go to stereographers Eric
Deren and Max Penner.

THE HALF-MIRROR
The mirror in your 3D rig is not just any mirror: it’s a 50/50 surface mirror.
This means that exactly half of the light is reflected (reflected light) when the
other half is let through (transmitted light). Reflected light and transmitted
light, define the transmissive camera and reflective camera. The mirror has to
be a surface mirror, it means that its reflective coating is on top of the glass,
not under it. Walk to your bathroom mirror and put your finger on it; you’ll
see the thickness of the glass between your finger and its reflection (actually,
you’ll see twice the glass thickness). Now go to the kitchen and grab a brand-
new, never-been-scratched stainless steel pot—one you can see yourself in—
and put your finger on that. There is no space between your finger and its
image. This is because the pot is a surface mirror, and your bathroom mirror
is not.
To understand why the 3D mirror has to be a surface mirror, try another
hands-on experiment. Get that bathroom mirror to your office video projector
and use it to divert the light beam. You’ll see a duplicated image, with a sec-
ondary picture that is approximately 10% the brightness of the main one. This
is because the glass surface of the mirror is not 100% transparent, and thus it
is a mirror in itself. If your rig were not fitted with a front surface mirror, the
reflective camera would see that double image.

FIGURES 2.7A AND 2.7B


Element Technica Neutron Rig in Both Positions. The Neutron rig can be switched from SBS to mirror
rig configurations in a few minutes.
Images courtesy of Element Technica.
The Stereoscopic Camera Unit Chapter 2 39

Your 3D mirror needs to be 50/50, or as close as possible. Sometimes it is not,


and therefore requires adaptations and corrections, which are done by adding
filters to fine-tune light balance. (We’ll discuss this more in a minute.)
It also needs to be color neutral, and most likely is not. Due to the coating
material and its thickness, the mirror will react differently to various wave-
lengths. The ultimate example is the dichroic prisms in cameras or projectors
that split white lights into RGB beams. That color sensitivity is also a function
of the light angle of incidence. This means that the color imbalance is a 2D
gradient following a circular pattern, and it changes in intensity as you zoom
in and out. To some extent, the longer the focal, the less color vignetting.
The mirror will be extremely efficient at catching up unwanted lights from all
around the cameras, or from the cameras themselves. Catching light is what
you want your mirror to do, but make sure that it doesn’t go overboard. As an
example, even the red tally light can cast an unpleasant halo on your image.
For this reason, the mirror box should be fully hooded, and both camera win-
dows (through which the lenses get their images from the mirror) should be
completely blinded around the lens.
Be aware that the mirror can also reflect light into the scene as well; on very
tight close-ups, it can even reflect light on the actor’s face.
To complete this discussion, we will address the issues with polarized lights,
like specular reflections, in the next section, which is dedicated to the filters
used to take care of them.

A Few Things to Know About Beam-Splitters

Sébastien Lafoux There are also a number of common problems with


Sébastien Lafoux, with 3D Camera Company, did exten- beam-splitters:
sive mirror testing when designing his Stereo Tango rig. n False astigmatism, which is when the horizontal
Here’s what he has to say about it. wave front error causes bad focus of the reflected
To begin with, here is a list of common characteristics of image at long focus distances and lengths.
beam-splitters: n Back focus alteration on the reflected images.
n Color temperature disparity between the reflected
n Ideal spectral distribution target: 50% transmis- and transmitted images.
sion, 400 nm to 750 nm; 50% reflection, 400 nm to n Polarization effect on the reflected image, causing
750 nm severe density and saturation disparities between
n Ideal light loss target: 1 stop the reflected and transmitted images.
n Most common substrate: low-dispersion crown n Different spectral response between reflected and
glass (Schott B270 flat glass, Schott N-BK 7 optical transmitted images, causing disparities in color.
glass) n Achromatic aberrations causing uncorrectable flare
n Most common coating method: vacuum deposit discrepancies between reflected and transmitted
n Most common pigment: titanium dioxide images.
40 3D TV and 3D Cinema

n Inadequate mounting apparatuses, which causes n With the help of an autocollimator, check the colli-
distortion of the substrate and severe degradation mation of both reflected and transmitted cameras
of the reflected images. through the beam-splitter.
n Test your rig in the horizontal and tilted down posi-
It’s also important to know how to test a beam-splitter:
tions to make sure the beam-splitter is properly
n Check if the beam-splitter is mounted right side up secured and the focus and optical alignment is not
by bringing the tip of a pencil to the mirror surface. affected when the rig is tilted downwards.
If you see a double reflection of the pencil tip, the n Check if the beam-splitter and its mounting appara-
beam-splitter is upside down. If you see a single tus can accommodate filtration in front of the lens;
reflection of the pencil tip, the beam splitter is right you will need it to cut infrared contamination and to
side up. cut light levels when using the latest generation of
n Check for scratches and defects in the coating. digital cameras.
n Test the difference in focus setting between n Check if the mounting apparatus can accommodate
the reflected and transmitted image at wide open a clear cover to protect the beam-splitter during
iris. setup and during special effects. This will extend the
n Test the focus performance at wide open iris with useful life of the beam-splitter and save you a signifi-
your longest lens, at a focusing distance greater cant amount of money.
than 60 feet.
The average selling price for a good quality beam-
n With the help of a vectorscope and a color chart,
splitter is about US$5,000, depending on size and
check the color and flare disparities between the
quantity. However, a high price does not guarantee a
two images, and compare them against the same
good beam-splitter.
target without a beam-splitter. Perform this test
under both tungsten and daylight illumination. An Happy testing!
overlay histogram will help you visualize the color
disparities. Sébastien Laffoux, Laffoux Solutions, www.tangohead.com

FILTERS
If your mirror is not doing a perfect job of splitting light in half, one camera
will get more illumination than the other, and the apertures and depth of field
will not match. This must be fixed, for eye rivalry in sharpness, details, and tex-
ture density is prone to generate visual processing overload and mental fatigue.
This is because, first, your brain needs to match two uncorrelated images; and
second, it then has to map the finer texture onto your 3D vision, rather than
just using whatever each eye sees.
Light levels need to be balanced with neutral density (ND) filters. Stereographer
Eric Deren suggests getting some 1/8th to 1/4th stop ND filters that may be on
special order at your camera shop. If you cannot get them, use the gain setting
to balance the cameras, not the iris. Experience shows that noise discrepancy is
less noticeable than depth-of-field mismatch.
Light polarization is an issue too. A reflective surface will polarize the light in
a direction defined by the product of the surface’s normal and incoming light
vectors. A light source beaming onto a glossy wall will bounce polarized. When
it reaches the half mirror, it will go through it unaffected, and meanwhile
The Stereoscopic Camera Unit Chapter 2 41

will be filtered out from the bouncing light path. As a result the transmissive
camera will receive more light than the reflective one. The disparity is neither
persistent nor uniform with camera movement, and can amount to up to two
or three full stops in specific conditions. There are two ways to take care of it:
linear polarization and circular polarization.
The linear polarization solution places a linear filter in front of the transmis-
sive camera to replicate the light-filtering that the reflective camera experi-
ences. This filter will typically generate a full stop loss, and requires another
one placed on the reflective camera to even out the light levels. This solution
requires that you put filters inside the mirror box, and consumes one stop on
both cameras.
Facing the challenge of a night shot with polarizing surfaces like car hoods,
and no stop to lose, Eric Deren came up with a simpler setup using a quarter-
wave plate, also known as a circularizing filter. By applying this filter in front of
the mirror box, the linearly polarized light gets circularized and is much less
affected by the half-mirror. Despite being theoretically less perfect than the
two linear filters, this method has proven very effective for day shots and much
more productive.
One more word from Eric:

Fix all this filtering gear on the rig, not on the camera; otherwise, any
adjustment is likely to misalign them. Remember that the mere use
of touchscreen functions on prosumer cameras is enough to mess up
your alignment. While you’re at it, make sure the lenses are tight. Not
perfectly locking them may not even be an issue on a lucky 2D shoot
day, because they’ll stay stable enough for shooting—but in 3D it’s a
no-no not to double-check that the lenses are perfectly in position and
locked down before aligning the rig. Otherwise they’ll slip during the
day, and by the time you tighten them up, you’ll need a full realignment
of the rig.

Remember to have one replacement mirror, at the very least, because they are
amazingly fragile and hard to find once on location. Even if you can find a
local spare one, you take the chance of getting a lower quality device. Even
a comparable one might have different optical characteristics that will force
you to reconsider all your fine-tuned light filtering. Put them in a safe box,
protected from dust and hard drops—and, while you’re at it, put a handful
of anaglyph glasses in this save-the-day bag. They’ll make themselves handy
someday.

Special Case: Steady-Cam Rigs


Steady-cam rigs are a specific breed of 3D rigs. The steady cam is an articu-
lated arm mounted on a harness with a whole set of balancing weights and
stabilizing springs; it allows the camera operator to walk freely while moving
42 3D TV and 3D Cinema

the camera in virtually every position. They are typically used for close-up
subjective shots—such as shooting dynamic point-of-view from a charac-
ter who is either a murderer or a victim of a murderer—which means they
need to have a small interaxial, or, in other words, a mirror rig. They need to
be quite stiff to hold cameras together while the operator climbs the stairs,
and they need to do all this within a very restricted weight limit that also
includes the two cameras, batteries, recorders, and 3D image processor. In
addition, you need a rig where the left and right cameras move symmetri-
cally to keep the whole mount balanced if the inter-optical changes along a
dynamic shot.

Rigs from Around the World


Below is a short selection of 3D rig makers from all around the world. A more
up-to-date list, with complete contact and specifications, is available on the
book’s companion website.
n 21st Century 3D, Jason Goodman
n 3ality Digital
n 3D Film Factory
n 3D Rigs
n Binocle 3D
n Dimension 3, Dan Symmes
n E3D Creative
n Element Technica
n HinesLab StereoCam
n Kerner Optical
n Kronomav
n PACE
n Pacific FX
n Parallax3
n PS Technik
n Redrock Micro
n Stereoscopic Technologies
n SwissRIG

CAMERAS IN 3D
A very broad range of cameras is used in 3D productions. You’ll find that many
2D cameras are suitable for use in 3D rigs, from the consumer camcorder to
the very best digital cinema camera. That said, not all cameras will be conve-
nient for 3D. We’ll see what a 2D camera needs to fit into a 3D unit.
If there’s no rig and camera combination that meets your needs, you may want
to have a look at 3D camcorders, or, as a last resort, at 3D lenses that mount
on 2D cameras (if you have tight form factor constraints).
The Stereoscopic Camera Unit Chapter 2 43

Requirements for Filming 3D


GENLOCK
The number one requirement for a 3D camera is the genlock port, which is a
video input that allows you to force a camera to run on an external clock. This
enables all cameras in a studio to run in synchronicity and mix smoothly in
analog video switchers. HD tri-level genlock is a must. Whatever wizardry you
perform to pull perfect imagery out of a camera, if the left and right images are
out of sync, you are either doomed or dead.
The good old video genlock is not quite accurate enough for 3D, because it
controls how fast the camera runs, but it does not provide any control over
when the camera starts generating a new frame. Actually, vintage video gen-
locked cameras can be up to almost a frame out of sync; the genlock just
makes sure the delay remains stable.
The point in 3D is not only to keep both cameras running together, but also to
make sure they actually scan the images at the very same pace. Left and right
images have to be scanned at the very same moment, line per line, pixel per
pixel (if possible). And that’s precisely what the three-level synch provides. This
is what makes the Sony PMW-EX3 very popular in the 3D crowd, and what
makes the Canon XF105 a 3D-ready camcorder: a genlock-in connector.

MECHANICAL DESIGN
After genlock, the second most important requirement in filming 3D is the
mechanical design. You want to be able to fit your camera on your 3D rig. The
two key factors are a stiff tripod socket and no protruding microphone. Plastic
body cameras tend not to keep alignment when touched, moved, or simply
exposed to heat. A long-neck hypercardioid microphone will hit the mirror,
especially in reversed mount configuration for rolling shutter cameras. Keeping
the camera away from the mirror forces you to shoot with a small field of view.
As an example, the Sony EX3—despite being a great 3D camcorder with a com-
pact design and HD genlock—suffers from its ergonomic design for shoulder
operation, which makes it extremely prone to move on the rig and lose its
proper lens alignment. Connectors on the back are preferable, for any connec-
tor on the side will generate unwanted rotations that are more complex to con-
trol practically or post-correct than vertical shifts.

DIGITAL OUT
The third most important feature is a digital out. It is a must for 3D monitor-
ing, and, if needed, recording uncompressed or high bitrate on external DDR
(Digital Disk Recorder). SDI out will be the best, with HDMI as an interesting
low-cost contender. Many 3D multiplexer boxes now offer HDMI inputs. It is
important to understand that until you can get a live full resolution image out
of the camera, you do not have a 3D camera. You do not really get into 3D
production until you combine the two image sources in one device, whether
44 3D TV and 3D Cinema

this device be a monitor, a recorder, or another 3D-aware piece of equipment.


Otherwise you are just shooting a pair of 2D movies that may eventually look
nice in 3D if you are talented, lucky, and spend enough time to gather and
groom the assets.

GLOBAL OR ROLLING SHUTTER


The type of electronic shutter you use will influence your 3D production pro-
cesses. In digital imaging there are two ways to get the image data out of the
electronic sensor. One is to get the entire image at once, with all photosites
starting and stopping to grab photons at the same time. This is called a global
shutter. The other option is to scan along the sensor surface, line by line, pixel
by pixel, like good old tube cameras did in the analog dark ages. This way is
known as a rolling shutter, and the standard is to scan from top to bottom.
This distinction is important when shooting stereo with a down-looking beam-
splitter. Because it’s looking at the set through a mirror, the reflective camera is
seeing the world upside down, and therefore scans it from bottom to top. This
is extremely troublesome with 3D. Say you are shooting at a fence through
a car window. Because the POV moves while the image is scanned, the fence
seems to be skewed and stays to the right. A reflective camera would see the
same fence leaning to the left. And, in 3D, the fence would be seen as leaning
forward or backward, depending on which camera is left or right. If the fence
example isn’t convincing enough, imagine shooting sports with fast-moving
objects, like a tennis ball. At the bottom of the frame, the time delay is almost
one full frame. Each camera registers the ball at a different time, and thus at a
different position—so you’ll see the ball bouncing a few centimeters above the
ground, or, even worse, under the ground.

FIGURE 2.8
Rolling Shutter Affects Image Symmetry. In this traveling shot, the image is skewed in opposite
directions by the combination of the movement and the scan. When displayed in 3D, the asymmetrical
skew generates false depth and geometries, rotating the whole scene toward the audience.
The Stereoscopic Camera Unit Chapter 2 45

Which cameras have a global shutter, and which


cameras have a rolling shutter? There’s no
http://blog.abelcine
definitive rule. In most cases, a CCD is global
.com/2009/04/15/the-difference-
shutter and a CMOS is rolling—but this is not
between-a-global-shutter-and-a-
always the case.
rolling-shutter/
Legacy 2D Cameras in 3D
BROADCAST AND DIGITAL CINEMA CAMERAS
In terms of image quality and special features, all broadcast cameras are suitable
for shooting 3D. Still, some are more comfortable than others to work with.

PROSUMER CAMERAS AND DSLRs


There are many reasons to use a prosumer camera in a 3D production. First,
when you’re going to need twice as many cameras, it’s fair game to try to pay
half price for them. Second, a lot of 3D projects are production tryout, crew
challenging, learn-as-you-do, low-budget productions. Third, everyone does it
in 2D . . . why can’t you do it in 3D? Just make sure you don’t shoot yourself in
the foot by selecting a prosumer camera that doesn’t work for 3D. There’s a 3D
rule that says everything you can get away with in 2D is a potential show killer
in 3D—and this includes cutting corners on equipment. Still, it’s never a bad
idea to know the rules for using camcorders as second units.
Filming with DSLR is a hot topic in cutting-edge technical creativity. With its
large sensor, a DSLR behaves like a digital cinema camera for a fraction of
the price. Unfortunately, the lack of a genlock port makes them unsuitable
for moving pictures. Still, they are a good technical platform for stereoscopic
rehearsals, training, or shooting super-ultra-HD 3D background plates to be
used later in the VFX process.

REQUIREMENTS FOR PROSUMER CAMERAS


There are some photographic/video requirements for using prosumer cameras, which
we list below:
n They must have HD genlock, also known as tri-level synch.
n They must have a digital out. SDI is a great bonus; HDMI can do with converters.
n They must allow remote operation of main functions (start, stop, focus, zoom, iris...).

There are also some form factor and design requirements:


n They must have a compact body that fits into small mirror rigs.
n They must have a narrow body that allows for a small interoptical on SbS rigs.
n They must have a rigid body and frame, with a flat tripod mount or socket.
n They must have connectors on the back or top, rather than on the side.
n They must not have a protruding mike that would hit the mirror.
n They must enable access to batteries and recording support without removing the
camera from the rig.
n They must have a flip-out LCD that can be folded back inside-out for image monitoring
in the stored position.
46 3D TV and 3D Cinema

The New Generation of 2D Cameras Designed for 3D


As late as 2008, no one was designing a camera for 3D. Still, some 2D cam-
eras were created by 3D enthusiasts who made sure their product would
be the best match for a 3D shot. The best example is the Silicon Imaging
SI-2K that Ari Presler conceived with 3D in mind. This is where the SI-2K’s
small form factor—cables on the back and top/bottom socket mounts—
comes from. As soon as the camera was on the market for 2D (and used in
a future Best Picture Oscar winning movie, to boot), Ari started to include
3D-dedicated functions in the software that drives the cameras and records
the images. When the whole system was integrated in an embedded com-
puter, we had all the building blocks for a run-and-gun beam-splitter
configuration.
Since those prehistoric times of 2008, big camera names jumped on the stereo-
scopic train and started finessing their camera design with 3D use in mind—
from high-end digital cinema cameras like the ARRI Alexa, to consumer-grade
Canon XF105.

SILICON IMAGING SI-2K AND SI-3D


Not only was the SI-2K designed to fit in a 3D rig, but its connectivity and
data streams are 3D-centric. Having the camera recording the appropriate pic-
ture is only half the job; the second half is to have the pair of cameras seen
as one single 3D camera by the operator. As the camera head is connected to
its host computer via an ethernet cable, it’s cheap and easy to connect both
cameras on a single, transportable PC. Now that the heads are basically com-
puter peripherals, it’s just a question of software development to get there. At
NAB 2009, Silicon Imaging introduced a remote control graphical user inter-
face (GUI) that was able to command both cameras at once, and record both
image streams in a single unified data format on the hard drive. The unified
GUI included 3D-dedicated visual aids like difference, mix, edge detection, and
histograms.
Cinedeck eventually created and integrated it in a custom-design version of
its embedded computer-recorder. In 2010, Silicon Imaging presented the Hawkeye,
an integrated dual SI-2K head with further reduced interaxial distance. When
mounted together, SI-2Ks and the Cinedeck form the SI-3D systems that could
qualify as a 3D camcorder.

ARRI ALEXA
http://www.siliconimaging.com/ The Alexa is the latest digital cinema camera
DigitalCinema/ from ARRI, a renowned German company. It is
being used by many cinematographers on 3D
projects, including Martin Scorsese on The Invention
of Hugo Cabret. The clock and timing subsystem was especially
tuned for multiple cameras. Because this camera is still a very recent addition
to the cinematographer’s toolset, you will have to look for more information
on the book’s companion website.
The Stereoscopic Camera Unit Chapter 2 47

FIGURE 2.9
SI-3D Rig with Cine­
deck. On this small 3D
camera unit, images
coming from the SI-2K
are recorded on the
Cinedeck SSD.
Image courtesy of Element
Technica.

FIGURE 2.10
The ARRI Alexa. Two
ARRI Alexas on a Stereo
Tango rig.
Image courtesy of
Sébastien Lafoux.

SONY HDCP1
The Sony HDCP1 is a compact point-of-view camera designed to fit into a 3D
rig. Its 68 mm narrow form factor is conveniently close to the 65 mm average
human interaxial distance. Its top and bottom tripod socket allows this rolling
shutter camera to be reverse-mounted as a reflective camera. All the connectors
48 3D TV and 3D Cinema

and memory card accesses are on the back of the body, and the lens can be con-
trolled through the camera that passes the commands from the SDI to the lens
control connectors. The system is currently extended to send commands to the
rig’s motors using the Element Technica protocol that has been made public.

CANON XF105 PROFESSIONAL CAMCORDER


Acknowledging the widespread use of compact camcorders in 3D rigs, Canon
put a series of features in its XF105 that will appeal to stereographers. First is
the genlock input, a definitive must in 3D; the second is the SDI out.
Canon also added lens controls designed for 3D. The first one is the ability to
calibrate the image stabilizer in order to fine-tune the optical axis telecentry.
In a word, you tell the camera where to zero in when you zoom all the way
in. Select a common target point for both left and right camera, and voilà, you
have a cheap zoom telecentry correction—much cheaper than a 6-axis motor-
ized rig or 4-U rack-mounted image processor. Curb your enthusiasm; this
solution has a few limitations. Mainly, zoom tele-decentry is not linear, and
tends to be sinusoidal. Two points may not be enough to fix it all.
The second lens control is a zero reference in the focal length. At any point
along the zoom factor you can set a reference, and from that point on you’ll
have the relative focal length shown as a numeric value in the LCD control
monitor. What’s the point in knowing you are plus or minus N millimeters
wider than you were ? The answer may come from the third new function.
Canon extended the VLAN port on the camera with a yet undisclosed new set
of commands. A VLAN is a general purpose command port that was used for
years by stereographers to remote control pairs of cameras cheaply. Considering
that the XF105 hardware was designed to work well in 3D, it is our under-
standing that the software is most likely to behave stereoscopically, with either
a slave/master mode or a stereoscopic remote controller that can address two
cameras and make sure the sensors and lenses works at the same pace.

FIGURES 2.11A AND 2.11B


The Canon XF105. The Canon XF105 was designed for use in 3D rigs. Note the genlock input and HD-SDI
output connectors, typically not included in such camcorders yet necessary for 3D filming.
The Stereoscopic Camera Unit Chapter 2 49

OTHER MINI CAMERAS ADAPTED FOR 3D


Many camera makers work on using their miniature point-of-view products
as 3D cameras. Among them, we’ll mention the Austrian company Indiecam,
which is working on an integrated 3D camera unit with symmetric remote con-
trol and dual stream recording.

FIGURES 2.12A AND 2.12B


The Indiecam: Concept Design and First Prototype.

3D Camcorders
Even in 2D, some productions will not use a full-size camera. Some can’t
afford it, and some don’t need it—for whatever reason, they require smaller or
cheaper solutions. Even on large budgets, you may want to shoot some B roll,
or have a camera you can play with without endangering your carrier if some-
thing unfortunate happens. Why would it be different in 3D?
Compact, single-body, all-in-one 3D camcorders have been the holy grail of
stereoscopic principal photography for quite a long time. Unfortunately, the
more they approach the real world, the better we see their limitations.
The advantages of an integrated 3D camera are obvious. One power switch,
one record button, one stereoscopic file. No cables, no mirrors, no screw-
driver, no surprises. The drawbacks come with the fact that 3D photography
is all about the relationship between the set and the camera metrics. The usual
process is to have a scene, and to adapt the camera to it. Recent statistics have
shown that most 3D shots, in CGI or live action, have an inter-optical ranging
between 5 and 20 mm. All-in-one cameras have either a fixed inter-optical at
70 mm, or a minimum inter-optical larger than 30 mm. As a result, short of
adapting the camera to the shot, you’ll have to adapt the shot to the camera.
You’ll want to stay away from the first plane objects, keep the background close
enough, or both.
Still, it’s easier to stay far away from that lion killing an antelope than asking
him to wait until you’re done setting up your shot.
50 3D TV and 3D Cinema

The other specialized application for such cameras will be news and talk show
studios with close backgrounds. Virtual studios will love them too, because the
green screen distance is irrelevant, and the FX guys will love to work with a
locked-down camera geometry.

PANASONIC AG-3DA1
When 3D became an established hit in CGI animation movies, 3D aficionados
were on the lookout for any sign that live action production tools were being pre-
pared in research labs. We knew that such research would act as a self-fulfilling
prophecy: if Sony showed a 3D camera, 3D would be a sure business, other play-
ers would have to follow, and Sony would have to make a 3D camera. Indeed,
that 3D camera was actually presented by Panasonic at NAB 2009, in an obscure
corner of the booth, behind the 3D theater. It was presented as a dual-lens
nonfunctional mockup, and was rumored to be a single-imaging system produc-
ing alternated stereo. Response from the audience was twofold. “A 3D camera?
Great, save one for me.” And: “60 Hz alternative 3D? Forget it.” How accurate
was the single-imaging system rumor? We don’t know. And a few months later, a
slightly different product was officially introduced as the AG-3DA1.

Michael Bergeron, Strategic Technical


Liaison with Panasonic Broadcast

There’s an ongoing trend in production equipment: availability of all-in-one cameras has been a key factor
Prices are brought down by higher integration and better for HD deployment in productions. We knew this would
chip designs, and more and more components are put repeat itself in 3D. You cannot put the genie back in
together. In 3D, this will lead to a whole range of spe- the bottle: people want to produce with lightweight cam-
cialized 3D cameras for as many 3D special shots. eras, and that hole needed to be filled in 3D. We knew
it would be easier for us to move up from that point, to
On the production side, the need is to test and try. We
offer a greater range of 3D cameras based on a much
need to invent new compelling shots, and each one may
greater body of experience. Our camera lineup would
require a new camera type. We need that signature shot
grow up with our users’ 3D business and expertise.
that will make 3D worthwhile. To find it, just watch 3D
and be on the lookout. There are a lot of opportunities We sold our first production batch on pre-orders, and will
for clever individuals and companies, because the all- likely do the same on the second batch. This shows the
purpose 3D rig is very far away. The next wave is made same interest from our consumers as for a 2D camera
of specialized rigs. in the same price range.
Based on this, Panasonic looked at the 3D production This camera was used on an all-star game production,
landscape and found that the biggest hole in the offer- along with PACE rigs.
ings was the lack of a single-body camera. For us, it was
the obvious missing key in the acquisition toolset. There To help identify the streams later in the workflow, the
were a lot of 3D rigs of all qualities, prices, and sizes, left and right images on the AG-3DA1 are identified
but there was nothing in the prosumer range. And the with a flag in the HDSDI channels. We are working on
The Stereoscopic Camera Unit Chapter 2 51

exporting more metadata later on, but this is a work in


progress, with 3D post-solutions vendors. We are work-
ing with virtual studios vendors too, and we integrated
specific functions in the camera at their request.

The camera is built around one-fourth-inch CMOS sen-


sors and records AVCam, also known as AVCHD, at 21
to 24 Mb. We opted for recording on two SDHC cards for
downstream compatibility with editing suites that used
to have a single-image stream per support. The file nam-
ing and metadata conventions are worked out with 3D
director and DP Tim Dashwood and other partners.

The optical alignment is built atop the existing functions


built in 2D cameras. We are running the same procedures FIGURE 2.13
to qualify the optical assembly by zooming on targets on a The Panasonic AG-3DA1. The Panasonic AG-3DA1 was the
test bench. We adapted the usual corrections to the spe- first 3D camera introduced by a major brand. It will remain the
cific needs of 3D. Basically, the Z-LUTs are coordinated. seminal 3D camcorder.

SONY
At NAB 2010, John Honeycutt of Discovery Communications briefly presented
a Sony 3D camcorder prototype they were working on. Based on Sony’s best-
selling PMW-EX3, its technology was drawn from Sony Broadcast laboratories
(San Jose), Sony Pictures (Culver City), and Sony Atsugi (Japan), with major FIGURE 2.14
contributions by 3D consultants at 21st Century 3D. It included two camera The Sony 3D Camera
heads, two image-processing pipelines, two digital outs, and a live picture Prototype. Sony intro­
beamed on a Sony 4 K 3D SXRD projector. The features list of the camera, as duced this prototype
at NAB 2010, and the
shared by Sony’s Peter Ludé, was as follows:
audience dubbed it “the
n Three CMOS 1/2-inch sensors per eye EX-3D,” based on its
visual similarity with
n Full 1920x1080 progressive capture
Sony’s bestselling 2D
n Interchangeable lens capability camcorder, the PMW-EX3.
n Adjustable interaxial distance (1.5 to 3.5 inches)
n Adjustable convergence via horizontal lens
shift
n Full metadata support
In September 2010, George Joblove, executive
vice president of advanced technology for Sony
Pictures Technology, presented Sony’s vision of
the 3D production system that would surround
this camera. The core concept is to produce a
cheap, lightweight, power-sipping camera, and
to be able to process its footage on a personal
52 3D TV and 3D Cinema

computer to finesse the alignment and correct shooting accidents, such as


uncomfortable stereoscopy due to inadequate inter-optical. In the proposed
design, the computer would generate new viewpoints based on the existing 3D
footage.
That prosumer camcorder was not shown at subsequent industry trade shows,
but it was followed by the prototype of a larger, more professional camera at
IBC 2010. It is not clear yet what 3D camera, if any, Sony will introduce in
2011.

3D-ONE AND FRONTNICHE


Side-by-side monobody cameras with inter-optical equal to human interaxial
are not new: they are a staple tool in robotics and remote operation systems,
and they are used extensively in deep underwater exploration, the nuclear
industry, and military applications like mine sweeping. Make them HD, get
them a digital interface, and you’ve got one of
these special-case 3D cameras. According to the
press releases, they solve all 3D issues that ever
occurred in production. That’s almost a fair
assessment, provided you realize that they also
lock down most potential artistic creativity.
The Dutch company 3D-One offers a 3D cam-
era with fixed inter-optical, the CP31. It records
1080p HD in MJPEG format, wrapped in an
AVI container. It has HDMI output for uncom-
pressed recording and 3D monitoring.
The British broadcast reseller Frontniche is annou­
ncing its own 3D camera, which is being built by
the South Korean company Vision 3 International
in 2011. It replicates the 65 mm human interaxial
distance using a set of three 2/3-inch CCD sensors,
FIGURE 2.15 and 18x zooms ranging from 7.6 to 137 mm. It will film HD as 1080i and 1080p
The 3D-One Camera. at 59.94 and 50 fps, with HDSDI outputs at 3 Gb. It offers the classic frame compat-
ible formats for 3D monitoring.
There’s also a few more 720p solutions out there,
including one from TDVision Systems and one
http://www.3d-one.com/ from the European Space Agency that’s quali-
http://www.frontniche.com/ fied to fly on the ISS (International Space
Station).

3D Lenses for 2D Cameras


If shooting 3D means shooting two images, it doesn’t necessarily mean that
you’re running two cameras at once; there is the option to shoot two pictures
The Stereoscopic Camera Unit Chapter 2 53

with a single camera. The camera resolution will be cut in half, and one can
chose between time or space resolution.
Time multiplexing is the process of shooting the left and right views alternately
on the full surface of the sensor. There used to be a consumer device called
the NuView designed to record 25/30 fps alternative 3D on 50/60 Hz inter-
laced video systems like PAL or NTSC. Some DIYers have successfully adapted
it on HD cameras, but the optical resolution of its cheap lenses made this a
dead end for HD-3D. A new system, based on an in-lens aperture shift, is cur-
rently being developed by ISee3D. We are yet to see actual pictures generated
by them.
A serious single-camera 3D shoot is done with oversized sensors that still
deliver HD resolution, even if you slice the original frame. There are not that
many cameras that offer super-HD resolution to start with, as the Phantom
and Red do. Fortunately, they boast oversized sensors similar in size to 35
and 65 mm film back. This blends perfectly with historical film 3D that many
3D lens adaptors developed in the 1970s and ‘80s.

FIGURE 2.16
The ISee3D patent for a single-lens, single-sensor 3D camera.
54 3D TV and 3D Cinema

LOOKING FOR A SCIENCE PROJECT? MAKE YOUR OWN


SINGLE-CAMERA MIRROR RIG
If you like learning optical designs the hard way, you can spend some free time on DIY
mirror rigs. You can find blueprints and examples on the Internet, with either two or
four mirrors. Perry Hobermann, who teaches 3D at the University of Southern California
(USC) School of Cinematic Arts, made a simple mount with only two mirrors. Jesse
Ferguson on cre.ations.net shares how to make one with four mirrors. The mounts
will not squeeze the left and right views, creating 3D in an 8/9th frame format. If you
reframe the picture in 16/9th, you’ll get a quarter of HD resolution, less than SD.

THE PHANTOM 65 SIDE-BY-SIDE LENSES


The Russian 3D system Stereo-70 is 40 years old and was originally developed
for film production. It is built on the recognition that the maximum inter-opti-
cal for shooting people or animals is around 30 mm. Otherwise, miniaturiza-
tion or excessive parallax occurs. The original lens mount
has an interaxial distance of 26.4 mm and gener-
ates two 35 mm images side by side on 65 mm
http://cre.ations.net/creation/ film. Convergence can be adjusted on the fly by
3d-video-rig the camera operators. The system has recently
been adapted to shoot on Phantom cameras,

FIGURE 2.17
The Single Camera Mirror Rig Built by Perry Hoberman. FIGURE 2.18
Image courtesy of Perry Hoberman. Vision Research Phantom Camera with a 65 mm 3D Lens.
The Stereoscopic Camera Unit Chapter 2 55

under the Phantom 65 brand name. That camera was


used to shoot cable cam sequences for the upcom-
http://www.stereokino.ru/
ing Running with Bulls, an IMAX 3D stereoscopic
3dsingle_en.htm
movie.

PANASONIC 3D LENS FOR HDC-SDT750


Most readers will wonder why we even mention this product in a professional FIGURE 2.19
production book, but at least one of you will someday need a soda-can sized The Panasonic HDC-
3D camera to put on a remote controlled car and pull a stunning shot that SDT750 with its 3D
Lens Adapter.
looks so great nobody even notices the resolution is abysmal. Cheap underwa-
Image courtesy of
ter, jumping over a cliff, who knows? Here’s the product: a lens extension that Panasonic.
mounts on a regular HD camcorder and turns it
into a 3D one. When you see such products sold
for high-end broadcast cameras, you’ll know
about them.
The trouble with this one is mostly the light loss
in the conversion. The 2D camera has a 30 mm
front lens when each 3D lens is about 7 mm
wide. The amount of light getting through it is
reduced even further by the additional lenses
on the way to the sensor. From a 1lux minimal
light, we drop to 28lux.

DSLRs IN 3D
What is trendier than shooting art video with
DSLR? Shooting 3D. If only there were a way to do
both. Unfortunately, current DSLRs have no gen-
lock port. This may be added for 3D, but the cost
increase will have to be justified for the majority of
2D users.
The other option is to fit your DSLR with a 3D lens. So
far, the only product available is a Loreo lens mount
with two issues. The first is the resultant image 8/9th
aspect ratio, and the second is the low quality of the
optics that show quite a lot of color fringing.
Recently, Panasonic introduced a 3D conversion lens
for its Lumix G cameras, the H-FT012.
FIGURE 2.20
SINGLE-LENS PARALLAX GENERATION THROUGH APERTURE SHIFTING The Panasonic H-FT012
for Lumix G Cameras.
The single-lens 3D system is among the magic wands that stereographers are Image courtesy of
looking for. Fortunately, there’s a theoretical path to that 3D treasure: the Panasonic.
56 3D TV and 3D Cinema

aperture shift. If you move the iris in a lens laterally, you move the optical axis
around the focal point. If you alternate two equally spaced iris positions in the
horizontal axis, you generate two stereoscopic viewpoints with a single camera.
The issue is that you have to include both apertures inside the lens’ original
maximum aperture. When you increase the stereoscopic base, you do the
following:
n Minimize the left and right apertures.
n Minimize the sensitivity.
n Increase the depth of field.
n Maximize the optical aberrations, working with the edges of the lenses.
Furthermore, you are recording alternative stereo, with left and right images
shot sequentially. Still, this is an interesting approach, and we had a long inter-
view with ISee3D CEO Dwight Romanica about the topic.

Dwight Romanica, ISee3D CEO

We basically inserted a pair of active glasses between In the 1990s there was a 3D lens attachment (NuView)
the lens and the sensor. This allows the blocking of the that can be described as a periscope fitted with a see-
light getting through the left or right half of the lens, vir- through mirror and a pair of 3D glasses. The glasses
tually turning the front lens width into interaxial. In our ran at 60 Hz, locked to the camera’s video out. As a
actual implementations, we are reaching 55% to 90% of result, the left and right frames were recorded on odd or
the front lens turned into interaxial. even fields of standard interlaced video. Seen on a CRT
TV with 60 Hz LCS glasses, a VHS of Hi8 tape would be
On high-end products like broadcast cameras, we will
3D. It was flickering like hell, but it was still 3D. All the
implement a mechanical shutter placed in an optical
current frame-compatible formats are the brain children
attachment. On low-end products like consumer camcord-
of this pre-digital 3D system, whose invention is cred-
ers, we plan to implement a liquid crystal shutter (LCS)
ited to Lenny Lipton. What was possible when all dis-
device that costs pennies in mass production, leading to
plays were running the same frame rate (50i or 60i) is
generalized, single-lens, 3D-switchable cameras.
not possible now, until a strict frame rate and 3D format
The known advantages are single-camera simplicity, per- conversion policy ensure that the stereo is not messed
fect for run-and-gun production, plus the views alignment is up by the time it reaches your eyeballs. Still, the current
persistent, and can even be perfect. Issues are inherent to state of the art is to shoot synchronized left and right,
view-alternated 3D capture, when left and right images are even if the majority of displays in theaters or at home
taken one after another. In a 3D rig, great care must be have a 144th or 120th of a second left/right delay.
taken to ensure that both images are acquired at exactly
the same time. In alternated 3D, you take for granted that At some point, frame interpolation algorithms can be
the images are not taken in synchronicity. If you do a ver- specialized to fix this, knowing they have to interpolate
tical pan, you have vertical disparities. The solution is to movement up to the point at which all disparities are
reduce that delay, or to match the display’s delay. horizontal.
The Stereoscopic Camera Unit Chapter 2 57

The average light loss is announced at one f-stop because only half the expo-
sure time is available per eye. More loss is to be expected in an actual shoot,
due to optical system imperfection, transition time between left and right shut-
ter positions, and a potentially smaller aperture.
A simpler approach is to properly flag the alternatively produced 3D and make
sure the display actually processes the images and presents them accordingly.
On 120 Hz active displays, it’s just a question of appropriately up-converting
the frame rate. Just as we have interlaced and progressive 2D formats that
are taken care of, we would have alternative and synchronous 3D. If such
single-lens active stereo gains ground in professional production, we’ll then see
SMPTE standards describing it. In the analogic world, SD3D (PAL or NTSC)
was supposed to be shot alternatively, and film had to be shot synchronously.
In the digital era, we may see 3D in 1080ia, 1080pa, 1080is, and 1080ps as
combinations of interlaced or progressive frame structure with alternative or
synchronous stereo timing.

SINGLE-LENS DEPTH ACQUISITION TECHNIQUES


A single camera generating RGBZ (color and depth) frames coupled to a
2D-3D conversion system would be a great production tool for continuous sur-
faces or large landscapes used as backdrops. There are currently three technolo-
gies that show interesting depth acquisition capability:
n Light detection and ranging (LIDAR)
n Constructed light
n Spatial phase imaging (SPI)
The principle of LIDAR acquisition is to illuminate the scene with a burst of
light and shoot the scene at an ultra-high speed. Light rays bouncing on the

FIGURE 2.21
JVC ZCam. In 2003 JVC
introduced this hybrid
camera system with a
Z sensor on the optical
axis.
58 3D TV and 3D Cinema

closest object will illuminate the sensor sooner than ones bouncing on sur-
faces that are farther away. Consecutive frames describe various depth planes.
Illuminating the scene with low intensity radar makes the process compatible
with image acquisition in the visible light range.
Advanced Scientific Concepts, Inc.’s LIDAR system is used for docking the space
shuttle to the ISS, and they are now working on bringing their technology to
the entertainment industry. This technology has a limited resolution, virtually
infinite range, and requires relatively low computing power. It is well suited to
acquire urban landscape shapes, like the geometry of a stadium for 3D conver-
sion systems.
The constructed light approach uses a test-pattern-like image flashed on the
scene. A single image is shot in between two “regular” frame acquisitions and
analyzed. From the deformations of the pattern, the depth of the scene is recre-
ated. This technology has a limited range and requires some computing time.
It is well suited for close-up still image acquisition, and to
generate 3D scans of objects such as actors’ faces. Many
handheld 3D scanners use structured light. Minolta
Advanced
once produced the Minolta 3D 1500, a consumer
Scientific Concepts,
digital still camera that shot 3D images.
Inc.:
www.asc3d.com The SPI depth acquisition records the light
polarization of each pixel. This describes the
Research paper on constructed
orientation of surfaces towards the sensor
light: http://citeseerx.ist.psu.edu/
and the light source. From that point, shapes
viewdoc/download?doi10.1.1.126
are reconstructed, based on the assumption
.6857&reprep1&typepdf
that all surfaces are continuous. Of all these
PhotonX: http://www three depth acquisition techniques, SPI is the
.photon-x.com/ one showing the higher resolution. Photon-X has
developed a set of sensors and plans to integrate
them with broadcast imagers.
CHAPTER 3
3D Image Processing and
Monitoring

59

Stereoscopic image quality control is more complex than mere 2D monitoring.


You want to look at the stereoscopic disparities, more than the image in vol-
ume. You want to make sure that all the bad disparities, the vertical ones, are
either nonexistent or within the required range. Regarding the good dispari-
ties, the horizontal ones, you want to make sure they remain, at the very least,
in the comfort envelope. Further inspection will ensure that they match the
artistic intent, or depth script. The ultimate judgment should be based on
the depth feeling your imagery is gathering. And that’s the only one that
requires actual 3D vision.
How does the progression of quality assurance in depth acquisition occur? Its
science and procedures are presented here in three sections. We’ll distinguish
n Image monitoring, a visual evaluation using basic signal formatting.
n Image analysis, an automatic extraction of the stereoscopic descriptors of a
picture.
n Image correction, the resultant grooming of a stereoscopic picture.

We built this distinction on our observation of the wide range of implementa-


tion complexity and cost of such systems.
Image processing involves only basic 2D image manipulation, like 50% mixes
or frame-compatible formatting. Its typical implementation is in stand-alone
conversion boxes called stereoscopic multiplexers or inclusion in a 3D display. Its
application domain is the image monitoring.
Image analysis refers to complex processes involving software, computers,
multi-image processing, and, in the most advanced cases, full 3D reconstruc-
tion. Some image analyzers provide a feedback loop to motorized rigs.
Image correction can be via a feedback loop on the rig’s motion control, or in
the image domain, in real time or in batch processing. The latter is a software
solution that would run overnight on your laptop, and almost instantly on a
render farm. The former may be the very same program, but implemented on

3D TV and 3D Cinema.
© 2012 Elsevier Inc. All rights reserved.
60 3D TV and 3D Cinema

dedicated processing hardware, with the ability to correct your live 3D stream
as you shoot it, even before it reaches the OB van grid.

MONITORING 3D
The main rule is that you want to see the 3D. Clearly, you need to monitor
your work in 3D. You wouldn’t monitor a color shoot on a black and white
monitor, nor would you record sound without a headset, just by watching the
levels. For the same reasons you wouldn’t do these things, you shouldn’t shoot
3D without being able to see it.
That being said, this does not mean it has to be in stereoscopic 3D. To start
with, not everybody needs to monitor the 3D on a 3D display, and there’s even
a debate on the importance of running dailies in theater to check 3D in its final
screen size. As we’ll see, the best monitoring for stereoscopic images is some-
times on a 2D display. This requires the images to be adequately formatted into
a structure that will reveal their potential defaults.

Stereoscopic Image Processing for 3D Monitoring


Once again, let’s refer back to our color analogy. There are three levels of color
monitoring: basic control is watching lowlights and highlights, making sure
your images are not burned out; intermediate color control just requires an all-
purpose monitor; and advanced color control requires a color-calibrated moni-
tor, light-controlled environment, or the trained eyes of an expert colorist or
DP. Otherwise, reference patterns and a vectorscope would do the job, even
with a colorblind technician. Beyond this, onset LUT management will allow
the crew to make sure the tweaked image will match the desired artistic effect.

BASIC 3D MONITORING
Basic stereoscopic control can be done with a 50% mix on a regular 2D moni-
tor. Vertical disparities should be unnoticeable on a small field monitor; other-
wise they’ll be uncomfortable on full-size screens.
Side-by-side and over/under modes can also be used, but they are less efficient
in detecting horizontal or vertical disparities and rotations. Anaglyphic 3D is
often preferred for previews and is best enjoyed without glasses. The red and
blue fringes act as disparity enhancers on the display.

INTERMEDIATE 3D MONITORING
Intermediate level quality control is done using a difference view that
clearly shows the disparities and makes them much more noticeable, even
measurable.
Basic and average controls can be supplemented with markers showing refer-
ence parallaxes on the monitor. One can use simple Post-its or tape applied on
the screen. Some professional displays can electronically insert visual helpers,
3D Image Processing and Monitoring Chapter 3 61

FIGURE 3.1
50% Mix Monitoring. Example of basic 3D monitoring; 50% mix of left and right eye.

FIGURE 3.2
Difference Preview. Example of intermediate 3D monitoring; difference between left and right eye.

like gridlines, bars, or checkerboards. If you are shooting with no target screen
size, 1% and 2% of the screen width are the regular landmarks. If you are
shooting for a defined screen size, the size of the reference grid unit can be
the equivalent of one or two human inter-optical distances. On a feature, the
62 3D TV and 3D Cinema

reference maximum positive parallax will be chosen during the preproduction.


Obviously, specific parallax references for FX shots will be enforced with even
more caution.

ADVANCED 3D MONITORING
Advanced controls for specific image default detection—like rotations, key-
stones, and various geometry mismatches—can be performed with the
naked eye and years of experience, or with specialized tools. Alignment
patterns are one option. Image analysis is another. Combining the two is a
great approach.
More complex image processing can be performed on a stereoscopic feed, with-
out going all the way to the complexity of a full 3D analysis. Digital disk record-
ers built around a computer offer some advanced monitoring tools, such as
n Edge detection, for focus matching
n Interactive digital zoom, for fine alignment and convergence
n Alignment grid overlays, for parallax control
n False color zebras
n Spot meters
n Dual histograms, for color balance
n Parallax shifts, to adequately monitor parallel footage
n Anaglyph mixing, to be used with and without glasses
n Wiggle displays, to quickly switch between views

Identifying 3D Image Defaults


Most 3D-related headaches come from bad 3D images, a generic term under
which stereographers include all pictures that suffered, at any stage of their life,
from lack of caution, knowledge, experience, or luck. Mistakes occur very eas-
ily in 3D production and should be noticed and corrected at once, for some of
them may be extremely costly to fix later on in the production process. This is
one of the reasons why you should always check your work in 3D, and on the
biggest screen available.
You may be feeling that this “watch your 3D, every time you can, and on a big
screen” advice is printed on every other page of this book. That may be the
case, and it would be a good thing. There are probably fewer than five direc-
tors or DPs on earth who are able to put together a 3D shot without needing to
check it in 3D—but even these geniuses would never do such a thing; they will
always visually check the 3D, one way or another.
In the next sections, fixes and tricks are sometimes suggested for low-end con-
figurations using prosumer cameras. Obviously, the readers using high-end
rigs and digital cinema cameras are invited to refer to their manuals to find the
proper course of action to apply the proper fix to the image default.
3D Image Processing and Monitoring Chapter 3 63

1. Alignment/Geometry 2. Luminance/Colorimetry 3. Depth of Field 4. Reflections, Polarization, Flares

A A
LEFT RIGHT
A VS. A A VS. A A VS. A
LEFT RIGHT LEFT RIGHT LEFT RIGHT

What is it? What is it? What is it?


What is it? Left image is brighter, darker or of a Focus not matching in the left and right eye Reflections on shiny objects not
Improper vertical alignment of left different hue than right image matching the left and right images
and right images What causes it?
What causes it? Different aperture settings/non-matching What causes it?
What causes it? Cameras not matched and/or beam lens focal values Beam splitter polarization, camera angles
Camera / lens not matched splitter diffraction
properly in production How to fix it? How to fix it?
How to fix it? Cannot be fixed without significant post- Cannot be fixed without significant post-
How to fix it? Color adjustment production work or blurring the focused production work
Geometry realignment image to match

5. Contamination 6. Sync / Genlock 7. Full Reverse Stereo 8. Hyperconvergence

A VS. A LEFT RIGHT VS.


RIGHT LEFT
LEFT RIGHT

What is it? What is it? What is it?


Dust, water, dirt or other particles What is it? Left and right images are swapped Objects are too close to the viewer’s eye to
in one of the images Left and right images are not time accurate be viewed comfortably
What causes it?
What causes it? What causes it?
Data management or editing error What causes it?
Challenging environment, lenses/mirror Non-genlocked cameras or editing error
Improper camera settings or object going
not cleaned thoroughly How to fix it? How to fix it? beyond the safe 3D zone
Sync: Re-edit. Genlock issues Swap left and right images
How to fix it? How to fix it?
Dust removal techniques cannot be fixed without significant
Push convergence back, or compress the
post-production work
3D space

9. Hyperdivergence 10. Edge Mismatch 11. Partial Reverse Stereo 12. Depth Mismatch

A A
LEFT RIGHT

LEFT RIGHT

What is it? What is it? What is it? What is it?


Objects are too far back to be Left and right eye side edges not matching, Some of the layers in a 3D composition Elements within a 3D composition are not in
viewed comfortably either due to the addition of “floating” are reversed left and right the correct depth to the scene
windows or beam splitter box
What causes it? What causes it? What causes it?
Improper camera settings or objects How to fix it? 3D compositing error 3D compositing error
going beyond the safe 3D zone Remove floating windows
How to fix it? How to fix it?
How to fix it? Swap incorrect layers in compositing. Fix composition. Cannot be fixed on
Pull convergence forward or compress the Cannot be fixed on the final image the final image without significant
3D space without significant post-production work post-production work

13. Visual Mismatch 14. 2D to 3D Ratio 15. High Contrast


What is it?
A A An element deep inside or far out of
the window in high contrast with its
LEFT
AAB VS. AA
RIGHT environment, creating a double image
on the display
LEFT RIGHT What causes it?
A Refresh rate of the display device/partial
separation of left and right images by the
3D glasses

What is it? What is it? How to fix it?


Elements within a 3D composition that Too many shots in 2D to qualify the show Reduce contrast, change convergence or
do not match left and right as genuine 3D compress the 3D space

What causes it? What causes it?


3D compositing error Lack of 3D content
How to fix it?
How to fix it?
Fix composition. Cannot be fixed on Technicolor
Replace non-stereo content with
the final image without significant 2255 North Ontario Street, Suite 350
stereo content
post-production work technicolor.com
Burbank, CA 91504, USA
Telephone: +1 818 260 2615

FIGURE 3.3
The Technicolor Stereoscopic Certifi3D Chart. Another visual representation of the most common
stereoscopic defaults.
Courtesy of Technicolor.
64 3D TV and 3D Cinema

INTER-OPTICAL DISTANCE
Cause: The distance between the cameras is not adequate.
Consequence: In cases of excessive IO, the 3D effect is too strong: the close-up
elements are too close AND the far away elements are too far away. In cases of
insufficient IO, the 3D effect is too weak: the difference between close-up and
far away elements is too small, and the overall scene looks shallow. If 3D is too
strong, it will prevent the audience from enjoying it, generating excessive posi-
tive and negative parallaxes, painful divergence, and toe-in.
Catch it: This is the reason why on-set 3D monitoring is a must. To make it safer
and easier, compute your absolute maximum parallax in screen percentage, based
on your final screen size. Then compute your monitoring screen relative maximum
parallax, in inches or centimeters, based on its resolution and size. Eventually,
draw a rule on a strip of adhesive tape and overlay it on the picture. Check it, or
have it checked as often as needed. If you are using a computer-based recording or
monitoring system, you can get the same results using digital overlays.
Correct it on set: On set, bring the camera to the right interaxial. If you have
reached the limits of your rig, change the camera placement, focal length, or
consider changing the rig. Get a beam-splitter rig for smaller inter-optical dis-
tances, or get a wider base on a parallel rig.
Cure it in post: Inter-optical errors are the most expensive to correct, for one
of the eyes has to be regenerated in CG using 2D/3D conversions, or view-
synthesis techniques.

CONVERGENCE
Cause: Cameras were converged on the wrong point, or one eye was exces-
sively horizontally shifted.

FIGURE 3.4
Simulated IOD Default.
Image courtesy of Steve
Schklair, 3ality Digital.
3D Image Processing and Monitoring Chapter 3 65

Consequence: The whole scene is either too far away or too close to the viewer.
Catch it: As usual, you can catch this by visually checking your 3D, and, if
needed, relying on the visual helpers you draw on the monitoring screen.
Correct it on set: Turn the convergence knob on the rig. If you have reached
its limits, you are shooting under a very strange configuration. Please send me
a picture of the set. If you are sure you need more convergence, shoot with a
huge over-scan, and you’ll reconverge in post.
Cure it in post: This is the easiest, cheapest, and most common 3D correc-
tion. It’s actually a mundane task in 3D to reconverge footage, from on-set to
final grading and packaging. A 3D TV remote should even include a recon-
vergence button to let viewers fine-tune the image to their preferences, which
is done by shifting one or two eyes sideways. However, this will most likely
bring the image edge inside the visible frame, creating an undesired float-
ing window that virtually moves the perceived screen in or out the theater
space. In order to avoid this, a slight zoom in and crop should be applied to
both eyes.

FIGURE 3.5
Simulated Convergence Default.
Image courtesy of Steve Schklair, 3ality Digital.

VERTICAL ALIGNMENT
Cause: On set, one camera is most likely pointing up or down, or a zoom is
off-axis. In post, one eye has been vertically shifted.
Consequence: One of the views is uniformly higher or lower than the other.
This affects the readability of the 3D, not its strength or depth placement.
66 3D TV and 3D Cinema

Catch it: During monitoring, apply horizontal stripes of tape or show guides
in your digital recorder or compositing GUI. Check that left and right images
of objects, shown in anaglyph, 50% mix or difference, are horizontally
aligned.
Correct it on set: If the vertical parallax is more than half a percent of the pic-
ture on a high-end rig, the camera’s geometry should be fixed. On low-end and
makeshift rigs, it may be useless to spend too much time fixing it. This glitch is
easy to fix in post, at the cost of a slight zoom and crop of both eyes.
Cure it in post: Another easy fix: shift the images, just as in a convergence cor-
rection, but this time along the vertical axis. Zoom and crop are to be expected.

FIGURE 3.6
Simulated Vertical Alignment Default.
Image courtesy of Steve Schklair, 3ality Digital.

KEYSTONE
Cause: Keystone appears when the optical axes are not parallel, due to conver-
gence or, less often, strong vertical misalignment.
Consequence: As seen in Figure 3.7, which presents the effects of toe-in con-
vergence, keystone generates asymmetric zooming in the sides of the pictures,
generating vertical misalignment in the four corners. According to stereographic
director Brian Gardner, minor keystone is acceptable and may even help in per-
ceiving 3D, to the extent that our visual system, being itself a toed-in converged
system, experiences and uses keystone as a natural binocular vision byproduct.
This unconventional take on 3D obviously applies to infinitesimal deforma-
tions, not to the huge and painful image distortions that have to be fixed.
3D Image Processing and Monitoring Chapter 3 67

Catch it: Using the 50% mix and the horizontal lines, you’ll see a picture that
is okay in the center, but is symmetrically skewed in the corners. The top and
bottom of the center third of the picture are okay.
Correct it on set: Maybe you should not converge on that shot. Shoot parallel,
get a huge over-scan, and set the convergence in post.
Cure it in post: Fixing a keystone in postproduction is not an easy task, but a
small correction is easy to set up and will be efficient. Apply a perspective dis-
tortion in the direction of the offending keystone, and then zoom and crop as
usual. A significant amount of keystone requires complex depth warping and
falls into the expensive fixes one should avoid. For shots that will be mixed
with CG images, stereoscopic supervisors tend to prefer to work with footage
shot parallel and then reconverge in postproduction.

FIGURE 3.7
Simulated Keystone Default.
Image by Bernard Mendiburu, based on Steve Schklair, 3ality Digital.

ROTATION
Cause: Image rotation appears when the camera’s optical axis is rotated along
the Z axis.
Consequence: Horizontal alignment is progressively lost from the center to
the four corners of the image. It generates painful vertical parallaxes on the
sides and depth artifact in the center top and bottom areas.
Catch it: On the monitoring screen, the image is okay in the center and gets
worse as you approach the edges. All four edges of the frame are off, in asym-
metrical directions.
68 3D TV and 3D Cinema

Correct it on set: There’s something wrong with the rig, most likely a rigidity
issue on a makeshift rig. If it’s significant, it may be the sign of a mechanical
default in the rig mechanical integrity, and therefore should be addressed as a
safety warning. Sometimes, tension on a cable or momentum on an attachment
changes the balance of one camera.
Cure it in post: Image rotation can efficiently be fixed in post, at the cost of a
crop and resizing.

FIGURE 3.8
Simulated Rotation Default.
Image courtesy of Steve Schklair, 3ality Digital.

FOCAL LENGTH
Cause: Prime lenses are not always matched and zoom lenses are almost
never matched, and therefore it is difficult to get two cameras zooming sym-
metrically. If you zoomed with a low-end rig using prosumer cameras, you will
likely have to fix it in post.
Consequence: One image is bigger than another, the center is okay, and the
3D gets worse at the edges, with asymmetrical depth artifacts in the mid-high
left and right areas.
Catch it: The 50% mix shows a picture matching in the center but not on the
edges. The misalignments are radially symmetrical, from the image center into
the four directions.
3D Image Processing and Monitoring Chapter 3 69

Correct it on set: Correct the focal length on one camera. If you are using a
low-end camera with motor-only control of the zoom, you’d better save the
trouble and plan to fix it in post.
Cure it in post: This is another glitch that’s easy to cure in post. Because most
other corrections include a resize of the images, focal length adjustment usu-
ally comes for free in the touch-up package.

FIGURE 3.9
Simulated Focal Length Default.
Image courtesy of Steve Schklair, 3ality Digital.

FOCUS MISMATCH
Cause: Low-end cameras have poor manual control on focus distance, and
autofocus modes may disagree on the subject distance. Despite the efficiency of
our visual system at pasting sharpness from one eye to the other, we eventually
notice it when focus asymmetry gets too big. In CG imagery, it sometimes hap-
pens that one eye has no motion blur pass. This causes a strange feeling and
adversely affects the fusion of the images. Focus matching is a visual quality
element to be taken care of in 3D. The relation between the focus distance and
focal length with zooms is another point of concern.
Consequence: One image is sharp, the other is blurry. Only certain depth
ranges of the pictures are affected.
Catch it: Focus asymmetry is really hard to catch on a 50% mix and is better
seen on a side-by-side view. On a 3D display, you will have to alternately close
each eye and compare the images.
70 3D TV and 3D Cinema

Correct it on set: High-end rigs with professional lenses and remote focus
should never give you this trouble. On low-end rigs, this is much more com-
mon, and there’s no real cure if your cameras have no focus ring. In this case,
you have one more reason to get more light and an infinite focus rather than a
shallow focus.
Cure it in post: Obviously, this has to be taken care of on set. In postproduc-
tion it is close to impossible to regenerate sharpness; the sharper eye would
have to be blurred to match the other one. A 2D/3D conversion may be the
only solution.

FIGURE 3.10
Simulated Focus Mismatch Default. Looking at known sharp textures like human faces helps detect
focus mismatch.
Image courtesy of Steve Schklair, 3ality Digital.

DESYNCHRONIZED STEREO
Cause: The two cameras are not running in perfect synchronism. If both left
and right images are shot without paying great attention to time synchroni-
zation, issues will definitely occur. The faster the camera or the action moves,
the higher the timing requirements. If your image is motion blurred, you need
an extremely accurate genlock, down to the line or pixel clock, or the motion
blurs will have vertical parallaxes.

Consequence: The slightest time delay will transpose camera and actor move-
ments into unwanted parallaxes. If you took care of every mismatch listed ear-
lier in this section, but missed the time synchronization, you will get shots
with all the defects you tried so hard to control.
3D Image Processing and Monitoring Chapter 3 71

Catch it: Objects that have a cyclic movement, like a waving hand, are the best
cues for incorrect timing. They show inconsistent parallax; the action in one
picture is constantly catching up with the other.

Correct it on set: Check this with the director of photography, the camera
technician, or the first, second, or third assistant—whoever is in charge of the
genlock. If you are the person in charge, check the clock distribution and check
that everything is perfectly symmetrical, down to the quality and the length of
the cables.

There are some cameras that can be genlocked at video frame rates, like 25 or
30 fps, but not at the digital cinema 24 fps. The Sony PMW-EX3 has this reputation.

Cure it in post: Try retiming software, or some time warp filters from your
favorite FX suite. While you are computing optical flows, you may give a
chance to 2D/3D conversion too.

FIGURE 3.11
Simulated Synchroni­
zation Default.
Fast movement can
generate vertical
mismatch, as on the
waving hand, plus fake
depth, as on the jumping
dog.
Image by Bernard
Mendiburu, based on a set
from Steve Schklair, 3ality
Digital.

ROLLING SHUTTER ORIENTATION ERROR


Cause: You shoot some fast action with a mirror rig and the rolling shutter
camera in the reflective position is not upside down.
Consequence: Both cameras are scanning the vertical axis in opposite direc-
tions, and the frame delay is up to one full frame from the top to bottom of
the picture.
Catch it: This one is quite hard to catch visually. Pan the camera laterally and
see the horizontal disparities build up asymmetrically between the top and the
bottom of the picture. Spin a scale model windmill in front of the camera and
see the wings bend toward or backward upon the rotation direction. You don’t
72 3D TV and 3D Cinema

have your scale model windmill with you? The director is likely searching for
you with a baseball bat. Try to secure it and have someone swing in front of
the camera. That should do the trick.
Correct it on set: Turn one of the cameras upside down.
Cure it in post: Same as synchronization mismatch, besides the fact that you
need to apply a vertical gradient to the retiming. However, we are not aware of
such a feature in correction tools.
Beware: Active display of passive stereo and vice versa can interfere with this
issue.

FIGURES 3.12A AND 3.12B


Simulated Rolling Shutter Default. Rolling shutter scanning orientation [S] mismatch will skew objects
moving [M] in opposite directions.
Images by Bernard Mendiburu, based on Steve Schklair, 3ality Digital.

ERRORS INDUCED BY THE HALF-MIRROR, AND OTHER ERRORS


The half-mirror in the rig may not be perfectly 50/50. In this case, some image
asymmetry can be the direct or indirect effect of the asymmetry of the light
beams.
Depth of field mismatch: Asymmetrical depth of field is generated by unequal
apertures. First, check the camera settings: the gain, the shutter speed, the ND
filters. On a low-budget production, the second possibility is that the cameras
are on “auto” and the computers figured out two different sets of numbers. In
any case, depth-of-field asymmetry will then come with lightness, contrast, and
motion blur asymmetries.
Colorimetric mismatch: Colorimetric asymmetry is a staple default of the
half-mirror. Even on a clean side-by-side rig, you’ll have a hard time match-
ing the white balances. Our brain will do a great job at hiding such color
mismatch. When you’re setting on a white reference, control that the cam-
era agrees on the color temperature. Advanced cameras have complex presets,
sometimes on memory cards. Make sure they match too.
Lightness mismatch: Uneven exposure will generate asymmetries and give or
take texture in the highlights or shadows, creating an unpleasant binocular High
Dynamic Range (HDR) experience. The interesting thing with lightness asymmetry
3D Image Processing and Monitoring Chapter 3 73

and 3D, is that it actually generates a time delay


in the obscured eye. This delay will generate
unwanted parallaxes in every direction the cam-
era or subjects would be moving. On a dolly, or
horizontal pan, it’ll tweak the depth. On action
or vertical camera movement, it will affect the 3D
perception.

3D Monitoring Tools
We are turning a corner, moving from makeshift
3D monitoring into professional gear. Not long ago, monitoring 3D required FIGURE 3.12C
processing left and right images with a dedicated computer and plugging it Simulated Iris
Mismatch Error.
in on one of the very few 3D displays available. Rear projection DLP TV came
Detecting lightness
first, and passive polarized monitors followed more recently. The situation is mismatch requires a
now totally different with the following new products: side-by-side display
and a very sharp eye.
n Consumer 3D displays with no dual input and image processing. Image courtesy of Steve
n Professional 3D displays with integrated dual input and some 3D processing. Schklair, 3ality Digital.
n Simple 3D multiplexers that get two images into a 3D format.
n Complex 3D processors with some image-manipulation capabilities.

CONSUMER 3D DISPLAYS
Consumer 3D displays have the ability to show 3D, but they were not designed
to be used on set or on location. They cannot run on batteries, and most likely
require the 3D images to be processed for display. They all cost from $1000 to
$5000, with the plasmas, full HD projectors, and passive TVs in the upper margin.
If you are using these displays, remember to thoroughly investigate the setup
menus to disable any image enhancement features like smooth motion and
other cinema colors. The frame interpolation, which adapts the 24 fps input
into the display’s 120 Hz refresh rate, is a known culprit. It is usually built
around a modernized 3:2 pull-down to generate a pair of 60p video streams.

Commonly Available Consumer 3D Displays


Display Input Format Glasses
Rear projection DLP TVs Checkerboard FC Actives with DLP link
or IR with transmitter
3D-compatible projectors 120 Hz active stereo Actives with DLP link
or IR with transmitter
Active 3D TV like plasma or LCD Most FC formats Actives, brand-
compatible
Passive 3D TV Most FC formats Passives, most likely
compatible with RealD
cinema glasses
74 3D TV and 3D Cinema

PROFESSIONALS 3D DISPLAYS
Professional 3D displays were specially designed for use on set and on loca-
tion. Most of them run on batteries and have left and right input and SDI and
HDMI connectors. Some have image-processing features for monitoring 3D,
such as 50% mix, left/right difference, and reconvergence. Some monitors offer
flip and flop image inversion to monitor 3D coming live from a mirror rig.
Another useful function is an overlaid grid with variable pitch that allows for a
quick check of excessive disparities.
Transvideo was the first company to offer a field monitor. The CineMonitorHD12
3DView is a classic 12-inch with left and right SDI inputs, and anaglyphic and
active stereo modes.
The second generation of professional 3D field monitors use passive 3D dis-
plays, with polarizing filters that rotate each line in opposite directions. One
can look at the 3D picture with low-end disposable 3D cinema glasses, or with
high-end designer glasses that offer a much better contrast.
Panasonic has a 25.5-inch 3D monitor, the BT-3DL2550, with dual SDI and
DVI-D inputs and a 1920x1200 resolution. It displays 720p, 1080i, and 1080p
video in 10 bits color depth.
Panasonic plasmas are to be considered too. They offer full res-
olution, thanks to active 3D, high brightness, saturation, and
contrast. The stereo separation is great, with no ghosting or
sweet spot effect. Professional models for field use are not yet in
catalogs.
Sony offers the LMD2451TD, a 24-inch monitor with the same
1920 3 1200 resolution. The LMD4251TD is a 42-inch version.
JVC has a 46-inch monitor, the GD-463D10U, and at NAB 2009
presented a 4 K 3D monitor prototype.
Assembling two monitors in a beam-splitter mount will give you
a full-resolution passive display. Cinetronic, among many others,
offers such a system. It was used in the production of Pirates of the
FIGURE 3.13
Panasonic 3D Monitor. Caribbean 4.

3D MULTIPLEXERS AND IMAGE PROCESSORS


All 3D multiplexers are signal converters used to convert the image stream
initiated at the camera into a format that a 3D display or a 3D recorder will
understand and process adequately. Their main uses include:
n Getting the signal from a pair of (DS) 2D cameras into a (FC) 3D monitoring
or recording device.
n Converting bit streams between consumer and professional connectivity
standards.
3D Image Processing and Monitoring Chapter 3 75

n Retrofitting a legacy 2008 3D-ready display into a modern


2010 3D-capable device.
Bit stream conversions include:
n Converting dual-stream (DS) 3D into frame-compatible (FC)
3D, with two inputs and one output.
n Converting FC 3D into DS 3D, with one input and two outputs.
n Digital format conversion, to and from DVI, HDMI, and
HD-SDI. FIGURE 3.14
n Active/passive stereo conversion to and from 120 and 144 fps. Cinetronic 3D Monitor.
n Sometimes digital/analog conversion, DVI/VGA.
Image manipulations include:
n Image axis permutation, called flip or flop,
for mirror rig live monitoring. http://cinetronic.com/en/stereohd
n Horizontal image translation (HIT), used
when shooting parallel material.
n 50% mix, left/right difference, and anaglyph
image encoding for basic 3D monitoring.
There are several types of models:
n Miranda DVI-Ramp 2 (a dual-channel genlockable DVI/SDI converter)
n Cine-tal Davio
n Inition StereoBrain
n Doremi Dimension3D (designed to connect PCs to DCI projectors)
n AJA Hi5-3D, aka the Keith Box (a pocket-sized camera companion device)
n Matrox (developing a 3D multiplexer with Tim Dashwood for NAB 2011)
n Blackmagic Design (introduced its conversion box, the HDLink Pro 3D at
IBC 2010)
n SpecSoft 3D Live (sold as hardware or software, with a free version available
for download at http://www.spectsoft.com/)

STEREOSCOPIC IMAGE ANALYSIS


As a digital art, stereoscopy benefits from image processing applications. For
live production or shot setup, new gear is arriving to the market, with a new
set of tools that can be described under the umbrella name of computer-aided
monitoring. These tools go far beyond the passive image processing we are used
to, involving a lot of genuine science and bits of artificial intelligence in the
process.
The purpose of image analysis is to understand the relationship between a left
and right image: how the cameras are positioned, and how the lenses tweak
the light toward the sensors. Where, in 3D, are the objects in the field of view,
what do they look like, what are they made of, and how do they move? Basic
76 3D TV and 3D Cinema

image analysis will provide correspondence points, whereas complex analysis


will generate a significant amount of metadata describing the scene. The results
can then be used just as monitoring helpers, or to control the rig’s actuators
and eventually to correct the 3D in the image domain.

State of the Art in Stereoscopic Image Analysis


Stereoscopic image analysis is a complex science; it takes a PhD just to under-
stand the jargon. And to be totally honest with you, we are still on our way
there. Still, we consider it to be a central piece of the science and future of
stereoscopy, with applications in every production and postproduction
phase.
The purpose of image analysis is to understand, down to the subpixel level,
the relationship between the left and right images. This means identifying
visual features in images and pairing them perfectly. It is a binocular artificial-
vision process. When enough points have been found and matched, it is possi-
ble to figure out precisely what’s wrong with your camera alignment and how
to fix it—with a speed and accuracy you’ll never match. Nobody can estimate
the amount of a rotation, down to subpixel accuracy, just looking at a pair
of pictures for one second. The real-time correction systems presented in the
next section are based on such analysis, followed by various types of image
manipulation that produce perfect stereoscopic images. Even if it is a complex
multidimensional mathematical resolution, we, simple artists, can describe
the process as 2D. See it as a Photoshop layer manipulation, not a Maya object
rendering.
There are two big challenges in the field: one is to filter out the false pairs of
homologous points, which is when the computer puts together two unrelated
features. You want as many couples as possible, with the best accuracy ratio,
and these are antonymic expectations. How you sort them out and where you
draw the line are the factors in the secret recipe that determines the value of
an image analysis system. The second challenge is to run the whole process in
real time, and to generate a smooth correction—which is especially important
in live 3D, when one cannot delay images. At the very best, your computer will
always be working on a frame that has already gone on air by the time it has
figured it out.
Both domains are quite crowded when you look at the science side of it, with
a respectable amount of publications on the topics. On the other hand, it’s
quite a desert when you search for actually available solutions. To our knowl-
edge, there were only two companies in the world with actual products on
their shelves back in 2008, when this book was first planned: 3ality Digital
in the United States and Binocle in France. Since then, three contenders have
presented their solutions: the Fraunhofer Heinrich Hertz Institute (HHI),
with its STAN (STereoscopic ANalyzer), codeveloped with the German pro-
duction company, KUK; Sony, with its MPE-200, brought to fame by the FIFA
2010 World Cup coverage in 3D; and, in Spain, Kronomav, with its rigs and
3D Image Processing and Monitoring Chapter 3 77

analyzers. They are working at interfacing their computers with other ven-
dors’ motion controls.

Applications of Stereoscopic Image Analysis


A stereoscopic image analyzer is like a new crew member with an incredibly acute
visual system and a very crude understanding of what entertaining pictures are.
What would you do with such a trainee? Here are a few examples of ideal tasks:
1. Providing stereographers, DPs, ACs, or directors with enhanced monitoring
tools.
2. Accelerating 3D rig setup, with alignment suggestions, on screen, or via
motion control.
3. Automatizing a 3D camera unit’s interaxial and convergence based on
depth settings.
4. Coordinating a 3D camera fleet, with shared depth settings.
5. Automatically screening 3D content for stereoscopic defaults.

COMPUTER-AIDED MONITORING
Stereoscopic image analysis makes it easier to live with the truth that one has
to see 3D to make 3D. The problem is, of course, that you may not always,
if ever, have a good enough 3D display on set. Let’s talk size: even the best
professional 3D displays will not give you the finesse you need to evaluate
an image that’ll be seen on a 40-foot screen. Current 3D monitors come in
10-inch, 22-inch, and 46-inch sizes, on which evaluating parallax, divergence,
and vertical disparities is quite a challenge. Experienced stereographer Vince
Pace explains that a 46-inch 3D screen is all he needs to evaluate 3D imagery.
Before you get to that level of experience and confidence, however, you will
benefit from the help of dedicated 3D vision computers.
Another problem with field 3D monitoring is brightness. 3D visualization sys-
tems have an overall efficiency ranging in the 15% to 20% range, which means
that with your 3D glasses on, you’ll get a picture five to six times dimmer than
you’ll get on an equivalent 2D display. Here are the visual modes you’ll find on
a typical 3D-Computer Aided Monitoring:
1. Show accurate parallax, vectors.
2. Identify screen plane, foreground, and background using color-coded tags.
3. Show the depth bracket of the shot on depth histograms.
4. Compare the measured parallax against the target screen size.
5. Run various 2D image quality controls in a 3D mode.

Disparity Vectors
In this mode, homologous points are shown with an arrow linking them.
This mode allows for evaluating the parallax and pinpointing most geometric
defaults, such as rotation and the causes of various vertical disparities, including
zoom mismatch.
78 3D TV and 3D Cinema

FIGURE 3.15
Disparity Vector
Monitoring. Disparity
vector monitoring on
disparity tagger.
The Slava Snow Show;
image courtesy of Binocle
and La Compagnie des
Indes.

Disparity Tags
In this mode, homologous points are shown with false color points or icons
showing the amount and direction of parallax. A cross-vendor color-code
convention settled on blue tags for out-of-screen elements, green tags for the
screen plane, and red tags for the infinity plane. Elements placed in the spaces
between these arbitrary planes are in shades of cyan and yellow. Purple is
sometimes used for flagging objects with a negative parallax stronger than the
desired maximum foreground.

FIGURE 3.16
Disparity Tag Moni­
toring, with Depth
Bracket. In addition to
discrete disparity tagging,
this monitoring mode
displays, on the lower
third, a global depth
placement of the scene.
The Slava Snow Show;
image courtesy of Binocle
and La Compagnie des
Indes.
3D Image Processing and Monitoring Chapter 3 79

The threshold is computed upon dialed-in screen size, and sometimes addi-
tional factors including viewing distance and divergence limit. If you prefer,
you can type in your reference positive and negative parallax values in pixels or
percentage of image width.
Binocle’s Disparity Tagger displays geometric shapes that enhance visual
information. Strong positive or negative parallaxes are shown with trian-
gles pointing upwards or downwards. Screen plane is tagged with squares.
Vertical misalignment is shown by rotating the shapes to align their base
with the corresponding vector they represent. The size of the shapes repre-
sents the confidence of the computation. The areas of best efficiency happen
to be the subject of interest, with sharp and detailed textures. In other words,
your hero is more likely to be strongly tagged than the background—how
convenient!

FIGURE 3.17
Depth Analysis on 3ality SIP. In this monitoring mode, many parameters are tracked, and a visual representation of the “depth
budget” is shown in the lower third.
Image courtesy of 3ality Digital.

All vendors include a depth histogram to evaluate the depth composition of


your shot. When an image must be corrected in post, it has to be rescaled. The
image processor can infer the correction, the amount of resizing, and the resul-
tant framing. That final active image can be shown on the monitor.
80 3D TV and 3D Cinema

FIGURE 3.18
Corrected Frame
Monitoring on Binocle
Disparity Tagger.

Comparative 2D Analysis
All the image analysis tools you used in 2D will be needed in 3D too, not only
to analyze the 2D images for defaults, but sometimes to check for 3D coher-
ency. Typically, sharpness or edge detection is useful to check the focus and iris
match between cameras. Overlaid vector graph and RGB histograms are useful
tools for matching the light level and color balance on cameras.

FIGURE 3.19
Dual-Channel Color
Histogram and 3D
Vectorscope on 3ality
SIP.
3D Image Processing and Monitoring Chapter 3 81

COMPUTER-AIDED 3D CAMERA UNIT SETUP


During the shot preparation, once you have put your cameras and lenses into
the 3D rig, you want to align them, including matching the lenses and camera
electronics. Intelligent disparities analysis will streamline that process.

Optical Axis Alignment


You can always align your cameras visually, and then check it out by getting the
disparity vectors computed. What about the other way around? Run a comput-
ing pass and rely on the vector map to align your rig. This way you don’t have
to guess how much rotation and translation you should correct first. You do still
have to figure out which knob to turn in what direction, and how much—and
remember that all of them influence the others, so you’re in for a good deal of
trial and error. This is one of the reasons why stereographers have a personal rela-
tionship to their rigs. After a while, you learn to do it quickly. Soon, image analyz-
ers will work with CAD models of rigs, cameras, and lenses, and will be able to
suggest lists of alignment steps and values for the very setup you are working on.
On a motion-controlled rig, it’s even simpler. The computer will automatically
align the cameras and run another image analysis until the optical axes match
each other.

Color Matching, White Balance, Aperture, and Gain


Every camera has its very own color behavior, and even if your cameras are per-
fectly matched, the half-mirror is shifting them unevenly. Visually balancing
whites and levels can be a harassing task; just shoot at your reference white and let
the computer tell you the RGB values it gets. Alternatively, you can match the color
histograms on the 3D image processor. Image analysis can do all that in a single
pass by analyzing a reference chart, or a real image of the lighted set. Some soft-
ware suites in development can generate color setups to be loaded in the cameras.
The aperture and gain are trickier. Asymmetric apertures will generate asym-
metric focus depth. Image analysis can check out images for sharpness and
match them, but the exposure levels on the sensors may not match. On a
beam-splitter, it will not. From that point you have two options: add filters, or
set gain.

LENS PAIRING
Lenses, mirrors, filters—there are many elements on the light path that are not
digital, and therefore may never be perfectly matched. Quantifying the discrep-
ancies on set will give you a chance to correct for as much as possible before
the raw picture gets recorded and the stereo balancing has to be done in post.
Do a favor to the FX team: get the most you can from the lens pairing. After
that point, all corrections are time, money, computers, and long nights.
82 3D TV and 3D Cinema

Z-LUT Generation
Once the rig is aligned, it’s time to take care of the lenses. Some lens vendors
offer matched zooms sold by pairs. At some point, lenses may even have their
LUTs computed at the factory and embedded somewhere in an on-board mem-
ory. In the meantime, you’ll be working with lenses that do not match, and you’ll
have to take care of that, in shoot preparation and in postproduction. Just like
color matching, you’d have a much better time in post if you did it well in prep.
Before image analyzers stepped in, Z-LUTs were generated by zooming all the
way in and out on an alignment chart. Because zoom telecentry follows vari-
ous sinusoidal curves, you need to realign the cameras at as many in-between
points as needed, until the motion-control system tracks it closely enough.
Automatic Z-LUT is a great tool that shrinks this process from 30 minutes to a
handful of seconds.
Ongoing improvements in technology will soon allow you to get rid of align-
ments patterns. This is important for live productions, when the zooms are
known to drift away and their LUTs may have to be recalibrated. Thermal dil-
atations are the most obvious issues, for example, following nightfall during
soccer matches or heat generation by dancing crowds in a concert location.

REAL-TIME RIG CONTROL


If you have a fully motion-controlled rig and a powerful image-analysis system,
the benefits of linking them are obvious. You’ll be able to compensate for the
optical defaults, thermal dilatations, and even automatically set depth on your
shots.

Based on Pre-Established Decision Rules


This basic function is the most popular and easiest to apply. It can be per-
formed by semi-intelligent control units added to a basic rig, or, alternatively,
can be part of a high-end rig. Binocle integrates them inside the camera socket
that encloses the motion-control actuators, and 3ality has a control unit
mounted on the side of the rig. Sony added remote control of rig motion to
version 1.2 of its 3D Processor Box.

Based on Real-Time Computation


This advanced function is the most advanced of all. At the time of this writ-
ing, only Binocle and 3ality offer fast enough image analysis systems to interac-
tively set the depth on a camera.

3D Rig Motion-Control Command Protocol


Until 2010, image analyzers and motion-controlled rigs were produced
together in single vendor solutions. With the Sony 3D Box and the STAN, the
situation is changing. Sony is using an Element Technica protocol that has
been made public to this end. For the European Project 2020 3D, Jordi Alonso
of MediaPro is working with Kronomav to develop a universal rig interface.
3D Image Processing and Monitoring Chapter 3 83

FUTURE APPLICATIONS
At the moment, the industry is only scratching the surface of the potential
bene­fits of image analysis. With the increase in computing power and finessing
of the software, more tools will soon come to fruition.

Roundness Evaluation
On a 2D TV, all balls are round. In a 3D TV program, some are spherical, flat,
or elongated, all depending upon the screen size, viewing distance, depth posi-
tion, and inter-optical distance. Because of the effect of the viewing distance,
it is not easy to set the inter-optical and convergence solely based on a visual
check on a small screen. At some point, image analysis will be able to commu-
nicate to you an evaluation of the “roundness” of a shot by identifying known
objects like human faces, and comparing their 2D on-screen size with their
depth range.

Depth Chart Generation


With 3D TV channels opening around the world and 3D crews shooting and
editing on the same scope, at some point the contents will be shared over con-
tribution feeds, bought at festivals, or advertised in catalogs. Chief Technical
Officers will be asked for a solution to ensure the legal department that no bad
3D is reaching the audience’s eyes, and image-analysis robots will deliver the
depth chart of any program that is run through them.

Breakout Circuit on Networks Operations Center


How can you make sure that no uncomfortable 3D reaches the audience?
Set an image analyzer on the program feed, and make it fall back on 2D if
it detects disparities that may hurt your legal standing. Have it log the aver-
age and maximum disparity at all times, and back up the data with your legal
department for the day someone brings your channel to court for having dam-
aged his 3D vision.

Surface Mirror Optical Description


We have mentioned the defaults of surface mirrors many times, and know-
ing exactly the default of a system brings you halfway to overcoming that
default. An image analyzer coupled with adequate test charts and procedures
can describe the very optical behavior of a mirror. That signature can then be
injected into the VFX suite to match it.

Limits of Image Analysis


Like many computer-based magic boxes, there’s some discrepancy between the
sales pitch and the actual delivery of automated image analysis. So far, artifi-
cial intelligence is still an oxymoron. There are two well-known issues in image
analysis: the impossibility of finding homologous points that don’t exist, and
the importance of input quality.
84 3D TV and 3D Cinema

EDGES OF THE FRAME


On the lateral edges of the frame, we have asymmetrically occluded image
areas. Whatever is seen by only one camera, in front of or behind the stereo-
scopic window, cannot be matched to the other point of view. This is especially
unfortunate, because this is the place where you’ll have the most disturbing
invasion of the viewer’s space; it is the area where people and objects enter the
frame and generate 3D-impairing window violations.
You’ll want the image analyzer to detect these and fix them by reconverging the
cameras or automatically setting a floating window. Unfortunately, these are pre-
cisely the points an image analyzer cannot figure out, and for a good reason: such
surfaces do not have homologous areas. And that’s the very problem, of course.
The solution would be to shoot and analyze an oversized picture and frame in.
There are many reasons to do that in 3D, and image analysis is just another one.

IMPERFECT INPUT, IMPERFECT OUTPUT


The system does with 3D feeds what your brain does with your retina’s neuron
streams; it looks for identifiable details that repeat in each view and translates
their angular distance into estimated depth. This process relies on the assump-
tions that the two images are equivalent in all characteristics but the point of
view, and all the disparity vectors are horizontal. If this were right, it would
mean you may not even need to correct your images.
The point is, because the photography of two cameras is not perfectly matched
in illumination and color, feature matching is impaired. Consider a situation
in which you are trying to match a surface that has a luminance gradient and
one of the cameras has a higher light level. The same luminance vector (getting
darker) can be associated with both photographic mismatches and depth mis-
matches. How to decide which is which when you are just a processing unit?
Furthermore, there’s a feedback loop here. Fixing the photographic parameter
will influence the depth computation, and vice versa.
n Photographic mismatch shifts the light and color of feature points.
n To perfectly fix photography mismatch, one needs to identify homologous
points.
n To perfectly identity homologous points, one needs to fix photography
mismatch.
Among the source quality impairments affecting stereoscopic analysis, we’ll
mention low light conditions, motion blur, genlock inaccuracy, and rolling
shutter orientation.

Existing Products
There are currently four high-end products on the market, from 3ality, Binocle,
Sony, and HHI/KUK. (We will discuss this more in the next section, on image
correction.)
3D Image Processing and Monitoring Chapter 3 85

Recently, word came out that various lower-end proj-


ects built on video acquisition dongles and software
Cel-Scope3D
image analysis are on their way to NAB 2011. It
is an example of a
is to be expected that all video acquisition or
hardware-independent image
format conversion hardware vendors (Gefen,
analyzer: http://www.cel-soft.com/
Matrox, Blackmagic, Miranda, etc.) will come
celscope3d/
up with some sort of 3D software tool to com-
Hamlet Video VidScope-3D: http://
plement their hardware offerings.
www.hamlet.co.uk/products/
software/vidscope-3d/

FIGURE 3.20
Cel-Scope3D Analyzer.

STEREOSCOPIC IMAGE GEOMETRY CORRECTION


The next step, when you have a robust, fast, and accurate image-analysis sys-
tem, is to have it take care of fixing whatever disparities were not fixable in
the camera at shoot time. We are not talking of colorimetric correction, but
geometric corrections. All mechanical systems have a finite accuracy, and no
rig will move a full-size digital cinema camera within a micrometer precision.
This includes rotation, magnification, and optical center shift—everything that
is not fixable down to the subpixel, or that can shift during the shot session or
live event.
When one has a chance to see 3D correction demonstrated, it’s almost like
looking through newly cleaned glasses for the first time—as if there were a
blurry curtain we didn’t pay attention to, until we wiped our glasses and all
of a sudden the world was crystal clear. The uncorrected image feels strangely
86 3D TV and 3D Cinema

okay, until the correction system kicks in and you feel like someone turned the
light on while you were reading in dim light.
It may seem like overkill to correct what appears as nothing more than visual
background noise—but, in reality, there’s no such a thing as visual noise in
3D. What you get are retinal disparities, increasing the audience’s visual system
workload. Making sense of this imperfect 3D requires physical realignment at
the eye level, and additional fusion complexity in the visual cortex. This means
causing visual fatigue for the fittest, and headaches for the masses—not a good
selling point for your 3D content. You may think that a couple pixels of offset
are not enough to generate real discomfort, but you’d be incorrect.
In addition, as soon as you mix graphics with your images, you mix perfect
geometry—the CGI—with imperfect geometry—the live feed. In a post-
produced feature, it means hours of labor to fine-tune it, to make the blue-
screened actors match the CG backgrounds and stick on the floor. In a live 3D
feed, like a sporting event, it means that the audience has to choose between
looking at the scores or at the players.
Post tools will be presented in Chapter 4, and live correction tools are listed
hereafter.

State of the Art in Image Correction


Stereoscopic image correction used to be called stereo balancing, or, when it was
manually done, stereo grooming. It involved a little bit of vertical, a chip of rota-
tion, two bits of zoom, and a lot of time. Its automatic counterpart consists
in taking the disparity vector map from the image analysis, and figuring out a
way to make all the vectors horizontal. In most cases, a 4-point transformation
is enough, the very same operation you do in Photoshop when you indepen-
dently ALT-move the four corners of your selection.
The challenge is to make sure that you keep the screen plane consistent, that
you do not rotate the scene in any direction by skewing one view, and that you
do all this smoothly. The current analyzers are not yet computing at full frame
rate, but the correctors do. You have to interpolate the analysis results, based
on a frame that’s already gone in the pipeline, on a handful of frames, waiting
for the next batch of vectors. Some systems use the motion-control metadata to
help that guessing stay on track with the camera movements.
More optical defaults like nonlinear distortions (for example, barrel, pin cushion,
or moustache) are actually not significant on broadcast and digital cinema lenses.
They could be fixed if needed when postproduction requires it. So far, it has
made no sense to implement them in stereoscopic geometric correction tools.

Applications of Stereoscopic Image Geometry Correction


The ultimate goal of image correction is to get from the premise that “any 3D
shot is an FX shot that needs to be aligned and corrected” to the premise that
“any 3D camera unit produces good 3D, in accordance with a director’s depth
3D Image Processing and Monitoring Chapter 3 87

request.” In a comparison already mentioned, the U23D concert movie was in


postproduction for over a year in 2007, and then in 2010, just a few years later,
the Black Eyed Peas 3D show was a live broadcast.
This was accomplished by having a device instantly and automatically do what
a stereographer would do: detect, identify, qualify, and fix the image disparities,
from geometric errors to colorimetric mismatch—in short, all of them.

EXTEND HIGH-END RIG ACCURACY


When you just drop your cameras into your 3D rig, you get misaligned pictures
by tens of pixels. Mechanically registering your cameras will bring you within
a few pixels of accuracy. A good monitoring tool, patience, and experience will
drop the vertical errors under three pixels.
Image analysis will allow you to drop to a pixel of accuracy, and motion con-
trol will make the process faster. That’s as long as you do not change the shot,
move the rig, or follow fast action. Then your accuracy drops, and the dispari-
ties get noticeable again. There will surely be vendors claiming that their rigs
are stiff enough and that their motion-control systems are strong enough, so
image correction is not needed. They basically claim that the laws of physics do
not apply to their products. For those who believe in gravity and inertia, and
plan to broadcast what they shoot, image correction is the way to get sustained
subpixel image registration.

REPLACE MOTION CONTROL ON LOW-END RIGS


At the 2010 NAB, Sony introduced the 3D solution they would use to produce
the FIFA World Cup a few month later. They surprised the industry by select-
ing rigs that would not offer dynamic vertical registration, and instead would
rely on their image-processing systems to fix it. The existing state of the art was
to control one camera pitch to compensate for the vertical component of the
zoom optical axis shift. Sony has since introduced the ability to motion con-
trol rigs in later software versions.

LIVE CORRECTION OF DEPTH ACCIDENTS ON BROADCASTS


Who can say nothing will ever go wrong in his live broadcasts? Maybe some-
one who set up a 3D image correction system on its NOC delivery chain. Set
your limits, and leave it to the disparity detector to decide if it can fix the shot,
rather than suffering a fallback to 2D.

FUTURE APPLICATIONS OF IMAGE CORRECTION


The current state of the art is only to generate an optically accurate image, as it
would have been produced by a camera placed at the perfect position needed
for the shot. Other renderings are possible, in the continuation of what is cur-
rently done in stereoscopic CGI animation under the name of multi-rigging.
Two options seem feasible in the very near future: scene depth compression,
and object depth extension.
88 3D TV and 3D Cinema

Scene depth compression would deal with excessive IOD by bringing back-
grounds and foregrounds toward the screen plane. This is possible because
there’s no occlusion revelation. Still, the edge detection needs to be perfected.
Object depth extension would deal with insufficient IOD by inflating the volume
of objects. This would require increasing the accuracy and resolution of depth
maps generated from the disparity vectors.

Limits of Stereoscopic Image Geometric Correction


In our imperfect world, magic boxes can only get you so far. Whatever light
that did not reach the sensors will be quite hard to synthesize on a computer.
Furthermore, image geometry correction inherits some of its limits from the
image analysis it relies on, as well as from later interaction issues with post-
processing tools.

GEOMETRIC CORRECTION IS NOT VIEWPOINT SYNTHESIS


Image correction takes care of two potential camera position errors: the ori-
gin and destination point of the optical axis. Changing the aiming point of a
camera is quite easy: just shift the image, as we do when we reconverge stereo-
scopic footage. Changing the sensor position is another story. That’s what we
do when we interpolate viewpoints in postproduction.
Image correction can only correct what the camera is aiming at, not where it is.
You still need to get to perfect camera elevation. Horizontal misplacement will
generate inappropriate amounts of IOD and convergence angle. That’s wrong,
but it is not as much of an issue as vertical misplacement generating unresolv-
able retinal disparities. Claiming to be able to fix vertical shift is just as bold as
claiming to fix incorrect IOD.

GEOMETRIC CORRECTION AFFECTS VISUAL EFFECTS WORKFLOW


There’s no sensible sharpness loss in image correction; bicubic interpolation
does not really show up once you have applied a couple of video compressions
along the distribution channel.
The issues come with match-moving software that may not be able to under-
stand images whose optical center is not in the middle of the frame. Pixel
Farm’s 3D tracker gets its stereoscopic fame partly from the fact that it can
work with corrected images. Otherwise, the process is to record raw images
with image-analysis results, or corrected images with image-correction para­m­
eters. In any case, always flag images that have been tweaked at shoot time.

Existing Gear
3ALITY
The first to market was 3ality Digital, with its SIP 2100 and the upper-scale,
multicamera unit, the SIP 2900. It offers extensive monitoring modes, DVI
and SDI connectivity, frame-compatible format conversions, and Web remote
3D Image Processing and Monitoring Chapter 3 89

control. It also drives the rig motors and corrects geometries. It does all this
using two PowerPCs and four Xilinx Spartans, for a total processing power of
a teraflop. It uses mostly 2D image analysis to control the cameras and make
sure the best image is produced from the start, while 3D geometries are com-
puted and corrected in non-Euclidian spaces.
This piece of equipment has been under development for many years and
is used on 3D live productions like BSkyB Sports, and on movie sets. Even
though it was designed to work with 3ality rigs, it is often used with other sys-
tems, especially on feature productions.
The 3ality approach is to put the quality burden on the rigs and cameras, and
to minimize the amount of corrections to be applied afterwards. These qual-
ity expectations are to correct “mechanical shifts” that will always occur during
the production of a live show. When you keep zooming in and out, and pan
the camera side to side for hours, you apply momentum on cameras, rigs, and
lenses. Experience shows that your mechanical registration will not last until
the end of the show. To that end, the image has to be analyzed and corrections
have to be sent to the rig.

BINOCLE
Binocle is a French company that has been doing stereoscopic research and
productions for more than ten years. They have teamed with the French
National Institute for Research in Computer Science and Control (INRIA),
known for creating the RealViz FX suite. At NAB 2009, Binocle introduced its
image processing system, the Disparity Tagger. It is a regular Windows com-
puter with SDI in and out capabilities. At NAB 2010, the first generation of
real-time geometric correction was presented. Binocle’s philosophy is to embed
the rig’s motion control and computing resources inside an all-in-one socket
that holds the camera. As a result, the image analyzing system is totally inde-
pendent and does not interact with rig automation.

KUK
The STAN is the result of collaboration between the Fraunhofer Heinrich Hertz
Institute (HHI) and KUK productions. It was presented at NAB 2009 and has
since been adapted for P  S Technik rigs. It is now available.
The STAN approach is to use information coming from the rig’s motion con-
trol to help with the time extrapolation part of the geometric correction. It’s
also a software solution that runs on a PC platform. It has a simplistic but
intuitive user interface.

SONY
Sony’s product is composed of a multipurpose digital production system, the
MPE-200, and a 3D acquisition specialized software, the MPES-3D01. The
hardware is based on the Cell BE2 engine, with four HD inputs and outputs,
and the software is developed in the United States.
90 3D TV and 3D Cinema

Sony’s approach is to assume that all stereoscopic defaults can be corrected


in the image domain, and that therefore a powerful enough image processor
can replace a complex rig. The current version of 3D software does not use any
image analysis or motion control; all the geometric and colorimetric correc-
tions have to be entered manually during the system setup. The MPE commu-
nicates with the lenses via the camera’s HD/SDI interface to receive focal length
and focus distance information.
Sony has announced a new version that will be able to communicate with rigs
using Element Technica’s command protocol.

FIGURE 3.21
Camera Alignment on
Sony MPE-200 with
MPES-3D01.

KRONOMAV AND MEDIAPRO


Kronomav presented its 3D rigs at NAB and CES and developed the first image
analyzer, which is already for sale. The Spanish company has now teamed up
with the TV producer MediaPro to create a full 3D TV production platform.
This includes a new version of the analyzer that will be introduced at NAB
2011, which works both at controlling the rig motion and correcting the pic-
tures in the image domain.
The project manager for MediaPro, Jordi Alonso, is currently working at devel-
oping a standardized communication protocol between rigs and image ana-
lyzers. Doremi, StereoTec, and Element Technica have shown interest in the
ongoing preliminary work. The hardware implementation is on CUDA proces-
sors on a regular PC.
CHAPTER 4
Shooting 3D for Broadcast
or Editing

91

Stereoscopic production is currently experiencing a fast-paced evolution-


ary process. On a typical show, we’ll see an expert stereographer collaborat-
ing with a set crew that has little or no experience in 3D. Major 3D movies
currently in production are directed by filmmakers doing their first 3D story.
If the camera rig is not a prototype, it was most likely adapted for the show,
received a microcode update, or runs on new image-analysis software. It is a
safe assumption that no 3D unit has ever been used in the same configura-
tion on two movies—and this will be the trend for years to come. On a tent-
pole 3D movie set, you are likely to find technicians or engineers sent by the
rig maker to analyze the situation and improve the equipment efficiency and
sturdiness. From this point of view, best practices and gear are an ever-changing
reality in 3D production.
At the same time, 3D is leaving the research domain to enter real produc-
tion universes. Most small and medium productions have no money to
spend in researching movie-making theory. Productions for 3D TV and doc-
umentaries have no time to experiment, and a very different cost structure.
Everybody in an OB truck is a creative. There’s no money to fly out a techni-
cian for every 3D rig. A 3D TV production wants to get rid of the 3D tech-
nicians as soon as possible; the objective is to replace them with adequate
gear, like the artificial vision computers discussed in the previous chapter.
There is a need for automated 3D camera units, whether it be for sports or
as studio cameras for talk shows. This is a relatively modest technical evolu-
tion, relative to the overall evolution in production processes generated by
the conversion to 3D.
As an example of such processes, the battle is now to get access to premium
camera positions. Real estate in sporting venues is too expensive to duplicate
all camera positions—it’s just not possible either to replace 2D cameras by 3D
units or to send a flat view to the 2D director. Not only does it pose framing
and storytelling issues, but it also raises a diplomatic issue: who will the cam-
era operators report to, the 2D or the 3D director?

3D TV and 3D Cinema.
© 2012 Elsevier Inc. All rights reserved.
92 3D TV and 3D Cinema

SETTING UP THE 3D CAMERA UNIT


Beam-Splitter Configurations
According to Stephen Pizzo of Element Technica, the typical rig configuration is not
the same in TV and movie productions. Rig configurations are referred to as over
through (OT) or under through (UT). Cinema crews tend to prefer to set in OT, with
the reflective camera on top, whereas 3D TV crews prefer to set in UT, with reflec-
tive on the bottom. The main cause of this is the relationship to the camera itself.
On set, the DP is used to standing by a high camera with the film rolls blocking the
view. On a TV show, the cameraman stands behind the camera and watches the
action with his peripheral vision while controlling the frame on the monitor.
Another thing to consider is that the rig configuration must not block the view
of nearby seats in a stadium; in other words, it must minimize the seat kills. This
may sound like a nonissue until you do the math: a big bulky camera can block
the view of up to 20 people behind it. When a seat costs $600, as for a FIFA half
final, nobody wants to miss any part of the action just because the game is on 3D
TV, and 20 seats amount to $12K. In 25 matches at FIFA, it would accumulate to
more than a million dollars spent in paying for the various camera positions.
Another point to take into consideration when filming on location is the need to get
to a point of view that is as close to the cellar, or as close to the ground, as possible.
As mentioned by stereographer Celine Tricart, this fact dictates whether you mount
the rig looking up or looking down. Changing the whole configuration for a shot is
much more complex than just setting a new inter-optical; it is tens of minutes, rather
than a handful, and it impacts the shooting schedule. At the very least, group the up
and down shots together, and set them at the beginning or end of the day.

FIGURE 4.1
Camera Unit on Derrière les Murs (Behind the Walls). In this picture the rig is in a “looking up”
configuration, freeing the operator’s line of sight.
Shooting 3D for Broadcast or Editing Chapter 4 93

The last point to consider is the dust. On a down-looking rig, dust can fall on
the mirror and adversely affect the image. On a 3D TV show or documentary, the
depolarization filters will help protect the mirror from environmental hazards.

Color-Coding the Camera Units


The duplication of the camera on every position calls for strict identification.
Left/right footage or stream inversion is a staple mistake all along the 3D pro-
duction process. Color-coding cameras, cables, control boxes, and record sup-
ports is a must. Stereographers who don’t have their own set or color of adhesive
tapes are unusual (unless they’ve got ACs or rig assistants who take care of it).
Shades of red and blue are universally agreed-upon colors, but there’s a cul-
tural divide between U.S. and European productions. In the United States,
you’ll see “red is right” signs in rig shops. In Europe, “rouge est a gauche” (“red
is left”). Don’t blame the stereographers for that! As it happens, one will find
the very same color inversion in stereophonic sound, or in maritime naviga-
tion, when it regards the fixed lights marking channel entrances. Still, the inter-
national conventions on boats and airplanes set red on the left.
Whatever decision you make for left and right identification, make sure every-
body on your team is on the same page, especially for international events with
multiple crews from around the world.

Registering the Cameras


The camera should be calibrated in colorimetric and geometric spaces. This
operation is much easier on a side-by-side rig, for the optical mirror will never
be color neutral and requires more attention in spatial alignment of the cam-
eras. When learning the process, it is better to start with an SBS rig and then get
into mirror rigs when you feel at ease with the process.

SEAN FAIRBURN REGISTRATION CHART


Veteran cinematographer B. Sean Fairburn produced a 3D chart with DSC labs
to help in aligning cameras. This chart is loaded with features and details use-
ful to stereographic production, simplifying camera registration.
When Sean is done with the camera alignment, he sets the rig to its maximum
interaxial and records some footage of the chart; the left and right cameras
shoot mostly the left or right half of the chart, showing “L” or “R” tags. This
will be very useful for future reference in postproduction, or for feed identifica-
tion at the OB truck.

STEREO TANGO ALIGNMENT PROCEDURE


Every rig and every stereographer has his or her own registration procedure.
They all include the same list of items, with subtle variations in the order due
to personal taste, experience, or a rig’s mechanical design. For example, here is
the alignment procedure from the 3D Camera Company.
94 3D TV and 3D Cinema

CamAlign 3-D Pilot


Information sheet for the Pilot Senior

DSC’s major technological breakthrough over typical test charts is precision and increased dynamic range. In addition to DSC’s
patented grayscale and color elements, this chart provides many unique features specific to 3-D. DSC charts are designed to pro-
duce familiar electronic displays that are easily interpreted using standard waveform monitors and vectorscopes. In production, a
few frames shot on set provide invaluable information in post.

Crossed 11 step Grayscale -


CineZone Quadrants - Black and White Central Cross -
DSC patented spectropho-
use to optimize corner to verify centering accuracy
tometrically neutral grayscale
alignment and focus

Corner LEDs and Inner Framing Lines -


18% Gray Panels Centering Ring -
provide vital keystoning and other data
identifies distortion

Shirley’s Webs -
Vertical Scales -
enable meticulous DSC Jet Black Background -
on right and left, assist in
camera matching provides clean display
checking rotational offset

DSC “ChromaDuMonde” - 2% Spacing Notches -


Zooming Center LED -
12 familiar color chips plus assist alignment
for precision interocular and
convergence adjustment four skin tones

This chart can be invaluable in aligning 3-D camera systems - while everyone has their own methods, here are some basics:

Align cameras so that images match exactly for grayscale levels, tracking and color reproduction. Adjust horizontal, vertical
and rotational positioning, image size, focus distance, resolution etc. The aim is to match superimposed images as closely as
possible, then set interocular and convergence to the particular requirements of the scene.

Shooting a few frames of this chart on the set during production can be invaluable in providing points of reference between
cameras for use in Post.

QMF26
Tel. 905.673.3211 - e-mail [email protected] - website www.dsclabs.com January 2011

FIGURE 4.2
The DSC Labs CamAlign 3-D Pilot. This chart was designed in collaboration with Sean Fairburn to help align cameras and correct
geometries in postproduction.
Shooting 3D for Broadcast or Editing Chapter 4 95

Use a 3D monitor in anaglyph viewing mode to perform fast and precise alignment.
The anaglyph viewing mode is a robust tool to monitor all stereoscopic parameters
during shooting.
1. Check camera orientation. In order for the rolling shutters of the two digital cameras
to operate in the same direction, make sure one of the cameras is mounted upside
down. Tango provides dedicated inverter blocks for the Mini 2K SI, the Red One, the
Sony HDC-P1, the Sony F23 and F35, and the ARRI Alexa.
2. Install and lock both cameras with lenses onto the 3D Stereo Tango rig, and set the
interaxial distance to zero. Keep the interaxial at zero during the entire alignment
checklist.
3. Check the distance between the beam-splitter and the two cameras. Set the adjustable
stop blocks at the same value for both the left and right eyes, and make sure each
camera is pushed against its respective stopping block.
4. Check the vertical alignment of the optical centers. Look into the matte box straight
through the beam-splitter with one eye only; the two lenses should overlap, and
there should be no vertical offset. If there is a vertical offset, use the large silver
thumbwheel behind the top camera to move it up or down until the two lenses
overlap perfectly along the vertical axis.
5. Check tilt alignment. Looking at a distant landmark on the 3D monitor, use the tilt
adjustment knob on the bottom camera to make the left and right images overlap
perfectly on the vertical axis. Then check this alignment looking at an object five
feet away from the rig. If there is now a vertical offset between the left and right
images, adjust the optical centers as described in Step 4, and re-do Step 5.
6. Check roll alignment. Look at the horizontal structures on the 3D monitor. If on the
left side of the picture a red border above light-toned elements appears, it means
the bottom camera (left) leans to the left. Using the two silver knobs located on
either side of the roll stage under the bottom camera, adjust the roll until the left
and right images overlap perfectly across the frame on the vertical axis.
7. Check convergence alignment. Look into the matte box straight through the beam-
splitter with one eye only; the two lenses should overlap, and there should be no
horizontal offset. If there is a horizontal offset, use the convergence knob beside
the bottom camera to adjust the angle until the two lenses overlap perfectly along
the horizontal axis. Then look at a distant background object on the 3D monitor,
and turn the convergence knob until you make the left and right images overlap
perfectly on the horizontal axis. The left and right cameras are now parallel.
8. Check viewing angle alignment. If you’re not using perfectly matching prime lenses,
you may notice a slight magnification disparity on the 3D monitor. Point the rig at
a round object: the object will appear slightly larger in one eye than in the other.
This is a magnification disparity, which translates into a disparity of viewing angles
between the two lenses. To suppress this disparity, move the bottom camera closer
or farther away from the beam-splitter until, on the 3D monitor, the magnification is
the same for both eyes.
Note: For fine-tuning purposes, all of the adjustments described above can also be
applied to the top camera. The 3D Stereo Tango provides six independent axes of
alignment for the top and bottom cameras.
The roll, tilt, and convergence adjustments all pivot on the beam-splitter at the intersecting
points of the optical axes of the left and right cameras. The roll, tilt, and convergence
adjustments can be done manually, or they can be motorized.
96 3D TV and 3D Cinema

FIGURE 4.3
Stereo Tango Mirror Rig.

Calibrating the Cameras


In VFX (visual effects), the rule is to shoot all sorts of calibration footage for later
reference: clean background plates, light references, and so on. Considering that
all 3D shots are a potential FX shot (if correction is needed), it is always advis-
able to consider shooting some reference when using a mirror rig.
When calibrating your cameras, always use the transmissive camera as the mas-
ter, and adjust the reflective camera. The transmissive camera gets a much less
damaged light beam; this is because the reflective camera suffers from all the
defaults of the mirror, optical, and chromatic aberrations being generated by
the uneven light reflection. Obviously, when you are shooting 3D for cinema,
you keep all the color adjustments as metadata and record raw imagery. For
broadcast 3D, you’ll apply the correction in the camera unless otherwise stated
by the image analyzer you’re using.
Setting the white reference requires much finer work than in 2D. If the color
shifts on a 2D cut, it’s not a big issue. However, in 3D, you want to avoid
this retinal rivalry, where the left and right eye do not see the same colors.
Optimally balanced white balance is done with image analyzers; in a perfect
world, the settings are sent to the camera via the SDI control channel, or by
Shooting 3D for Broadcast or Editing Chapter 4 97

programming setting cards. Dual-channel vectorscopes or RGB histograms will


get you great calibration too. If you have no other resource, encode your stereo
into a frame-compatible 3D image, like a side-by-side, and feed it to a regular
2D color-timed display. You’ll have both your left and right images on screen
to compare them.

Setting the Depth


The art of stereoscopic photography lies mostly in mastering interaxial and
convergence. As you know, the interaxial distance will set the overall volume of
your scene, whereas the convergence will move it along the depth axis. If these
are new concepts to you, we refer you to other books that introduce these con-
cepts and explain their application in 3D production.
Regarding 3D TV and cinema production, one important discriminating
factor is the screen size. The magnification factor, defined as the ratio of the
screen size to the viewing distance, makes them two different 3D mediums.
They are compatible—it is technically possible to watch a 3D movie on a TV
set and, to a lesser extent, to shoot 3D TV content that will be watchable in a
theater. Still, the mathematical overlap is small, and the experiences are not
optimal.
On set, you’ll generally have two chances at setting the depth. A first artistic
pass sets the interaxial and convergence according to the set metrics and artistic
intent. A second pass is a technical rehearsal, with a convergence puller to fol-
low the action if needed.
There are many approaches to getting the first pass quick and nice. You can set
the interaxial first, and then the convergence, assuming that the few pixels that
push back at convergence will not affect the overall volume perception. Or, as
explained by stereographer Alain Derobe in his “Natural Depth” method, you
can set the convergence based on an arbitrary interaxial, and then fine-tune
that interaxial, assuming that the interaxial change will not affect the conver-
gence plane.

TRANSPORTING 3D TO THE VISION MIXER OR


RECORDER
Virtually all 3D camera units are quite big, with their dual heads, lenses, mir-
rors, and motion controls. Everything that cannot be miniaturized has to be
tethered as far away as practically possible. The possibility of deporting the
image processing from the camera heads was a seminal feature of the Sony
cameras used for the first motion-control 3D rigs created at PACE HD. Linking
the rig to the OB van or the recorder deck can be done high-end style with two
full-resolution HD links, or by using a cheaper and more resilient process: the
frame-compatible formats.
98 3D TV and 3D Cinema

NOTE ON WIRELESS CAMERAS IN 3D


If you have a wireless camera, you need to re-sync its left and right signals, and then
delay all the other cameras on the field to match it. In most cases, simple Time Code
sync is not that helpful, for image delay can be less than a frame—sometimes just a
few lines—and that causes drops later in the line.

ABOUT THE CABLES


A general comment on cables: It is advised that you get them with the rig if they are
available from the vendor. You want to be absolutely sure that you’ll have all your
cables in pairs, with exactly the same length and electrical characteristics. A faulty
cable or connection in 3D is much more prone to turning into a nightmare than in
2D. Furthermore, vendor cables are custom-made to have the very length you’ll need
on that rig, for the very camera you plan to put on it. A 3D rig is already loaded with
enough cables; don’t add loops on top of it. While you’re on the industry show floor,
take a minute to look at an empty rig, and then compare it to its functional counterpart
on the demo area. Try to count the cables—remote controls, genlocks, power supplies,
motion controls, lens controls—and try to figure out what they do. Actually, this is a
good indicator of the quality of a rig design. A good rig is like a boat: there should be
no loose cables or unnecessary loops lying around.

Stereoscopic HD-SDI
“Duplicate everything” is the basic modus operandi of stereoscopic produc-
tions. Cables are no exception to this rule, with the complexity one can imag-
ine. However, in some cases, especially for remote camera positions, you’ll
want to run single cables.
As a reminder, we’ll describe the serial digital interface family of standards at
HD resolutions:
n SMPTE 292M: the legacy HD-SDI, 720p and 1080i resolutions
n SMPTE 372M: the dual-link HD-SDI for 4:4:4 encodings and 1080p
resolutions
n SMPTE 424M: the 3G HD-SDI, basically two SMPTE 372M on a single cable
Although 3G SDI can be used to actually transport stereoscopic streams, it
has not been standardized yet and has been dubbed 3D over 3G. Still higher
bitrates are needed, and they will be standardized by SMPTE for stereoscopic
4:4:4 encoding, RGB color space, 12-bits color depth, and higher frame rates in
progressive modes. In the meantime, we rely on vendor solutions to multiplex
image streams on single links.
Stereoscopic production was an early adopter of fiberglass cabling for signal
transport. At IBC 2010, Telecast Corporation presented a fiber converter that
Shooting 3D for Broadcast or Editing Chapter 4 99

can transport up to three 3G streams on a sin-


gle thread. This device allows the sending of
Telecast Corporation:
two signals at full color depth to the image-
http://www.telecast-fiber.com/
processing units, as well as the receipt of a
copperhead-3400-3D/
stereoscopic image that includes motion-con-
trol commands in the ancillary data.

Frame-Compatible Formats
Stereoscopic production reuses a lot of 2D gear and setups. In some cases, 2D
tools have enough bandwidth and connectors to process two HD steams, and
a clever configuration or a software update makes them 3D. Sometimes two of
them are synched and used in parallel; sometimes you must deal with a single
HD channel capacity to transport or process 3D. In these cases, the 3D will be
encoded in a 2D frame-compatible format (FCF).

BASIC FCF
The basic process of frame-compatible formatting is to drop half the resolution
and pack the remaining anamorphic versions of the left and right images into
a single 2D image. Most basic FCFs have the self-explanatory side-by-side (SBS)
and top-and-bottom (TAB) image arrangement. A third format is the line inter-
leaved form, with horizontal lines alternately describing the left or right images.
This is the display format of the current generation of passive 3D TV, which
uses Arizawa pattern polarizers. This was also used in analog TV to record left
and right views on separated fields. For this reason, you’ll see interleaved FCF
3D referred to as “passive” in recent display literature, and “active” in older
material. Both are equally inaccurate.
The main problem with FCF is obviously the loss of resolution, and the value
of each format results from the direction of the resolution decimation. The
side-by-side seems to be preferred for many reasons; for example, experienced
stereographers can watch it in 3D using the “free viewing” technique that con-
sists in voluntarily converging or diverging their eyesight until the left and right
images overlap and the stereoscopic images fuse into a 3D one.
For interlaced 1080i video, SBS is better than TAB, for each frame still has
540 lines rather than 270. For progressive 720p video, TAB is better than SBS,
because the 2D horizontal resolution actually defines the depth resolution.
Various standardization groups explicitly recommend or impose SBS as the
1080i format and TAB for 720p, with the left image on the left or top part of
the frame, respectively. This rough process is especially efficient for recording
and transporting 3D. A frame-compatible formatted 3D can be routed through
thousands of types of 2D equipment and will never get out of sync.
The FCFs are transition formats that are expected to disappear from the profes-
sional universe as the 3D transition progresses. They are likely to have a longer
life in consumer electronics, where their main application is the HDMI 1.3a
standard that embeds 3D signals into a single HD link from the Blu-ray Disc
100 3D TV and 3D Cinema

player to the TV. The 3D conversion lenses generate SBS FCF that is captured
and recorded as it is on the support, and eventually sent to the TV accordingly.
The main concern with FCFs is the danger of seeing them stacked atop one
another. If an SBS and an TAB FCF are used consecutively, the resulting signal
is a quarter HD, marginally better than SD.

FIGURES 4.4 AND 4.5


Basic Frame-Compatible Format. In the side-by-side frame compatible format, left and right images
are squeezed together inside a single 2D image file.
Image courtesy of Enrique Criado.

ADVANCED FCF
Frame-compatible format quality can be optimized with a smarter decimation
scheme: the quincunx or checkerboard format, also called the mesh format.
A quincunx (Qx) 3D image is composed of pixels alternately taken from left
and right images in a checkerboard pattern. This format is also known as DLP,
because it has been used in 3D-capable RPTVs since 2007. It exists in two
types: native Qx, with left and right images composed together, and rebuilt
Qx, with left and right images reconstructed on the left and right parts of the
frame. A native Qx looks like a 50% mix, and a rebuilt Qx looks like a side-by-
side picture. Both present high frequencies. A native Qx is barely compatible
with any digital compression, whereas a rebuilt Qx will just require a higher bit
stream than a regular side-by-side to preserve its additional visual resolution.
This subsampling allows for a much better image reconstruction, because each
missing pixel can be rebuilt from four neighbors, rather than only two, and
aliasing artifacts are less noticeable.
A proprietary version of the checkerboard was patented by Sensio. Their pro-
cess relies on pre-filtering the images and post-processing them to regener-
ate even more visual resolution. The claim is that 90% of the resolution is
Shooting 3D for Broadcast or Editing Chapter 4 101

preserved. The Sensio encoding is recognized as the most advanced and effi-
cient FCF format by the transport industry, and is deployed in most transport
providers’ facilities offering 3D services.

FRAME PACKING
The two streams of 30fps stereoscopic content can be stacked together into sin-
gle 60fps monoscopic format. That’s what Digital Cinema Initiatives (DCI), the
joint venture of the major Hollywood studios, does with 3D movies encoded
and transported as 48fps content. It is crucial to properly flag the frames in
ancillary metadata, so that the left and right images are properly restituted.
Otherwise they’ll be out of sync by one frame.

DIRECTING LIVE 3D
Most of the experience in live 3D production is in sporting events, which
clearly lead the industry, with concerts following behind. Sports broadcasts fol-
low a ritualized storytelling process, with the main cameras on high ground
doing up to 80% of the air time, as well as close-ups on some actions, and a lot
of replays and graphics. A 3D production tries to revisit the TV sports liturgy,
bringing its own wow shots without breaking the magic and the story.
If the audience says “The 3D was great, but we didn’t get the game,”
we failed.
Vince Pace

Directing Live 3D Sports

Interview with Derek Manning

Finding the Right Balance Between Showing You Have to Slow Down Directing There are many more
Off and Game Presentation traps in 3D than in 2D. In 2D, I can just see a shot that
Derek Manning directed 3D TV football and baseball is good, even if it’s down in a corner on a black and
games for Fox. Here’s what he shared with us during an white monitor, and I can take it: Go! On a 2D football
interview. game, cutting is quite hectic.
You can’t do that in 3D, or it’s going to be hard on the
Camera Positions Are Key to Good 3D Sports Finding
audience’s eyes. You don’t want to do it for two reasons:
the best camera positions is key in doing good 3D
first, because you should preview that shot. Ask for, say,
sports. If you’re too high, you won’t get a good 3D
“ready seven,” and the TD will preview it for you on the
shot—and if you’re too tight, you’ll get great 3D, but you
3D monitor, allowing you to check it in 3D before you
won’t get the best views for showing the strategy of the
take it.
game. For the high and wide play-by-play shots, you want
the cameras to get lower and closer to the field, in a Second, because every shot is an experience in 3D.
medium-high shot position. There’s so much more in a good 3D image—you don’t
102 3D TV and 3D Cinema

need to cut as much as in 2D. I remember watching one cameraman can see this in advance, and alert the direc-
3D shot during a show, and I was so drawn into it that I tor on the intercom so he can get off that shot.
started to watch it like TV, almost forgetting I was actu-
The Shots You Want in Your Show Nice 3D shots have
ally directing.
many layers of depth, with people or objects filling the
Camera Operators Have a Learning Curve Too Plan for space. This is especially true in baseball fields, where
longer camera meetings, because your crew will need to each player has a separate position and they are spread
learn new things; they are experiencing the learning pro- out, with the crowd behind them. In American football,
cess too, just as we are in the truck. they are more packed together. Still, there are touch-
You want them to show off the 3D; you want the higher, down shots with a player holding the ball at the camera,
wider camera to shoot a little tighter than normal, the other players running toward the cameras, and the
and the lower camera on the ground to shoot wider. stadium in the background. This kind of shot has layers
Normally, these cameras would be right on the guy’s of depth—foreground, middle ground, and background—
face, but you may need to ask for a head-to-toe or waist- making for gorgeous 3D shots.
up shot—because without the background behind the On the other hand, tight shots like those we often do
player, it’s not really possible to see the 3D. Additionally, in sports will not come out great. In 2D, it’s common
it’s hard on stereographers to get their 3D correct when to do a close-up on the quarterback’s eyes. In 3D, you
you are shooting that tightly. won’t get any depth effect from that shot. However, it’s
Teach them to watch out for edge violations, like people a compelling image that you want, no matter what; this
entering the frame, or bright objects on the sides of the is where you need balance between the 3D show and
frame. They have to get rid of that, one way or another. the game. I remember the stereographer would warn
Get it in the frame, or get it out—but deal with it. You me some shots would not make good 3D. He came with
may also need their help with this for some camera a movie perspective, which was his background. I was
positions; for example, on a low-end zone shot in a foot- doing those head shots, and he was shaking his head.
ball game, if a player is coming up the field, he will cross I told him, “I have to do that, that’s capturing where the
the frame, which is going to be hard on your eyes. The game is—on his face.”

Tools for Live 3D Production


SWITCHERS
It is our understanding that most large HD switchers will see a 3D upgrade
option as a software update. The situation is less clear for mid-range prod-
ucts, but Panasonic, Sony, and FOR-A have already presented various
solutions.
At NAB 2010, Panasonic introduced the AG-HMX100, a stereoscopic video
switcher, along with its stereoscopic camera and display. The video switcher is
based on a to-be-released 4-channel product that received software modifica-
tions allowing it to run as a stereoscopic 2-channel. If you really need the four
channels, you can link two mixers together, and you’ll get a 4x3D switcher.
Panasonic considers that small mixer to be mostly a useful tool for onset
monitoring and FX previewing. At IBC 2010, FOR-A presented a video switcher
with 3G and 3D capabilities, the HVS-4,000HS. Sony offers the MVS-8,000G
switcher.
Shooting 3D for Broadcast or Editing Chapter 4 103

STEREOSCOPIC REPLAYS AND SLOW MOTION


Instant replays and slow motion are key assets in sports broadcasting. You can’t
just run them two-by-two and hope for the best. You need them to be natively
stereoscopic, with dual-channel input, record, replay, and output. Fortunately,
digital recorders used in 2D were already multichannel when 3D arrived in the
game. Multiple cameras would be ingested, recorded, and replayed according
to cues set by the replay technician. The 3D upgrade consists in linking inputs
and outputs together, and duplicating EDL from one eye to another.
You need to feed your instant replay DDRs with corrected imagery so that you
get perfect 3D on slow motion and stills. Otherwise, 3D imperfections will be
too obvious in slow motion, especially with the graphics (such as the updated
score or player statistics) that are typically added on screen.

3D CONVERSION
Real-time 3D conversion is making great progress in field use. Part of its suc-
cess comes from the scarcity of 3D camera positions, or the inability to pull
good 3D from specific shots. Along with being driven by demand, real-time 3D
conversion benefits from the current audience’s forgiveness for poor 3D.
Following the mantra that “the show must go on,” let’s see three cases where
real-time 3D conversion can be used with acceptable results. The quality of the
conversion will be inversely related to the intensity of the generated depth.
n Large landscape with little or no discernable depth features.
n Medium landscape with known geometry.
n Deterministic 3D conversion following known “world rules.”

Case 1: Large Landscapes


When properly shooting a very large landscape in 3D, you’ll have to choose
between a small interaxial and no-depth details, or a large interaxial that gen-
erates nice depth features at the cost of a miniaturizing effect on the scene.
Basically, if you shoot a tennis court, you’ll end up with what looks like table
tennis. But if you try to avoid this, all you get is a mostly flat picture, placed in
the distance upon the convergence angle of your camera rig. Why bother run-
ning two cameras to get this? Instead, get it done by a computer.
For a quick and cheap 3D conversion of a city landscape, use simple DVE (digi-
tal video effects) to push the image behind the screen, and bend or orient it
if you want to give a little twist to the general orientation of the ground. An
experienced stereographer working with a talented visual effects technician can
even roughly shape the view in 3D using 2D deformations on a single eye.

Case 2: Known Geometries


When you shoot the inside of a stadium, sporting arena, or concert venue in
3D, most of the discernable depth features are generated by the architecture,
not by the hosts or patrons. Players, artists, fans, and supporters 100 meters
104 3D TV and 3D Cinema

away from the camera do not generate any occlusion revelation, and therefore
they appear in the same depth as the ground or seat they are on. A properly
acquired 3D shape of an empty venue that is then fed into a conversion system
will generate good stereoscopy.
The only issue with this technique is that there isn’t currently a vendor offer-
ing this as a turnkey solution. Still, it’s not a complex effect to put together, and
it can be simplified by generating a depth map and using it as a displacement
map source. If you can synchronize the depth map to the camera movements,
either via motion control or via point tracking in the image domain, you’ll get a
dynamic 3D conversion. More advanced processes, including depth-acquisition
devices and CG modeling and projection techniques, will perfect it.

Case 3: Known World Rules


The issue with real-time 3D conversion is its attempt to be universal in a trade
where nothing is. We use plenty of different cameras, lenses, cranes, convert-
ers, and visual effects boxes, because no show is the same as the next one.
Converting to 3D implies that you understand the 2D, and that’s years and
years away from the current artificial intelligence you can put in a VFX com-
puter. That said, if you reduce the complexity of the universe, you want the
converter to be able to deal with it.
At IBC 2010, SterGen (Stereo Sports Video Generator) presented the first real-
time converter that looks like it may provide acceptable results. The system
is loaded with game rules that allow it to understand what’s happening on
screen. It knows that there’s a flat green field with players running on it, and
that the field is surrounded by an arena of seats—it even knows that there’s a
ball. This system produces decent real-time conversion, and will be extended to
other field games like soccer, rugby, tennis, and basketball.
All these new sports will be available as add-ons to
the original product. However, if you try to use
SterGen: SterGen’s real-time converter to convert a con-
http://www.stergen.tv/ cert, car race, or documentary, you’ll get awful
results, just like you would from the “universal”
3D converters.

FUTURE TOOLS FOR DEPTH CONTINUITY


There’s hardly a 3D movie that does not use active depth cuts, also known as
cut cushioning. ADC reconverges in and out shots to bring them in a common
depth space at the cut time, but that visual effect has not yet reached the live
broadcast 3D toolset. If its usefulness is not in question, the reality of its actual
implementation is still not decided.
Reconvergence can be done in the image domain, in the 3D image processor,
or at the camera unit, via remote control. It will generate a delay between the
cut order and its execution, and rely on the interconnection of the video mixer,
image-analysis tools, and camera motion controls. If it is done in the image
Shooting 3D for Broadcast or Editing Chapter 4 105

domain, it will generate some magnification and cropping. The most proba-
ble implementation we’ll see will be in the video switcher, using depth meta-
data embedded by image analyzers in the ancillary channel, which will mostly
reconverge the out shot for faster execution.

3D OUTSIDE BROADCAST
Prepping an HDTV OB vehicle for 3D production is technically easy. You have
three options:
n Keep it pristine, walk in, and produce frame-compatible 3D.
n Temporarily retrofit an existing HD van for 3D production.
n Rent one of the brand-new 3D/HD trucks.
Your main problem may be to find the place for the stereo staff: typically the
stereographer in the main truck, and the so-called convergence pullers groom-
ing the 3D feeds in a second truck.

Producing Frame-Compatible 3D
If you have no choice other than using an HD truck with no budget to convert
to 3D, you’ll have to go the FCF route. First, select the FCF you want to use—
most likely SBS, for its better compatibility with interlaced video; or quincunx
for higher reconstructed resolution. Encode all your sources, including graph-
ics and titles, in that FC format. Run your camera feeds through 3D multiplexers
and process them as 2D. If you work in quincunx, make sure there are no issues
or artifacts with video compression, encoding, or processing, as you would do in
instant replay systems.
Select transitions that process the images in a way that is compatible with the
FCF you have selected. The raw quincunx has the good grace to be compat-
ible with most transitions. (Sensio is among the very few companies that has
developed a real knowledge in such “soft retrofitting” processes.) Most 3D dis-
plays will be able to decode the FCF on the fly for your program and preview
monitoring, but some may need an external decoder, especially for quincunx
encoding.

Converting an OB Van to 3D
If you have access to your truck and some time and money to spare, converting
an OB truck to 3D is a relatively easy task. You need to do the following:
n Bring in 3D monitors with a bare minimum of two, one for program and
one for preview.
n Spend some time in the patch area, duplicating all links.
n Reprogram the video switcher for 3D processing, that is, running the two
High Definition streams in parallel.
n Reprogram the EVSes to process the dual streams.
n Upgrade the DVR or DDR to dual stream capability, as with the Sony
SRW-5,000.
106 3D TV and 3D Cinema

Existing Fleets of 3D Vans


On the 300 HD trucks available in the United States, there are approximately
10 that are 3D. Historically, the first companies to deploy 3D trucks were AMV
(All Mobile Video) and Telegesic in Europe, and NHK CosmoMedia America in
the United States.

Graphics in 3D
Using 3D graphics may seem to be a no-brainer, for all TV shows are now com-
plemented with full CG graphics that are based on 3D models, and could very
easily be rendered on two channels and included in 3D inside the volumetric
live picture. However, in feature animation postproduction, this is among the
harder jobs done today—so there’s no reason the TV crews would have it easy.
For one, it’s really easy to render CG 3D; the hard part is ensuring that it makes
sense with your real, live picture. Your eyes need both image geometries to be
perfectly stable in regards to each other, and your brain needs both 3D uni-
verses to be coherent in regards to the optical world you’re used to living in.
This second requirement is not an easy one at all.
Consider a situation where we have a stereoscopic problem and a 3D problem.
The stereoscopic problem is that you need to be able to look at the two left and
right pictures, and the 3D problem is that you want the two worlds—the CGI
and the live action—to be plausible when you look at them.

Comfortable 3D Placement in a Coherent Space with


Live Picture
When you shoot live 3D, you are in the “good enough” side of stereoscopic
imagery; image geometry and photography are matched to the point that you
can enjoy the show without eyestrain or headache. When you generate CG 3D,
you are at the perfect end of image quality. CG cameras have the good grace to
stay stable even if you shake your keyboard.
When you mix both, however, the imperfection of the live images turns into
sheer ugliness, because they can’t stand comparison with the CG. Inconsistent
keystone effect is a good example. Shoot some wide angle converged 3D, and
the images in the corners drift away in opposite directions. Now add a 3D logo
in a corner. Which geometry should your visual system stick with? This is just
the beginning. Now assume that you ran your 3D through an image processor
that makes it perfect (certainly, this is the way to go). In this case, you are intro-
ducing your CG graphics. In 2D, they are accepted as unrelated to the scenery,
and read as an additional layer. In 3D, they interfere with our cognitive process
that rebuilds the geometries as well as the sizes and scales of the characters.
The biggest issue with stereoscopic graphics is the occlusion conflict. If
you display a scoreboard in front of the screen, and someone unexpect-
edly approaches the camera and gets closer to the audience than the graphics
Shooting 3D for Broadcast or Editing Chapter 4 107

position, pure logic dictates that that person should occlude the graphics.
Because this is not the case with the current generation of CG titles, you’ll have
an unpleasant 3D experience.
In 2D TV, the safe area convention was agreed upon to ensure that no graphic
or action would be displayed in the unsafe borders of the picture. That could
always be cut out by various under-scan processes. In 3D, the same concept can
be extrapolated into safe volumes for graphics.

Set Safe Volumes for Graphics


Where to place your graphics is going to be an interesting debate. For sheer
readability, you want to place them in the screen plane. They will be more
comfortable to look at, with no focus/convergence decoupling, and they
will be accessible to anyone not wearing glasses. It may sound like a strange
requirement, but 3D TV will not always be a per-appointment media. You can
expect your audience to wear glasses, but you cannot assume they are. Beyond
that simple “just like 2D” graphics placement, what are your options?

PASSIVE VOLUME SEGMENTATION


There’s superbly simple space segmentation for safe stereoscopic graphics:
Keep the action behind the screen plane and all the graphics in front of it. It
may not be creative, but it is infallible. Get a wide view of the stadium and
float the flags and scores in front of your audience’s faces. Technically, you can’t
really go wrong. Creatively, you’ll pretty soon feel frustrated.
If you feel like playing the game more aggressively, cut your scenic box in adja-
cent volumes, in a more complex layout than successive layers. Create spaces
where you push your graphics inside the screen, like on top of the frame, and
use them on head-to-toe shots with space above the players. Or float the team
flag by a player, trusting your camera operators to keep the empty space free
from any intrusion. Tricky, but stunning.

FUTURE TOOLS: ACTIVE OCCLUSION PROCESSING


Image processors can detect edges and disparities, and, within a few years,
interactive 3D alpha channels will be generated from such systems. The graphic
keyer will be able to cut out that CG flag floating by the player if the player
happens to wave his arm, using the same depth information inserted in ancil-
lary data for active cuts. Other options are possible, using the depth acquisition
techniques that were presented in Chapter 2.

Designing and Applying Graphics in 3D


When you meet the artists who will design your 3D graphics, make sure they
have some basic understanding of depth perception. They should at least be
aware of the impact of color on depth perception. Basically, warm colors pro-
ceed and cold colors recede, just as with bright and dark surfaces.
108 3D TV and 3D Cinema

Have some consideration for the members of your audience who will see the
show in public places, like pubs. They will watch it on passive televisions, with
half the vertical resolution. Some sort of anti-aliasing pass will be welcomed.
For the members of the audience enjoying the show in active stereo, beware
of the effect of display delay on moving logos. Because one eye sees an image
with a slight delay, it is interpreted at a different depth. Depending upon which
image, left or right, is shown first, the movement will be perceived differently:
a title moving leftward or rightward will be perceived either closer or farther
away than expected. On which side of the window will the title be pushed?
There’s no way to predict it until the frame order is standardized in 3D TV.
When you insert a logo, branding, or advertisement for another show, be care-
ful not to do it on a 3D scene that reaches out of the screen. An obvious solu-
tion is to place such images in front of the screen plane, which looks good and
will provide wow 3D. Still, until you can rely on embedded depth metadata,
you have to figure out how much you should pull them.
Another interesting stereoscopic endeavor will be the picture in picture journey
into 3D. If you need to merge a flat source inside a 3D feed—typically a dis-
tant reporter who has no 3D camera—surrounding his image by a frame that
is pulled forward by a few pixels of parallax will go a long way in creating 3D
illusion. If you have a stereoscopic source from a distant studio, give it a key-in
try; you should be able to pull a nice holographic videophone effect.

Gerhard Lang, Vizrt


Gerhard Lang is the CTO of Vizrt and has provided stereoscopic graphics for
ESPN and BSkyB live 3D sports productions. He shares with us the lessons
learned on these productions.

Interview with Gerhard Lang

The Vizrt Stereoscopic SolutionAll 3D TV projects are Synchronization Requirements When ESPN and BSkyB
high-profile productions. They work one HD-SDI chan- started producing S3D content, they used their existing
nel for each left and right camera, all the way through graphics. This made a lot of sense, because everything
the vision mixer, and then either apply a multiplexer to was already CG-3D.
carry the images in side by side, or offer a top-and-bot-
tom frame-compatible format for distribution. For us, that meant doubling the rendering speed. Quad
buffer stereo would be too slow, because it could only
When using the vision mixer, we ought to deliver two deliver half the performance that people are used to.
separate fill and key signals for the left and right eye. Therefore we doubled the rendering stages (as shown in
Because everything we’ve ever done since the beginning Figure 4.7).
of Vizrt has always been openGL-based, it was already
3D. The evolution from a 2D product into a 3D stereo- It is extremely important that these two instances are
scopic operation was very simple. 100% in sync, because if one starts the animation
Shooting 3D for Broadcast or Editing Chapter 4 109

STEREO RIG 1 STEREO RIG 2

2 x HD SDI
2 x HD SDI

STEREO HD SDI
GPI
2 x HD SDI

STEREO CONTROL

VIZ STEREO SETUP

FIGURE 4.6
Stereoscopic Graphic in OB Van Environment. The vision mixer gets two HD-SDI from each camera. The graphics engine receives
GPI signaling and sends back two fill and key HD-SDI.

FIGURE 4.7
Stereoscopic Graphic System. The control application sends animation orders to the stereo controller that distributes the two
rendering GPUs. A synchronization engine ensures the genlock and frame-lock of the S3D fill and key signal sent to the production
matrix via four HD-SDI links.
110 3D TV and 3D Cinema

earlier or later, it’s very disturbing to the human brain. the clock. However, in stereo production, your eyes can-
We created a stereo distributor, which receives the com- not follow the usual flow. If you look for the score and
mands that are usually meant for a single engine and the clock, you would just go to the upper-right corner
distributes them equally to the left and right engines. We from wherever you’re looking. Let’s say you’re looking at
also have a synchronization processor, which ensures the ball right now, and then you move to the upper-right
that both GPUs are always rendering the exact same corner to see how many minutes are left. When you do
field. Those are the two mechanisms making sure anima- that while viewing a stereo image, your eyes would con-
tions start at the same time, and that once the anima- verge on the playing field, then probably on the grand-
tions are running, the fields are always rendered for the stand, and then they’d have to converge again to see
exact same timestamp on the left and the right eye. the score and clock that sits up at the window—which is
a very troublesome experience. To avoid this, you should
Setting Graphics in Depth In the Vizrt engine, we have
virtually push back the 3D score-and-clock element 150
three independent graphics layers: back, middle, and
meters, so it’s near the grandstand. This makes the
front. The back layer is very rarely used in sports pro-
viewing experience a lot more comfortable, because you
duction, where most of the stereo productions are hap-
can follow whatever is in the scene to find your way to
pening right now. Usually the middle layer is used to
the information you need.
show lower-third graphics, like tables, analytical graph-
ics, and starting grids. The front layer is used for boxes, However, this positioning may not work if you go to
such as scoring or clock boxes. Each layer can have stereo rig number two. Let’s say, for example, that the
its own camera, and therefore can have its own stereo steady-cam is located at the border of the playing field,
parameters. Even if we don’t get the best information and its convergence parameters are set so that the play-
from the rigs or from the pixel processors, we can cor- ers get out of the screen as they come closer. (This is
rect the cameras. fairly common.) In this case, what you should do is take
The stereographer usually goes through all cameras the score all the way out and let it sit in front of the
prior to the production, adjusting the stereo parameters monitor by half a meter. You’d do the same, with a more
for the three layers for every single camera. When the subtle change, on the lower third.
director selects, say, camera one, on the vision switcher, You can also disable the front layer so that the back
we get a signal indicating that we’re now looking at the does not get displayed when you use a camera that is
video that is filmed by rig number one. We get that infor- very close to the ground, which allows you to avoid hav-
mation via GPI, and render the graphics according to ing the graphics puncture the players, or any subject on
that camera’s settings. the field. This is currently the common practice.
On the main layer, we would have the lower-third graph-
Adapting Existing Graphics for Stereo You may have
ics. Most of the time these would sit just a bit in front of
a client who gets into S3D and wants to use whatever
the screen, and normally they’re short. Now, let’s say the
footage they had before in stereoscopic production. In
stereo rig number one is the main camera in the sports
order to do this, they must check the design to see if
production; it is over the grandstands, looking onto the
it will generate mistakes. For example, a common mis-
playing fields and over to the other grandstands (a com-
take is to misplace objects and then rescale them. Any
mon scenario). This would give us quite a bit of room
object that is 100 meters away but is scaled up by a
for the lower third to be placed in front, or almost at the
factor of 5 will have the same screen size as an object
level of the screen.
that is very close to you but scaled down by 0.5. If you
People are used to seeing the clock in the upper-right look at this in stereoscopy, it looks completely wrong.
corner: that’s where they would look for the score and This kind of thing must be tested beforehand, such as
Shooting 3D for Broadcast or Editing Chapter 4 111

on the graphics station, where the user interface is 2D camera tracking for a classic camera. If you’re using
but the render context is in full openGL quad-buffering infrared tracking or motion analysis, position the target
3D. You can also check it in stereo while you correct so that the center of the virtual camera is in between
what has been done wrong. In addition, you can see if the two real cameras. There are then many parameters
any of the auto-animations are touching the borders, inside the software that are used to calibrate a studio.
making the viewing experience unpleasant. To that end, You can apply rotations and translations around all
the control PC uses a S3D display and a CG-3D mouse three axes to match the cameras to the target, and with
with six degrees of freedom to adjust position and orien- those parameters you can make sure that the virtual
tation of the graphic elements. cameras for the left eye and the right eye match the
positions of the real cameras. Overall, it’s a very com-
Virtual Studios in 3D The interaxial and convergence plex setup.
parameters in a studio do not really change during a
production, because it’s a very confined space. When Faking the 3D Camera in a Stereoscopic Virtual
you shoot internally, you’re not re-focusing dynamically; Studio If you want to use your existing virtual studio
you basically set it up once and then let it go. You can infrastructure and you only have one anchor presenting,
adjust parameters such as eye separation and con- there is a very simple method of generating a 3D ste-
vergence dynamically to match the position of the pre- reoscopic virtual studio: by feeding the single video into
senter against the virtual studio. the Vizrt engines. Then you offset it in horizontal direc-
tion, matching the distance from the anchor to the virtual
Calibrating Cameras for Stereoscopic Virtual Studios camera.
Studio calibration is a two-step process, and you cali-
brate the lenses as an entity. Basically, you establish You can do that and keep the anchor moving around in
the following: a closed environment, less than one meter back and
forth. Alternatively, you can measure the position of the
n The relation between the zoom and focus on the anchor by installing surveillance cameras looking down
lens. from the lighting grid. This will give the depth position of
n The field of few of the virtual camera in X and Y. the anchor.
n The center shift of the lens.
n The deformation parameter of K1 and K2 for this The really interesting part about this is that you can
lens. make the anchor stand at the exact location that you
want him or her to stand—but what’s even more inter-
Lens distortions are especially important between the esting is that, for most people, the anchor does not
right and left eyes. In order to be very accurate, you need appear flat. This is because the human brain takes a lot
to distort the image according to the distortion of the more hints when it tries to reconstruct a 3D image than
lens. If you film a checkerboard, for example, you will see just the separation of the left and right eyes.
that a wide shot results in the lines at the edges being
curved. To fix this, you should render the virtual studio When we did this experiment the first time, the subject
with a 20% larger size, and then use this result as a tex- standing inside the green screen environment didn’t
ture and re-render it on a grid that has been distorted know about the technology at all. Because she knew it
to replicate the lens aberrations. This ensures that you was in 3D, she reached out her hand to create a wow
don’t see all the artifacts that occur in a distorted image effect. The audience, expecting her hand to come out of
when you try to create two pixels out of one. the screen, actually moved back. This happened in a few
seconds only, and she quickly brought her hand back in.
Tracking Cameras for Stereoscopic Virtual Studios The audience didn’t know whether the hand was reach-
Stereoscopic camera tracking is exactly the same as ing out or not, but they reacted as if they did.
112 3D TV and 3D Cinema

FIGURE 4.8
Using a 2D Camera in a 3D Virtual Studio. If the 2D camera is appropriately placed in depth using X-shift, the presenter is
perceived in 3D.
Shooting 3D for Broadcast or Editing Chapter 4 113

RECORDING 3D
Most 3D takes are recorded for post-edition or postproduction, rather than
aired live. Just as in 2D, the recorded quality and resulting amount of data is
set upon the eventual use of the pictures.
The procedures in stereoscopic recording vary depending upon the final prod-
uct. For a heavy-FX feature, you’ll want to keep all available metadata and
ancillary data you may get. This can include depth information from image
analyzers, rig geometry from motion-control commands and readouts, and
clean plates and helper images. Images intended for heavy VFX treatment
will be recorded at full color resolution with no compression or lossless
compression.
Footage destined to be directly cut into an indie movie or TV documentary can
be recorded in compressed 4:2:2 format. This will maximize recording dura-
tion, allowing for the use of solid state drives rather than fragile magnetic tapes
or drives.
In between, for feature documentaries or low-budget, low FX movies, there
are many workflows based on the raw recording of single-sensor Bayer-filter
cameras.

Functions You Can Expect from a 3D Recorder


Obviously, old-time 3D recording with two recorders at once is over. A modern
stereoscopic recorder boasts twice the 2D bandwidth and records 3D streams
at once. What really counts, though, are the invisible functions: the ability to
coordinate with both cameras, to record the metadata, and to do some stereo-
scopic asset management. Actually, there is one 3D recorder that does all of
that, and still records on two separate supports: the Panasonic AG-3D. Almost
all recorders are built around generic computer hardware, and some run DI or
on-set previsualization software.
In the file-based universe, there are many possible recording modes for stereo
footage:
n Still frames in folders, each eye in a separate folder.
n Still frames in folders, both eyes in the same folder.
n Video files, eyes in separate folders.
n Video files, eyes in the same folder.
n Video files, eyes multiplexed together.
n Video files, eyes on separated supports.
The basic functions for a recorder are:
n Names files as the same scene/shot/take for each camera.
n Starts and stops both recordings in sync.
n Provides synchronous replay of 3D takes.
114 3D TV and 3D Cinema

The optional functions for a recorder are:


n Reacts to the camera record trigger, sensed via the SDI, and starts both
recordings.
n Provides warnings if the cameras are out of sync.
n Provides output in FCF for previews or proxies.
n Harnesses any available GPU for previsualization, 3D formatting, or color
timing.

Interview with Bruce Austin

Hands-on Experience With the Cinedeck light. It does file naming, and you even have a
Bruce walked on stage at the 2010 NAB 3D conference “play 3D” button; there’s no other proprietary
holding the camera unit he had been using just one recorder on the Red or the Phantom that gives
week earlier in the Amazonian jungle, two Silicon Imaging you that. That’s the reason why SDI output is
SI-2Ks on an Element Technica Neutron rig with the crucial on 3D gear: until you can feed the two
Cinedeck recorder. Here are his comments on the system: image streams into any 3D-aware piece of gear,
you are just producing a sluggish pair of flat con-
The Cinedeck is one of the most amazing pieces tent. It’s only when you have a 3D recorder, moni-
of gear I’ve had my hands on lately. We were in tor, or multiplexer that you start doing 3D. And
a place that was 40 degrees Celsius, with 100% remember to only put on tape that you know is
humidity and rain, dust, and wind—but the gear good stereo; otherwise, it goes in the rough edit
still worked. You can see the 3D on-screen, even in 2D, and has to be fixed in post or re-edit, both
if it’s not bright enough to do anaglyph in broad of which will cause great frustration.

Recording Metadata
Metadata recording is a very important issue in 3D, but not one with a solu-
tion. Vendors’ solutions still rule the show, with no standardization or even
coordination announced yet. As of today, rig geometry metadata is recorded
with dedicated devices, on independent supports like USB thumb drives.
Considering all the efforts the industry has been through to record left and
right streams for consistency and coherency, it seems clear that metadata
should be recorded along with the image. The closest we get now is to record it
in one audio channel.
There are three types of metadata available on set to be recorded:
n Orders sent to the cameras and rig concerning zoom, focus, interaxial, and
convergence.
n Values read from the cameras and rig, like interaxial and convergence from
motion-control encoders, as well as values read from the lenses with digital
encoders like Cooke 5/i.
n Computation results from image analyzers, like suggested geometric
corrections.
Shooting 3D for Broadcast or Editing Chapter 4 115

Examples of 3D Recorders
Recording 3D requires twice the bandwidth of 2D. Solid state disk (SSD)
recorders offer such high data throughput that they can record 3D natively. It
is just as easy and transparent to the system to increase the number of hard
disk drive (HDD) disks. Such disks can be stacked up to aggregate their band-
width. On a tape recorder, one needs to increase the tape speed or recording
density, which is not something you can do by buying equipment at your regu-
lar computer shop. For these reasons, most 3D recorders are either SSD record-
ers or high-end HDD recorders using RAID subsystems, with only one 3D tape
recorder in the high-end range.
On location, we use flash drives for their shock, head, and extreme tempera-
ture resistance. Because of their limited capacity (about 40 minutes), they are
handled like film rolls, with a dedicated technician in charge of the backup
and recycling procedures. This includes creating two copies of the footage and
sometimes a Frame Compatible 3D proxy. The recycling can be a simple erase,
but some generations of SSD need to be reformatted to keep their optimal per-
formance level.
On set or in studio, we use RAID disks for their large capacity. If the disks have
to be moved, it is advised that you select a device that has shock-absorbing trays.
You may be aware that disk failures are not uncommon; on high-end systems,
ultra-high value data, such as your latest take, is actually intelligently spread over
many disks, so that a single failure would not compromise the record.
When it comes to backing up and storing data, nothing beats the cost and den-
sity of tape support. If you plan to shoot for hours and hours, don’t rely on
drives: you’ll soon need a truck to move them.

Embedded and Onboard 3D Recorders


Both embedded and onboard 3D recorders mount directly on a rig and record
on SSD drives. They are a must for untethered steady-cam shots or shoulder rig
cameras.
Those recorders built around an embedded PC allow for 2D and 3D previews,
and some allow you to control the cameras via a touch-screen interface (for
example, by integrating the SiliconDVR software from Silicon Imaging for the
SI-2K cameras).
There are several types of onboard recorders:
n Convergent Design nano3D: http://www.convergent-design.com/
n Codex Onboard: http://www.codexdigital.com/stereoscopic/
n S.two OB-1 (records 18 inches of uncompressed 4:4:4 3D on flash drives
that are backed up and recycled on the FlashDock): http://www.stwo-corp
.com/
n Panavision SSR-1 (needs its docking station to record 3D): http://www
.panavision.com/
116 3D TV and 3D Cinema

There are several types of embedded recorders:


n Cinedeck: http://www.cinedeck.com
n 1 Beyond Wrangler Mini3D: http://www.1beyond.com

SOFTWARE 3D RECORDERS
Using specialized acquisition software, you can build your own 3D recorder,
or buy it all configured from the integrators. Most of them run on a desktop
and record full-frame 3D via AJA Kona 3 or Blackmagic DeckLink cars. Some
of them can run on a laptop, and will record FC-3D via a Matrox MOX2 or
Blackmagic HDLink encoders. Note that you’ll need an FC-3D multiplexer to
convert the 3D format.
n SiliconDVR (runs on Microsoft Windows): http://www.siliconimaging.com/
n SpecSoft Rave (runs on Linux Ubuntu): http://www.spectsoft.com/
n QtakeHD (runs on Apple OSsX): http://www.qtakehd.com/
There are several types of ingest hardware:
n AJA Kona 3: http://www.aja.com
n Matrox MXO2 Mini and LE: http://www.matrox.com/
n Blackmagic Design: http://www.blackmagic-design.com

FIGURE 4.9
Qtake Software Stereoscopic Recorder.

TAPE AND DISK RECORDER


Tape and HDD recorders are high-end 2D products capable of dual-stream record-
ing. The RaveDuo, built around commodity hardware, can be integrated in your
Shooting 3D for Broadcast or Editing Chapter 4 117

network operation center (NOC) as a video device, and also serves as a stereoscopic
multiplexer for monitoring on set. The codex recorders are used in top-level pro-
ductions, where they interface with rendering farms and data centers to generate
deliverables. Here are some examples of tape and HDD recorders:
n Codex portable and studio recorders: http://www.codexdigital.com/
stereoscopic/
n SpecSoft RaveDuo HDD recorder: http://www.spectsoft.com/
n Sony SRW-5,000 and SRW-1 CineAlta tape recorders: http://pro.sony.com/

EDITING AND POSTING 3D


Whereas the tools for shooting 3D have benefited from a lot of research and
the practice has generated a good amount of knowledge, the art of editing 3D
still involves very crude tools and has generated very few new artistic state-
ments. For those willing to explore the art of 3D editing, we invite you to jump
to Chapter 6, where you’ll find contributions from experimental stereographic
cinema directors, producers, and historians.
We will offer only a quick overview of post procedures here, as this book is
mainly focused on event acquisition and live broadcasting. (Stereoscopic postpro-
duction deserves an entire book dedicated to this complex and engaging subject.)
Our discussion involves brief coverage of the subjects that are related to 3D edit-
ing, a presentation of the available tools, an exploration of the issues related to
tracking 3D cameras, and a look at the controversial subject of 3D conversions.

Editing 3D
There are three types of products available for 3D editing:
n 3D plug-ins for 2D edit suites (like the CineForm codec or Stereo3D Toolbox)
n 3D editing suites (like Avid or Sony Vegas)
n Digital intermediate suites (like Assimilate’s Scratch, Iridas’ Speedgrade, or
Quantel’s Pablo)
All these tools take care of the four most important tasks of 3D editing:
1. The coherent ingest of the left and right footage into the edit station.
2. The coherent processing of the left and right footage in the edit.
3. The immediate visualization in 3D of the edit decisions.
4. The rendering of transitions and deliverables in real-time batch processing.
Your requirements for the edit suite reactivity and final render’s image quality
will drive you towards one solution or another, budget permitting.
The CineForm Neo3D codec interfaces itself between the assets, the displays,
and the editing software. When stereoscopic footage is ingested, Neo3D links
them together and presents only a single 2D image to the editing suite. That
2D image can be a flat-eye or a frame-compatible 3D, depending upon your
selection on a small on-screen controller. If you use a dual-stream-capable
118 3D TV and 3D Cinema

hardware card like the AJA Kona 3, the codec will make sure it plays full-frame
3D. What’s important to remember is that the edit suite does not have to be
aware that it actually manipulates stereoscopic content.
The left and right assets are linked together with metadata, called live metadata,
because they describe operations on the images that are applied in real time.
This is more than classic 2D operations like color correction or color look; 3D
operations like image flip and flop, geometric corrections, frame synchroniza-
tion, and depth balancing are also possible. These operations are controlled
from a helper application, CineForm’s First Light, which can access the footage
from a remote station to fix shots while they are edited.
Transitions and plug-ins can be written for the Neo3D system, and will access
both streams of the 3D footage. This allows for 3D-specific image manipula-
tions, like depth transitions or depth effects.
If your edit system of choice is Apple Final Cut Pro, you may be concerned that,
so far, there’s no support for 3D in any Apple product. Hopefully, you can plug in
the Stereo3D Roolbox plug-in that retrofits FCP into a 3D edit suite. This follows
the same philosophy as Neo3D, with a simpler approach and a lighter price tag.
Sony has a consumer-level edit suite, Vegas Pro, which has been upgraded with
stereoscopic functions in its version 10. Sony’s presentation at the SMPTE confer-
ence on 3D production suggested that version 11 will be released with upcoming
Sony 3D camcorders, and that it will have 3D balancing and viewpoint interpo-
lation functions. We’ll see at NAB 2011 whether this is really the case.

FIGURE 4.10
The Stereo3D Toolbox.
Image courtesy of Tim
Dashwood.
Shooting 3D for Broadcast or Editing Chapter 4 119

FIGURE 4.11
PFMatchit Stereo Node.
Image courtesy of Pixel
Farm.

All the Avid edit systems can handle stereoscopic content. The high-end suites
will ingest and play both streams at once, whereas the smaller nonlinear editors
(NLE) will rely on frame-compatible proxies to do “off-line stereoscopic” edits.
In 2002, Iridas created its first stereoscopic applications, and eventually applied
dual-stream technology to its entire catalog. SpeedGrade and FrameCycler are
now totally stereoscopic.

Tracking 3D Cameras
Tracking stereoscopic cameras in 3D is not an easy task, because it requires
much greater accuracy than in 2D. Simon Gibson is the creator of PFTrack and
PFMatchit, two recent and already renowned 3D tracking tools from the Pixel
Factory. Here’s his expert opinion on tracking in 3D:

Interview with Simon Gibson, Pixel Farm

What specifically makes PFTrack and PFMatchit of both cameras at the same time, and can ensure that
3D-capable? parameters like the interocular distance are constant
throughout the shot, which is unlikely to happen if the
It is the stereo camera model. This ensures that the
two cameras are tracked independently.
same tracking points are used to calculate the position
120 3D TV and 3D Cinema

The left and right eye views of the scene can be tracked for the entire shot. This is a similar issue to tracking
independently of each other, but because of noise and shots where the focal length changes.
other errors, the two cameras obtained may not exactly
Is there anything to take care of on set to help stereo
match the actual camera positions in the stereo rig
3D track?
when the relationship between them is ignored. Tracking
a stereo camera can ensure that the interocular dis- Just measure and record as much data as possible
tance is held constant (assuming this is required). regarding the parameters of the stereo rig and the posi-
tion of items on set. If all else fails, having a set of sur-
The second virtual camera can be generated syntheti-
veyed tracker positions available will help out, as with
cally by translating the position of the first, but this
monoscopic camera tracking.
becomes problematic if the convergence distance is
changing throughout the shot, because the second cam- Do you track the two cameras independently, or do you
era would need to be animated by hand to match the share some of the computation parameters like feature
change in convergence. points identification or matching pair confirmation?

Also, for monoscopic shots captured from a fixed loca- We provide mechanisms for both, mainly because
tion in space (e.g., a tripod), the distance of each track- no one approach is going to work in every situation.
ing point from the camera cannot be estimated due to a Tracking the cameras independently raises issues such
lack of parallax in the shot. Because there is always par- as keeping the distance between the cameras fixed,
allax between the left and right eyes of a stereoscopic or ensuring that the convergence distance changes
shot, the 3D position of each tracking point can still be smoothly throughout the shot if it is not locked off.
estimated. Tracking points that are identified automatically are
Finally, tracking both cameras at the same time using a also transferred from one eye to the other automati-
stereoscopic camera model ensures that they appear at cally. For manually placed tracking points, the position
the correct scale and orientation relative to each other in the other eye can either be specified automatically or
in the virtual scene. If each camera was tracked inde- manually.
pendently without the use of survey data, one is likely to Do you generate some sort of depth map after the
need re-positioning manually to bring it into the correct reconstruction?
position relative to the other.
Not from stereo cameras, although this is something we
Is it easier to track parallel shots than converged 3D? are looking into.
That depends on whether the distance of the conver- What do you foresee in the field in terms of future
gence point from the cameras is known. If not, then tools and future procedures?
this value must be estimated by the solver, which intro-
duces another “unknown” into the system. Tracking with From a tracking point of view, we will be trying to support
a known, fixed, and finite convergence distance is not whatever the production community is using to shoot
really any different from tracking parallel cameras, where stereo. Having a secondary stereoscopic camera on set
the convergence distance is known to be infinite. may become more common from a VFX point of view—
even if the final show is not stereoscopic—because the
If the convergence distance is changing, the tracking stereo camera allows a wider range of data to be cap-
problem becomes more complicated; now there is an tured for various VFX tasks, such as motion capture and
extra unknown for each frame, rather than one unknown set reconstruction.

A final note on tracking stereoscopic images: When you correct an image


geometry by shifting images, you bring the center of the image away from the
center of the frame. This can be very confusing for image computations that
assume that the optical center is at the center of the frame. When you track
Shooting 3D for Broadcast or Editing Chapter 4 121

1 Beyond –CineForm –Avid –3D Workflow


With HD-SDI or SI-2K Cameras

Dual HD-SDI or
Shoot 3D Dual Gig-E

1 Beyond Wrangler
Record Mini 3D DDR / Viewer
1 Beyond
GoHDMag CineForm
3D Interlaced

1 Beyond
Duplicate / Wrangler Dude
Verify 3D Duplication

GoHDMag Safe

DVI or
GoHDMag GoHDMag
3D Review HD-SDI
or
GoHDCart
1 Beyond Wrangler Pro
3D Review

Avid 3D Edit

1 Beyond 24Flex Wrangler


On Set Edit
1 Beyond 24Flex Workstation
Studio Edit

1 Beyond 24Flex …or export DPX for other Finish


3D Finish
with Iridas or Assimilate

Archive 1 Beyond Archive / DDR


with LTO-5 tape

FIGURE 4.12
Synoptic of a Stereoscopic Postproduction Workflow.
Image courtesy of 1 Beyond.

your images, that’s most likely to composite them with CG elements. You have
two options: one is to correct the image geometry, and apply CG images on
warped live footage. You’ll need a good tracker to do this. The second option is
to match the CG to the imperfect live image, and correct the composited shot
based on the analysis of the pre-comp imagery.
122 3D TV and 3D Cinema

3D Conversion
3D conversion is gaining a lot of coverage and controversy in the entertain-
ment press, and most commentators do not seem to understand what they’re
talking about. The industry paved the way to this sea of nonsense by endors-
ing ludicrous real-time 3D conversion in 3D TV sets, or daring to release
3D-butchered movies.
Conversion is not a good or a bad thing by itself; it is a visual effects tool—
nothing more, nothing less. The quality of a visual effect is a direct function of
the time and money you put into it. As Jeffrey Katzenberg put it, “Quality is in
the painter, not in the paintbrush.”
In the following years, there’ll be a demand and an offer for bad 3D conver-
sion; distributors will profit on 3D saving a lame movie, some TV channels will
be in desperate need of 3D content, and documentaries will need cheap 3D
stock shoots. The sharks are in the water, but serious producers and filmmakers
will do their best to stay out of the fray.
On the other end of the spectrum, specialized post houses can deliver such
quality conversions that it takes a trained eye to identify them. They’ll work
with directors who consider conversion to be part of their creative work, and
not an afterthought.
In short, conversion as a tool is okay, but conversion as a means is not.
Here are a few key points you should keep in mind:
n Forget about universal solutions for real-time conversion. This is science
fiction.
n 2D/3D conversion is a full FX job and requires time and money.
n Solutions with some “babysitting” may be okay.

BARRY SANDREW, CEO, LEGEND FILMS


You should not antagonize 3D conversion versus shooting stereoscopic; the camera
captures the depth when the conversion creates it. In the movie business, we create
a lot of fake reality, in CG or by other means—and that’s okay with the audience and
the artists. Ultimately, it’s really about who does it: Is it an intelligent machine, or a
human artist? When you face that question, just remember who is in the credits for
the CGI and the visual effects: the artists are, not the CPUs. And eventually, who is
the audience who pays for it all? Humans, not machines.
Good 3D conversion goes much further than repurposing assets or simplifying shoot-
ing. It can be used for:
1. Inter-ocular adaptation to match in and out shots during editing:
l Depth compression if the interaxial was too narrow.
l Depth extension if the interaxial was too wide.
This is sometimes called linear depth compression, to fit into the available depth
budget.
Shooting 3D for Broadcast or Editing Chapter 4 123

2. Scene volume modification to affect a whole scene’s depth feeling:


l Volume compression if the objects feel “bulgy.”
l Volume extrusion if the objects feel flat.
These are also nonlinear depth functions, also called depth warping:
3. Object (or character) volume modification:
l Extrude a single character to make him seem more powerful.
l Compress a single character to make him seem weaker.
This is a new technique not yet employed; it may be named HDR-Z.
4. 3D generation in heavy FX shots, which is sometimes used:
l For cost control on shooting.
l Because some shots are just impossible to shoot in 3D.
5. Generating depth maps from 3D footage.
6. Saving 3D shots when one eye is damaged (3D-3D conversion).

MASTERING, CONTRIBUTING, AND DISTRIBUTING 3D


Getting your 3D program sent all the way to your audience is mostly the same
business as in 2D. You could reach theaters, just as with alternative content, or
send contribution feeds from your network operation center to your affiliates
and then to your subscribers.
For the years ahead, distributed content will have to make its way through 2D
channels, until the industry agrees on 3D standards and upgrades equipment.
This transition will start very soon at event locations and broadcast facilities,
and will take up to ten years to deploy to all contribution and distribution
channels (with the exception of the packaged content that is already full 3D on
Blu-ray).

Formatting 3D
There is a saying about distributing 3D: “Resolution, synchronization, and
cost: Pick two.” As we know, synchronization is not negotiable in 3D; a lost
frame is a lost 3D broadcast. And because sync is the costliest to maintain, res-
olution is what is commonly left aside in this equation.

COMPRESSING 3D
Before we get into the intricacies of formatting and packaging 3D, let’s say a
word about compression. All 3D requires more bandwidth. This is obvious
for full-frame 3D, where one sends two pictures instead of one, but it’s even
more true for frame-compatible 3D. Anamorphic compression of the images
increases the density of information—in other words, the frequencies. Each
macrobloc in a FC3D hosts twice as much information as its counterpart in
2D. Just to get to the same level of quantization (geek slang for washing out
pictures), you’ll need to allocate more bit stream at the encoder’s output.
There are two additional factors. First, compression artifacts adversely affect
image matching in the visual cortex. Second, lost definition in the blurred areas
124 3D TV and 3D Cinema

eliminates matching features, and echoes on sharp transitions create retinal rival-
ries. This applies to full resolution 3D too. Here again, 3D is more than twice
2D. At contribution levels, it is advised to allocate 20Mb to each 3D channel; at
the final stage, 15Mb is required for a frame-compatible 3D channel on cable.
Most MPEG encoders can process 3D content with a slight software upgrade.
Beware of frame mis-sync between channels, especially with free-running encod-
ers. Adaptive group of pictures (GOP) can get them into incoherent I-frames.

LETTER BOXING 3D
In frame-compatible formats, letter boxing has to be equally applied on left-eye
and right-eye images. On a top-and-bottom image, the total black area is sliced
into ¼, ½, and ¼ parts, as shown in Figure 4.13. Otherwise, the rebuilt images
will not overlap properly on the 3D displays.

FIGURES 4.13A AND 4.13B


Correct and Incorrect Letter Boxing. Letter boxing should affect symmetrically the left and right images.

THE SMPTE 3D HOME MASTER


As early as 2008, the SMPTE started working on the standardization of 3D with
a task force that was followed by genuine working groups in 2009. Don’t let the
name of the initiative, Home Master, confuse you: the SMPTE is working on avoid-
ing the current 3D cinema situation where tens of masters have to be created for
every distribution format and market. The objective is to define a set of 3D for-
mats and conventions that will be usable for exchanging content, and that will
eventually generate all the subsequent products needed by distribution channels.
This Home Master should be understood as the “universal professional master to
provide for all home distribution formats that may be invented.”
The set of conventions will cover the image description (geometry, definition,
frame rate), format signaling, and transport streams.

Contributing 3D with Peers


So far, there has been no real peer exchange of 3D content, for most live 3D
productions are managed end-to-end by the network distributing it (or by inter-
national consortia, in the case of FIFA). However, these operations give us a
Shooting 3D for Broadcast or Editing Chapter 4 125

glimpse of what will soon be the modus operandi, when 3D content starts to be
produced and distributed by new 3D channel operators on various continents.

3D FORMATS IN CONTRIBUTION
You don’t really know how many times your program will have been re-encoded
and re-framed by the time it reaches its audience. Conversions between
top-and-bottom or side-by-side, 720 or 1080, interlaced or progressive, will add
up with all the frame rate interpolations occurring in international events NOC
and eventually at the display level. The perfect catastrophic combination will
bring you such a damaged 3D picture that it’ll make analog NTSC look good.
The longer you keep your 3D in pristine full frames, the better. Working with
two streams that cannot drift by one frame is not easy, mostly because it was not
a compulsory issue until now.
As a result, the current state of the art is to preserve the 3D at its full resolution
for as long as you control the quality of the signal, and then fall back on frame-
compatible 3D. Satellite links are the usual threshold. During the summer of
2010, the FIFA World Cup 3D signal was sent as separate left and right signals in
JGPEG 2,000, from stadiums to the International Broadcast Centre (IBC), and
then uplinked as side-by-side frame-compatible 3D in MPEG2 HDTV.
ESPN 3D sends its 3D as full-frame 3D from the event venues to its network
operations center in Bristol, Connecticut, and then encodes it in frame-
compatible 3D for the distribution networks.

RESYNCHRONIZING 3D
Stream synchronization is easy to control at the source, but tricky to maintain
along the chain. If one device experiences a glitch, or an overload, it will cause one
frame to get out of sync, and you’ll have to chase down the bug. Experience shows
that sounds tend to get out of sync faster than picture, especially with all the addi-
tional image-processing stages in a typical 3D setup from the camera to your TV.
For example, the consumer industry standard HDMI 1.4 includes a sound delay
flag to take care of the additional processing time for 3D images in the displays.
In most cases, time code (TC) sync is not that helpful, because image delay can
be less than a frame. Sometimes just a few lines of drift will cause a frame drop
later in the line. During transport, one can set a coherent TC in left and right
feeds above the link, and retime it at the receiving station, but that may fail if
someone on the line messes up the TCs. Even worse, if the synchronization
was wrong to begin with, you’ll propagate the imperfection along the line.
Evertz Microsystems has developed a 3D synchronization system that relies
on correlation to correct 3D streams. Their system compares the left and right
frames and searches for the higher correlation. Experience has shown that this
method works for fixing 3D sync. There is always more correlation between left
and right views than with the previous or following frames (with the excep-
tion of panning shots in the direction and speed equivalent to the inter-ocular,
which is a well-known effect in 3D conversion).
126 3D TV and 3D Cinema

Distributing 3D to the Home


The revolution brought by online content distribution will shape the deploy-
ment of 3D at home. Cable and satellite subscriptions; legal VoD and ille-
gal P2P on coaxial, fiber, copper, or wireless links—altogether they will fight
against optical disk and solid-state packaged media. The good news is: if you
have some 3D content for sale and there’s a 3D display looking for it, there
should be more than one way to link them.

CABLE AND SATELLITE


Both cable and satellite technologies are managing large bandwidth resources
with the freedom to assign it relatively freely, and both are decoded via a set-
top box (STB) over which they have some control. The deployment of a new
3D service is mostly a marketing decision, with the affordable option of updat-
ing the STB software if the market share does not justify new hardware.
Operators see their 3D future in three phases:
n Phase 1: Keep the network, keep the STB, and use frame-compatible formats.
n Phase 2: Keep the network, change the STB, and distribute service-compati-
ble payload.
n Phase 3: Change the network only when Phase 2 reaches its limit.
Phase 1 services are easy to understand: 3D channels are just 2D channels with
two pictures stacked together. Even the DVR loves it. Your 3D TV takes care of
decoding the image into stereoscopy. Recommended formats are SBS for 1080i
and TAB for 720p. Basically, you take care of your 3D TV, and that’s it for the
cable company. Business is good and starts today.
Phase 2 services are much trickier for the cable company. The idea is to push the
existing network to its limits in the black art of 3D distribution without changing
anything in the infrastructure (aside from the STB in the living room). The objec-
tive is to push data payloads into the distribution tubes that will be decoded into
3D by an STB that is based on the same hardware as a Phase 1. The magic trick
here is called non-canonical (NC) frame size: two NC frames together have the
same number of macroblocs as one 2D image, in order to stay in the computa-
tional envelope of existing chips’ hardware design. Here are the numbers:
n A 1080i is formatted in two 1344 3 768 frames, rather than two anamor-
phic 960 3 1080 frames.
n A 720p is formatted in two 960 3 544 frames rather than two anamorphic
1280 3 360 frames.
The decoded frames are then up-scaled to a canonical HD format, and sent to
the 3D TV as full 3D.

PACKAGED MEDIA: BLU-RAY 3D


Blu-ray is expected to be the format of choice for 3D distribution, with strong
proponents among the biggest and smallest content creators. Big studios can’t
wait to monetize their 3D movies on the home market; after all, 50% of 2D
Shooting 3D for Broadcast or Editing Chapter 4 127

revenues are from DVD sales. All of a sudden, the 2.5x revenue gain of 3D the-
ater exhibition turns into a mere 25% increase. Small independent 3D film-
makers have realized that the battle for scarce 3D screens is a tough one, and
that there’s a need for a direct-to-video channel in 3D too.
As of today, there are actually two 3D Blu-ray standards: official and informal.
The official 3D-BD (3D Blu-ray Disc) is a new format designed and promoted
by the Blu-ray Disc Association. It requires 3D encoders and 3D authoring,
and it delivers full-frame 3D. The informal 3D format is frame-compatible 3D,
obviously: side-by-side or top-and-bottom footage recorded on a regular 2D
disk. If you go that route, pay attention to designing the menus in 3D too, so
that the navigation does not requires switching on and off the 3D mode on
the TV. While you’re at it, make both left and right occurrences of the buttons
active, so that the user doesn’t have to guess which one should be clicked. Sony
Vegas Pro10 can export your 3D edits on SBS Blu-rays.
The following are full 3D-BD encoders and authoring suites:
n NetBlender Encoder: http://www.netblender.com/main/
n Sony Blu-print: http://www.sonycreativesoftware.com/bluprint
n Main Concept MVC Encoder: http://www.mainconcept.com/products/
sdks/3d/blu-ray-3dmvc-sdk.html
In addition to these, Roxio is also working on a 3D version of its tools.

INTERNET DELIVERY
On the Internet, 3D video is spreading like wildfire. TubePlus has had a 3D
player since 2009; Netflix is offering 3D video on demand; Next3D is a dedi-
cated service; and Sony PlayStation will also soon have a 3D channel. Samsung
has announced it will distribute 3D content, and Nvidia already does it, with
live events broadcasted on the Internet.
Underground distribution has already started, with FTP services in northern
Europe that host hundreds of gigabytes of 3D content of all levels of legality.
The 3D medium is the perfect content for IP delivery, with a low audience den-
sity that is highly technophile and connected. YouTube 3D is now part of the
Google video monetization service. (What will be the first viral 3D video to hit
a million views? Our bet is a 3D lolcat of Puss in Boots.)
Our point is: more than anywhere, the medium of 3D will not be fighting for
its spot on the Internet, because it is part of geek culture.
Both Roxio and Sony consumer 2D editing tools offer the option to upload
videos to YouTube directly from the timeline. How long before one can upload
full-resolution 3D trailers to Internet servers from an Avid?

Theatrical Distribution
DIGITAL
Digital 3D film distribution relies on the DCI specification. 3D DCPs are
frame-alternative 48fps Jpeg-2000 image streams. The encoding service is
128 3D TV and 3D Cinema

usually provided by the digital intermediate (DI)


house, where you will color-time your master. If
The DCI spec
you want to encode a short movie, trailer, or
sheet: http://www
any content that does not need encryption and
.dcimovies.com/specification/
right managements, Clyde de Sousa published
Clyde’s DCP recipe: http://
a recipe for homemade 3D DCPs on his blog,
realvision.ae/blog/2010/09/
RealVision.
free-unencrypted-3d-movie-dcp-
mastering-for-digital-cinema- FILM-BASED
servers/
There may be thousands of digital 3D projectors in
the United States, and tens of thousands on their way.
There are hundreds of thousands of film projectors in the
U.S., and a few million in the world. How will 3D content reach this
audience? Some industry leaders are betting on innovative 3D-on-film distri-
bution technologies to feed that market.
In 2010, Technicolor presented a film-based 3D projection system using an
above/below image format on a 35mm support, with a periscope lens attach-
ment that polarizes and realigns pictures on the screen. Such systems had
already been used in the 1950s, the so-called golden age of 3D, but they had
caused problems when, in the event of a film rupture, projectionists fixed the
support by slicing out one frame. This inverted the left/right alternation of
images, and subsequently presented inverted stereo to the audience. Addressing
this headache-triggering hazard in 2010, 3D inventor Lenny Lipton intro-
duced another system a few months after Technicolor. In this system, the
images are recorded side by side on the filmstrip, and ade-
quately rotated and realigned by a patented 3D lens
attachment.
Occulus: http://
www.oculus3d.com These two solutions are aimed at helping retrofit
tens of thousands of existing 35mm projectors
Technicolor: http://www
in the United States for a fraction of the cost of
.technicolor.com/en/hi/3d/3d-in-the-
a complete digital replacement. They should
theatre
help spread the 3D renaissance to worldwide
Panavision: http://3d locations where the money for a digital 3D pro-
.panavision.com/ jection system does not exist.
Formatting and printing your 3D movie with these
processes should be discussed with your various vendors.
For absolute completeness, we should mention
IMAX: http://www.imax.com/ the IMAX 3D process with dual-strip 70mm
impact/imax-3d/ 15 perforations. IMAX employs a proprietary
digital-to-print mastering system: the DMR
(digital re-mastering).
CHAPTER 5
Stereoscopic Experience
from the Front Lines

129

LOW-FX 3D FEATURE
Derrière les Murs
Céline Tricart, Binocle, France

Céline Tricart recently graduated from the ENS (École


Nationale Supérieure) Louis Lumière film school in
Paris. She is an independent filmmaker who is particu-
larly interested in storytelling for stereoscopic cinema.
She has already directed several shorts, two of which
were shot in 2k 3D, and has received many awards
around the world. At the present time she is preparing
her own new narrative stereoscopic projects and shoot-
ing 3D for other filmmakers as a stereographer. She is
working now as the stereographer for the first French
3D feature film, Behind the Walls, from directors Julien
Lacombe and Pascal Sid (Sombrero Films).
Can you briefly describe the 3D production you FIGURE 5.1
Céline Tricart.
worked on?
Derrière les Murs is a feature with a budget of 4 million euros produced
by Sombrero Films, a French production company specializing in genre
movies. It’s Huis clos [No Exit, 1954] set in the 1920s, about a female
novel writer in the French back country. We shot it over eight weeks, in
June and July of 2010, in the Auvergne and Poitou areas. One quarter
of the shots were outside, and three quarters were inside, including
houses, train stations, and underground caves.
How was the experience regarding the camera setup procedures?
In the morning, it took us about 30 to 45 minutes from when the truck
arrived on location until we were ready to shoot. There were many inside
shots where we were ready before the lights were set up and tuned.
For the outside shots, that’s another story. There’s no light to set up;

3D TV and 3D Cinema.
© 2012 Elsevier Inc. All rights reserved.
130 3D TV and 3D Cinema

FIGURE 5.2
Shooting Derrière les
Murs. Two Genesis
cameras on a Binocle
Brigger III 3D rig.

the camera position is usually the last decision made, so the crew was
basically waiting for us to be ready. That’s the same experience as being
the FX supervisor on a shoot. You are the last to set up before the shoot
rolls on, and you feel like everybody wonders what you are doing.
We eventually timed ourselves, and we were able to change lenses
in as little as 7 minutes; however, with long focal, it was much more
complex, and our average time was closer to 20 minutes. The most
complex rig manipulation was low mode, where the reflective camera
looks down the mirror; we needed that configuration to get the camera
very close to the ground, down to 5 cm rather that 30 cm. (You want to
avoid this for normal shots, because the mirror catches more dust.)
Turning the whole rig upside down and recalibrating the lenses took
us 15 to 30 minutes, depending upon the focal length. Do that twice
to get back to normal configuration, and it’s an average of 40 minutes
of lost time. However, we managed to get these shots first thing in the
morning or last thing at night, so that the time waste was halved.
What was your camera unit composed of?
We shot with Panavision Genesis, Primo lenses, on a Binocle Brigger III.
We recorded most shots on the Panavision Solid State Recorder, the SSR-
1 flash disk. They are great for 3D. On the docking station, it can record
25 minutes of 4:2:2 3D before you send it to be copied onto tape or disk.
There were also a few green screen shots, which we recorded dual
stream 4:4:4 on Codex. This piece is enormous: one cubic meter, noisy,
Stereoscopic Experience from the Front Lines Chapter 5 131

and heavy. Still you need one to record hours of uncompressed full
resolution at full color depth.
As for monitoring, we used Binocle’s Disparity Tagger, which would
warn us of any image symmetry issues. It was on a rolling table, with a
22-inch 3D display used by the stereographer and director to discuss
the depth settings. We frequently used the “final corrected frame”
onscreen display, which shows the eventual image area when it is shot
(which needs to be stereo balanced in post). Additionally, the split-
screen mode and the wiggle 3D preview modes were very useful in
detecting specular lights, which are always troublesome in 3D.

FIGURE 5.3
The Binocle Tagger
image processor on
location.

How large was the 3D crew?


We were two stereographers, one supervisor, and one assistant. There
were three assistant camera operators taking care of the two Genesis,
and one additional ripper for the rig. This was needed for the total
weight; with the rig slates and the mirror box, the two cameras, and the
recorder, the whole thing was 46 Kg.
Can you describe the experience of a stereographer joining a movie crew?
It is a very interesting challenge to find your sweet spot in a movie
crew. You have to make your way to your position at the heart of a
complex hierarchy that has been patiently tuned over a century. The
relationship between the director and his or her DP is a very subtle
132 3D TV and 3D Cinema

one—and then you show up one morning, interfering with both of


them. You have to build a close relationship with the DP, and he usually
wonders how much you are going to impede on his creativity tools, how
much the 3D is going to dictate the cinematography, the lighting, etc.
The truth is, the first week was a bit rough. However, then it started to
go very well, because the 3D did not impede on anybody’s job—just the
opposite, actually. 3D forces everybody to go one step further, and pays
back for the effort. I came to feel that the additional requirements of
stereoscopy presented a challenge for the whole crew, who, in return,
started to appreciate it.
One interesting example of this was the set dressing. Glossy and shiny
surfaces are an issue with 3D. This started out being an annoyance to
the prop staff—but very soon they get into it, and would never hesitate
to come to us with new props they found that would do well in 3D,
with nice textures and no brilliance. They seemed to enjoy it as a new
treasure hunt.
And what about stereoscopic creativity?
On the one hand, there is nothing new under the sun, and we just
confirmed that theory on an even larger scale. On the other hand, we
gathered an incredible amount of experience in only two months.
To me, the 3D effect is composed of three feelings: immersion, realism,
and the wow factor. Every movie has its very own blend of the three.
Derrière les Murs has zero wow effect: it’s only immersive and realistic
3D. That said, we still alternate rest sequences with more strong 3D,
as in any stereoscopic movie.
Regarding focal length, we used a lot of 27 mm; in two-shots and over-
the-shoulder shots, the 50 mm just doesn’t do it. This is a paradigm
shift for the DP. In 2D, the 50 mm is the golden number, the beauty
shot, the perfect perspective that matches the human field of view. In
3D, that’s somewhere in the 35 to 40 mm range. The problem is having
enough leverage to convince everyone of this. This is difficult, because
we would only have been able to see it to its full extent at the dailies,
and we had no access to 3D projection. I took it upon myself to get
one day back in Paris to check the footage on a DI suite, and that’s
how I confirmed that the specular would be an issue that we needed to
address, no matter what. However, it was not easy to convey it to the
crew back on location. For this reason, rehearsals and test shots with
all the supervisors, light, and props managers are a must. Period.

What would you do differently?


3D dailies. This is crucial. We did not have the budget to move around
a digital projector, or to rent a 3D theater, and we missed it a lot. I hope
next time we’ll have a solution that fits the production.
Stereoscopic Experience from the Front Lines Chapter 5 133

FIGURE 5.4
Shooting Derrière les Murs.

LIVE 3D TV SPORTS BROADCAST


RIP Curl World Cup of Surfing
Jordi Alonso, MediaPro, Spain

Jordi Alonso is a native of Barcelona, Spain; he has a bach-


elor of science in computer science, a master of arts in com-
puter animation techniques, and is studying for a master of
science in photonics. He is also an entrepreneur who started
a business in computers in 1985. He has been a technical
writer on computer graphics and 3D since the late 1990s for
newspapers, magazines, and websites. He has participated
in a variety of radio programs, and in 2009–2010 he hosted
a weekly program talking about stereoscopy. He has worked
as a cinema school teacher; a Softimage, Avid, and Brainstorm
reseller; and a website developer, producer, freelance CG art-
ist, VFX supervisor, and technical supervisor on feature film.
In 2006 and 2007 he became CEO of cine.com, which he
cofounded in 2002, to try to push a VoD service. In late 2007
he decided to dedicate himself full-time to live action stereos-
copy, launching the website cine3D.com, and started to shoot FIGURE 5.5
HD-3D footage. Jordi Alonso.
134 3D TV and 3D Cinema

In late 2008 Jordi joined Mediapro, where he co-leads 3D initiatives with the
research department, as a senior researcher. With his team he participates in
the European research projects IP-Racine, 2020 3D Media, Apidis, Project FINE,
and the Spanish projects i3media and Immersive TV, among others.
Since 2009, Jordi has also been involved as 3D technology consultant and
producer in the 3D live productions of the MediaPro group, with technology
partner Kronomav and Portugal-based company Medialuso. His main tasks are
the development of live 3D tools, 3D workflow, 3D OB van design, and crew
training.

FIGURE 5.6
Shooting RIP Curl World Cup of Surfing, in Peniche, Portugal.

Can you briefly describe the 3D production you worked on?


From September 11 through 14 of 2010, we produced the RIP
Curl World Cup of Surfing, in Peniche, Portugal, for Medialuso. RIP
Curl Surf World Cup 2010—3D Experience was shot and broadcast
simultaneously in SD, HD, and 3D for up to 5 hours each day. The
audience was made up of the cable subscribers of MEO, a cable
provider in Portugal, as well as the people attending the event, through
different 3D TV screens installed in booths near the beach. We shot
for TV screen sizes; on the beach, our larger screen was a 52-inch 3D
TV. The event was broadcasted live in 3D only to MEO subscribers, and
Stereoscopic Experience from the Front Lines Chapter 5 135

it likely will be broadcasted as a recorded event later on, maybe even


sold through electronic retailers or as a 3D Blu-ray disc.
What lead-up time did you have to set up for the event?

We had to improvise on a daily basis, due to weather changes affecting


the wind and the waves. In less than 12 hours, we had to pack everything
and move the OB vans and wires and deploy everything in another beach,
a few kilometers away from the previous location. Our overall setup time
was less than two hours.

What was your production infrastructure?

We had the main HD OB van, the 3D OB van, and the satellite link van.
The 3D camera fleet included:
n Five positions with Grass Valley LDK 8000 Elite (ten cameras)
n One position with Toshiba’s 3 CCD Mini (two cameras)
n One Panasonic 3D camera

As for rigs, we used five Kronomav fully motorized side-by-side rigs,


and one fixed rig for the beauty shot. The LDKs were set up for
very long distance shots, and thus fitted with powerful zooms and
duplicators.

The 3D positions were up to 350 m away from the action. Regarding


wires, we had one 3D position as far as 1 Km from the OB van, so
we needed fiber optics for rig-to-OB van data communications. The
Panasonic 3D camera was autonomous and connected through dual
RF to the OB van. It was used for interviews with surfers and public
reactions from the beach.

We mixed on a Grass Valley HD mixer and recorded on EVS XT[2]


for replays and slow motions, plus Sony HD Cam for archiving. The
monitoring was done on a Samsung active monitor with 3D glasses,
and the satellite uplink was formatted in side-by-side frame-compatible
and encoded on MPEG4 at 25 Mbps.
Can you describe the crew in charge of the stereoscopic production?

Our production staff was composed of the following:


n One stereographer (Ramon Dolz, Kronomav)
n One research engineer (Mediapro Research)
n Five convergence pullers (Medialuso and Kronomav)

n One director (Gustavo Fonseca, Medialuso)

n One EVS replay (Medialuso)

n Six camera operators

n All the support staff for engineering and communications were from

Medialuso
136 3D TV and 3D Cinema

What did you learn on the production?


About the equipment:
You’ll understand I cannot comment extensively on this part. But I will
mention that on the equipment, with so much zoom, plus the duplicator,
any vibration is magnified, and even the minor ones are noticed in 3D.
There are also some changes introduced in the cameramen’s viewfinder
positions.
As for procedures, we had to elaborate a detailed checklist, set up
each position, and do the lens calibration. Some mistakes were made
because we were not strict enough in following the checklist; as a result,
new items had to be added to the list. For example, due to transportation
and very bumpy, sandy roads, a computer card was detached from its
slot, and we learned that it’s important to double-check stereo processor
cases, even if they were working fine the day before.
Regarding creative stereoscopy:
We learned three things with respect to creative stereoscopy:
n Slow-motion shots are the best shots.
n We expected cardboarding due to the use of long zooms, but the
images were really great in 3D.
n We should have had a 3D cameraman in the water, for close shots

of waves and surfers. Subjective shots were discarded; we were not


allowed to install cameras on the surfboards or surfers.
What would you do differently?
I was not pleased with the quality of the Toshiba Mini cameras, and
   I don’t think I would use them again.
Additionally, it was not easy to deploy
wires for such long distances in such
a short time; next time, I hope we can
leave the wires on location and move
from one beach to the other depending
on the wave conditions.
What was the feedback from the audience
and your client?
Watch the video clip—they were
extremely satisfied: (http://www.
youtube.com/watch?vzEckoGCYMkY).
Surfers were impressed after seeing
their wave rides: (http://www.youtube.
com/watch?vzEckoGCYMkY).
FIGURE 5.7
Shooting RIP Curl World Cup of Surfing, in Peniche, Portugal.
All in all, the event gave us excellent
press coverage.
Stereoscopic Experience from the Front Lines Chapter 5 137

LIVE 3D CONCERT RECORDING


Doc Walker Concert
Al Caudullo, 3DGuy.tv, Philippines

Al Caudullo utilized his thirty-plus years of video production experi-


ence as a foundation for stereoscope image capture. Sandy Climan,
3D industry icon and CEO of 3ality Digital, referred to Al as “a 3D
evangelist.”
After mastering 3D production techniques, Al created and taught
Asia’s first 3D production class at Mahidol University, Bangkok. In
addition to training, he uses his vast 3D know-how to consult with
major industry players on advancing their 3D hardware and software
tools. His consulting clients include Panasonic Singapore Labs and
Spatial View. He also works with Panasonic Japan on its worldwide
3D education initiative. FIGURE 5.8
As principal of Al Caudullo Productions, Al served as 3D stereogra- Al Caudullo.
pher and 3D editor on many projects, including film, TV, and corporate pro-
duction. His clients include Panasonic, Hitachi, NVidia, Imagimax Studios,
Spatial View, Toyota, and Wealth TV.

FIGURE 5.9
Side-by-Side Rig on Location. A pair of Sony EX3s shooting the Doc Walker concert in Kelowna, Canada.
Image courtesy of Al Caudullo.
138 3D TV and 3D Cinema

Can you briefly describe the 3D production you worked on?


Charles Harring, with Wealth TV of San Diego, California, hired us to
shoot a Doc Walker concert in Kelowna, Canada, on July 20, 2010. The
8:00 p.m. to 12:00 a.m. outdoor concert was a free attendance music
event produced especially for DVD and BD shooting.
What lead-up time did you have to set up for the event?
We had only 18 days to get ready for the show. We arrived on site on
the 19th day, and did the camera setup on the day of shooting.
What was your production infrastructure?
We had two Sony EX3s and two Panasonic AG-3Ds; no beam-splitter rig
was used.
Position 1 was on the hilltop, our backdrop camera. There we set up
the two EX3s, with a tri-level external sync generator, mounted side
by side on a tripod, recording on 32 Gb SDHC cards. Monitoring was
on a DIY 3D monitor made of two LCDs and one half-mirror turning
polarization. I manned that position.
Position 2 was on stage. We placed one Panasonic AG-3D on a half
circle dolly track. It was recording on 32 Gb SDHC cards, and the
monitoring was on the camera’s LCD, manned by Tim Dashwood.
Position 3 was our run-and-gun camera. It went backstage and
on stage, getting audience and band shots. That was our second
Panasonic AG-3D, recording on 32 Gb SDHC cards, and monitoring
on the camera’s LCD. It was manned by Mark Bone.
What did you learn on the production?
About the equipment:
The AG-3D has an impressive visual quality, despite its 1/4-inch
sensors. This is a very capable camera. In terms of definition, it mixes
very well with the EX3 pictures that originated on a 1/2-inch sensor.
Still, we now have images that need to be matched, for they do come
from cameras with a very different color behavior—but that’s to be
expected when you mix and match cameras from different vendors on a
live shoot. That’s something you never do in 2D; but in 3D, you have to
use the available gear.
Tim has a few marvels in development, and we tried a couple of beta
systems on this show. (I’ll let him reveal these tools when and where
he decides to; you can expect to see him at trade shows with amazing
news.) Unfortunately, though, the power source over there, with all the
lights and sound systems drawing on it, was not reliable enough, and
we experienced a couple glitches during preshow tests. As a result, we
could not use his tools for the real shot. It was a pity.
Stereoscopic Experience from the Front Lines Chapter 5 139

I won’t give too many details, but one tool is an amazing white balance
system for pairing 3D cameras. Two 2D cameras will never have the same
color behavior—not even because of the mirror effect, but because their
internal LCDs do not match. Getting them to color match is an endless
battle, unless you use calibration tools designed for 3D like Tim’s.
Regarding creative stereoscopy:
Tim pulled out great shots with moving backgrounds, even with the locked
convergence. Because the dolly was on a semicircular track, the distance to
the band was steady, and in most cases we didn’t even have to reconverge
in post. The free camera could get backstage and audience shots that
would have been much harder to get with a 3D rig. This run-and-gun camera
will be an amazing tool for 3D productions like documentaries and live TV.
Regarding camera positions:
Based on the metrics the production gave us, we originally planned to
have an AG-3D at the top of the hill, but their distance estimation was
so wrong that the IOD was eventually not adapted and the 3D was too
shallow. We took apart the mirror rig that we planned would go on the
dolly, and placed its two EX3s on a side-by-side mount. This created
great 3D, where the miniaturization of the crowd and stage actually
gave the feeling that the crowd was much larger than it really was.
What about the lighting conditions?
The show started at 8:00 p.m. and ended around midnight. We went
through quite a wide set of light conditions, including the sunset at 9:10
p.m. We actually had a show break right after sunset to change stage
lighting; we had huge blasters that shot light at the audience. We were
afraid they’d mess up the images with flares and all sorts of direct light
issues, but it eventually worked very well, with the flood of light helping
to layer the 3D with all sorts of halo effects on the band and audience.

FIGURE 5.10
The AG3D-A1 on a Dolly. Shooting the Doc Walker concert in Kelowna, Canada. Operator: Tim Dashwood.
Image courtesy of Al Caudullo.
140 3D TV and 3D Cinema

What would you do differently?


I would have brought a bigger JIB for the backdrop camera. The one we
took could have handled the Panasonic AG-3D, but it was not strong
enough to host the pair of EX3s. I wish I could have done sweeping
shots from the audience onto the stage, and vice versa.

FIGURE 5.11
Doc Walker Wide Shot. Shooting the Doc Walker concert in Kelowna, Canada.
Image courtesy of Al Caudullo.
CHAPTER 6
Opinions on Creative
Stereoscopy

141

RAY ZONE
Ray Zone is a 3D film producer, speaker, and award-winning 3D artist. Zone has
produced or published over 130 3D comic books and is the author of Stereoscopic
Cinema and the Origins of 3D Film: 1838–1952 (University Press of Kentucky, 2007)
and 3D Filmmakers: Conversations with Creators of Stereoscopic Motion Pictures
(Scarecrow Press, 2005). Zone’s website is viewable in anaglyphic 3D at: www
.ray3dzone.com.

FIGURE 6.1
Ray 3D Zone.

DEFECTIVE CINEMA: NOTES ON REPAIR


Ray Zone

In 1933, shortly after the invention and proliferation of sound motion pic-
tures, philosopher and critic Rudolph Arnheim, in Film as Art (University of
3D TV and 3D Cinema.
© 2012 Elsevier Inc. All rights reserved.
142 3D TV and 3D Cinema

California Press, 1957), wrote that “The temptation to increase the size of the
screen goes with the desire for colored, stereoscopic, and sound film. It is
the wish of the people who do not know that artistic effect is bound up with the
limitations of the medium and who want quantity rather than quality. They
want to keep on getting nearer to nature and do not realize that they thereby
make it increasingly difficult for film to be art.”
As an early theorist of cinematic art, Arnheim has isolated the fundamen-
tal artistic problem of the stereoscopic cinema. Very simply, it is this: tech-
nological advances leading to greater realism can create a corresponding loss
of artistry. Raymond Spottiswoode, in A Grammar of the Film (University of
California Press, 1950), shared similar concerns when writing in 1933 about
the “unreality of the film image”; he was “exceedingly wary about the advan-
tages of color (except in animated films) because [he] fears that it will prove
yet another step on the road backward to a mere imitation of life” but noted
that a few exceptional color films had “been able to move in the border world
between abstraction and reality, and so share in the advantages of both.”
Foreshadowing his later work with 3D movies, Spottiswoode also wrote:

If the stereoscopic film were ever realized, it would seem that it too could
enjoy these advantages. There is a world of solid shapes far removed
from the luscious figures and glamorous interiors with which Hollywood
will fill its stereoscopic movies. And beyond the third dimension looms the
fourth. Even within the limits of present space, stereoptics can become a
powerful instrument for transcending reality, not merely imitating it.

Both Arnheim and Spottiswoode had written these aesthetic commentaries


about visual grammar in 1933 as sound film technology was driving a nec-
essary reinvention of cinema narrative. A new narrative was then in a grad-
ual process of replacing the universal pictorial language of the silent motion
picture. The chief artistic glory of silent cinema, of primary usage, was mon-
tage. Spottiswoode defined montage as a “juxtaposition of shots, series, and
sequences in such a way as to produce” a “concept or sensation through the
mutual impact of other concepts or sensations.” The bravura use of mon-
tage in silent cinema in the hands of filmmakers such as D.W. Griffith, Sergei
Eisenstein, and others raised silent cinema to a level of filmic art.
Arnheim, however, was very clear about the advantage that the defect of flatness
provided to the motion picture storyteller for the use of montage. “By the absence
of colors, of three-dimensional depth, by being sharply limited by the margins
on the screen, and so forth, film is most satisfactorily denuded of its realism,” he
wrote. “It is always at one and the same time a flat picture postcard and the scene
of a living action. From this arises the artistic justification for what is called mon-
tage.” It may have actually been the flatness of the motion picture screen, in fact,
that made the use of montage necessary. “If film photographs gave a very strong
spatial impression,” observed Arnheim, “montage probably would be impossible.
It is the partial unreality of the film picture that makes it possible.”
Opinions on Creative Stereoscopy Chapter 6 143

A great struggle is now evident in the motion picture community, particularly with
respect to professionals in the fields who write, direct, photograph, and edit the
movies. These professionals have learned to speak a planar visual language. They
have built their professional careers on, and become facile at working with, a funda-
mental defect of cinema. That deficiency is the flatness of the motion picture screen.
Now that digital technology has facilitated the repair of defective cinema, narra-
tive artistry is at a loss. It no longer can readily resort to a familiar tool. A new lan-
guage and new linguistics for z-axis storytelling are necessary. And, ironically, it is
Sergei Eisenstein, one of the chief architects of the use of montage in cinema, who
has perhaps most articulately suggested, even in vague outline, the importance
of this new language. The “entire course of theatrical history,” Eisenstein wrote,
“through the centuries, at practically every step, unfailingly and consistently
reveals the self-same tendency—distinct in its forms, yet single in purpose—to
‘cover’ the breach, to ‘throw a bridge’ across the gulf separating the spectator and
the actor.” In the last essay Eisenstein ever wrote, the master of montage character-
ized stereoscopic cinema as “a dream of unity between spectator and actor.”
The stereoscopic realism now available to the motion picture storyteller can
reinforce this dream of unity in the cinema. And it can drive equally well a nar-
rative in the service of the abstract or the real. What is essential is the growth of
a republic of dreamers equally adept at using the z-axis parameter for abstrac-
tion or realism in telling new stories on the stereoscopic screen.

FIGURE 6.2
The Cinema Screen.
Image courtesy of Ray 3D
Zone.
144 3D TV and 3D Cinema

YVES PUPULIN
Yves Pupulin is among the few movie professionals who had an early interest in the cre-
ative potential of stereoscopic 3D images. He started working on feature films in the
1980s as an AC, and then joined the French company Excalibur, where he supervised visual
effects. As a true French stereoscopic cinema pioneer, Yves Pupulin spent twelve years
developing new tools like dedicated camera motion control. He is one of the inventors
of the first motion control 3D camera, and has worked on human brain and stereoscopy
research. He is also one of the animators of the industry research ad-hoc group 3DLive. In
1998, he founded Binocle, a European leader in stereoscopic 3D movie and TV production.
Binocle was founded by cinematographers and engineers in order to create efficient ste-
reoscopic production tools. This toolset includes 6-axis motorized camera rigs and soft-
ware suites for real-time analysis and processing of 3D feeds. The Disparity Tagger is a
GPU-based 3D monitoring and correction system dedicated to 3D TV and 3D cinema pro-
ductions. The Disparity Killer is a software-only solution designed for 3D postproduction.

FIGURE 6.3
Yves Pupulin, Binocle Chairman.

TOWARDS A MISE-EN-SCÈNE FOR STEREOSCOPY


Yves Pupulin

The following are reflections on the status of stereoscopy today, with some spe-
cific focus on its mise-en-scène. These reflections emerged out of various meet-
ings and conferences on the subject, and our intent is to clarify in which ways
this technique is linked to others and to foresee its development from an aes-
thetic, historical, and economic standpoint. Can stereoscopy find a place within
art history? Will it develop in parallel to cinema, or will it acquire its own mise-
en-scène? Does it require a specific crew for its completion? Finally, we will con-
sider stereoscopy in its current context, in order to envision its prospects.
Opinions on Creative Stereoscopy Chapter 6 145

Stereoscopy: A 3D Cinematography?
While the search for volumetric and spatial presentation punctuates art his-
tory, the conditions for the existence of a stereoscopic art form remain unclear.
When we speak of stereoscopy today, we don’t quite know whether it consists
of an evolution of cinema, or of a cinema of its own kind. For this reason, we
will begin by examining which distant or recent art forms can shed light on the
relationship between stereoscopy and 2D.
Everyone knows cinema does not need volumetric presentation in order to exist.
Fihman and Eyzikman, known for their work on holography, defined it as an
industrial art, in the footsteps of Walter Benjamin. Let us consider the industrial arts
simply as those requiring a technical device to enable their distribution on a great
scale. This is the case for cinema, radio, and video. In order to define the specifics of
stereoscopy, we ought to ask ourselves what particular status stereoscopy and holog-
raphy can hold among them, as well as what relationship they have to one another
and to technically more distant visual art forms such as painting and sculpture.

FIGURE 6.4A FIGURE 6.4B FIGURE 6.4C


Example of Bas-Relief. Lower half The Lovers. Example of bas-relief, detail Example of Bas-Relief. Detail from
of the left pilaster, The Gates of Hell, from The Gates of Hell, Auguste Rodin. The Gates of Hell, Auguste Rodin.
Auguste Rodin. Rodin Museum, Paris. Photography by Rodin Museum, Paris. Photography by
Rodin Museum, Paris. Photography by Richard Kirsch. Richard Kirsch.
Richard Kirsch.
146 3D TV and 3D Cinema

FIGURE 6.5A
The Thinker. Example of haut-relief sculpture, tympanum of The Gates of Hell, Auguste Rodin.
Rodin Museum, Paris. Photography by Richard Kirsch.

FIGURE 6.5B
Man Falling. Example of haut-relief sculpture, lower-left part of the tympanum, The Gates of Hell,
Auguste Rodin.
Rodin Museum, Paris. Photography by Richard Kirsch.
Opinions on Creative Stereoscopy Chapter 6 147

FIGURE 6.6
The Monument of the Burghers of Calais. Example of monumental sculpture, Auguste Rodin.
Rodin Museum, Paris. Photography by Richard Kirsch.

In stereoscopy, the technical devices and audience system are very close to
those of cinema; this is because, in both cases, a screen in a dark room is being
viewed. This is why stereoscopy is very often considered the natural evolution
of 2D cinema; the new stage in cinematic techniques.
But does this perception, which seems to recognize the value of stereoscopy,
give it a chance to exist viably and to become, like 2D cinema, an arena for a
mise-en-scène constantly renewed, a practice reinvented each moment, on every
set, in every editing room, in every auditorium, or on every color timing device?
A comparison with holography sheds light on this question. For when we
speak of 3D, do we really speak of stereoscopy? Or is it rather, unconsciously,
148 3D TV and 3D Cinema

of holography, a truly volumetric presentation? It is clear that the definite rup-


ture between cinema and 3D would be more on the side of holography.
The experience we have of holographic images does not enable us to know
whether such images could be combined with the artistic practices of stere-
oscopy. However, while we are still unsure of the nature of the link between
stereoscopy and holography from the point of view of a potential artistic con-
tinuity, there can be no doubt as to the discontinuity between 2D and hologra-
phy or its stereoscopic attempt.

Table 6.1 Discontinuities in the Volumetric Visual Arts


Art Dimensions Continuity
Classical Art Industrial Art Dimensions View Point Physiologic Artistic
Painting Photography 2D Egocentric Centered Reference Space
Perspectivism
Painting Cinemato- 2D Egocentric CP + Critical Reference Space
graphy Frequency
Low Relief Stereoscopy 2D½, or Egocentric CP + CF + Continuity
S3D Stereoscopy
Towards Discon­
tinuity vs 2D
High Relief Stereoscopy in 2D½, or Egocentric Strong Discon­ Towards Discon­
Negative Parallax S3D tinuity vs 2D tinuity vs 2D
Monumental Holography Object 3D or Allocentric Full Discontinuity Full Discontinuity
Sculpture Image 3D vs 2D vs 2D

It is interesting to raise this question because in the end we all dream of a


truly 3D landscape. But to do stereoscopy while trying to create a holographic-
type image comes down to creating in-your-face 3D, with too many inva-
sive gimmicks. This practice, used on short films, could be damaging to the
viewer’s brain. It is impossible to strip stereoscopy away from the frame of
the screen. The semblance of a holographic image by a stereoscopic image “off-
the-screen” on a black background will long remain the limit of these practices.

Stereoscopy and 2D Cinema


The difference of operation between 2D cinema and holography is immedi-
ately obvious. But what is stereoscopy’s place in relation to these two tech-
niques? It gives an illusion of volume, but what sort of volume is it?
Painting, whether rupestrian, Renaissance, or modern, is unequivocal. It can-
not be confused with sculpture, even if it presents a relief emerging from the
canvas—such as Rainer’s plane debris, or Rembrandt’s rendering of the sleeve
in The Jewish Bride—there can be no confusion with polychrome bas-relief.
Opinions on Creative Stereoscopy Chapter 6 149

Sculpture can be divided into two main categories: low and high relief on the
one hand, and monumental sculpture on the other. If a parallel can be made
between sculpture and 3D, we will suggest that low and high reliefs are more
closely related to stereoscopy and monumental sculpture to holography.
Indeed, painting and low and high relief can only be observed from an angle infe-
rior to 180 degrees, just as in cinema and stereoscopy. Moreover, certain condi-
tions exist for their visibility (framing, architecture, projection screen) and part of
the piece remains “invisible” to the viewers (related to the backside of its support).
In a sense, the stereoscopic image is similar to the 21⁄2D image (with depth)
described by neurobiologist David Marr as an intermediate neuronal stage
between the 2D retina and the 3D interpretation that reaches our conscience.
Claude Baiblé, who teaches stereoscopy to aspiring cinematographers at the
Louis Lumière National School in Paris, notices that images, whether in 2D or
21⁄2D, remain attached to their original point of view. The stereoscopic image
does copy 3D reality but does not equate it: the viewer can move his head,
stretch his neck, and the visual will remain the same, which is of course not the
case in direct vision where each time the point of view is moved, a new appear-
ance is created—a new glimpse—instantly convertible into O3D reality, allo-
centric, or centered on the object rather than the point of view.
The passage from 2D1⁄2 to 3D (from “egocentric view field” to “reality before
us”) indeed implies that we access—by sliding or moving the eyes—a volu-
metric vision of objects (O3D) independent of the successive images: “what
I am seeing is reality spatialized (I3D englobing O3D) and not a semitrans-
parent hologram (I3D) or a stereoscopic image (I2D1⁄2) attached to my cyclo-
pean eye.” In cinema, moving the head has no effect on the image obtained;
the image cannot, therefore, go beyond the stage of 2D1⁄2 representation, and is
besides fully dependent on a point of view previously imposed.
For more on this subject, readers fluent in French can refer to Claude Bailblé,
“En relief, l’image et le son,” Cahier Louis-Lumière 4 (June 2007): .

Stereoscopy: Disconnect or Continuity?


While common tools and techniques are sometimes shared, this criteria is
not sufficient to differentiate art forms. We must also consider the use of these
tools and techniques in relation to matter, to different dimensions, and to
time. Photography cannot be reduced to a form of painting, no matter what
practices they have in common. Photography is the result of a technical inven-
tion that allowed the emergence of a new art form.
The invention of cinema is one of combining techniques, adding to preexist-
ing photography a chain of production where, in the end, an operation indis-
tinguishable to the brain, but essential, takes place: an illusory movement
brought on by the rapid projection of fixed images, the phi effect. For fur-
ther exploration of the subject, readers fluent in French can look into Jacques
Aumont and Michel Marie, Dictionnaire théorique et critique du cinéma (Paris:
Nathan, 2002), page 65.
150 3D TV and 3D Cinema

Moreover, it is the discovery of the critical frequency threshold, around 40 to


50 Hz, the threshold at which the brain no longer perceives the alternate lighting
and shutting of the cinematic devices, that determines the frequency at which
the images of a film are shot and projected. In the days of silent cinema, images
were shot at 16 images per second and projected at 48 Hz. This was the result of
adding two shutter blades to the intermittent sprocket, which made it possible to
conceal the passage from one frame to the next in the image path, without per-
ceiving image streaking on the screen (streaking being the vertical lines showing
on the screen due to the sliding of nonocculted or improperly occulted images).
The frequency of observation was thus of 48 Hz, or 3x16 images/second.
The transition to talkies brought shooting to 24 frames per second because of
the reading speed of the sound reel in the projector. One of the two shutter
blades disappeared and the frequency stayed at 48 Hz for the viewer’s brain.
The illusion of movement was thus maintained and cinema, as the art of mov-
ing images, maintained its conditions. Cinema includes photography, with its
art of a fixed frame and light, 24 times per second, but cannot be reduced to it.
Photography, the art of the fixed image, also does not disappear with cinema.
The atemporal aspect of photography, linked to the contemplation of one sole
image, is described by Roland Barthes in La Chambre Claire (Camera Lucida). In
it, we see the photograph of a young American man waiting for his execution,
over a century ago, for whom we “continue to fear.” Photography had created
a unique relationship to time, which was redefined with cinematography—for
the latter adds to the dimension of time that of movement.
Certain techniques can also be practiced in different individual art forms, and
be combined to allow for the emergence of new art forms (without particularly
affecting the viewer’s physiological functioning). The passage of cinema from
silent to sound is indeed the adjunction of radiophonic art with cinematic art.
Both radio and cinema survived, but cinema exclusively comes with sound
from this integration on. The relationship between sound and image creates a
new dimension inside of cinema, without changing the technical parameters of
the image but enriching it. A play begins between image and sound. Indeed,
cinema editing has contributed to developing the editing of radio shows, and
vice versa. If a filmmaker such as Alain Resnais enjoys listening to the radio, it is
most likely not just for pleasure and knowledge, but also for its endless inven-
tion of sound editing (temporal, amongst other things). The same goes for the
passage from black and white to color, which, however, was not irreversible.
Cinema is sometimes described as the synthesis of all the arts. Today, it can be
enriched with stereoscopy without disappearing in its 2D form. There is no rea-
son why it should become an ancestor of stereoscopy if the latter adds an arti-
ficial reproduction of depth and volume to the illusion of movement and time.
However, we need to insist upon the fact that sound and color have transformed
cinema without changing its relationship to the viewer’s cerebral function. With
stereoscopy, we have to reconsider the functioning of the brain and the condi-
tions under which we must film and project the images. It is the first time since
Opinions on Creative Stereoscopy Chapter 6 151

the invention of cinema that this problem has arisen. We have been able to
make 3D films for a century, thanks to the anaglyphic projection of left and right
images onto one sole support; however, anaglyphs are not satisfying for the brain,
because of their drawbacks: loss of color, ghosting, and great visual strain. Starting
in the 1950s, synchronized double projection and polarization to separate the
eyes partially solved the issue; still, it was impossible to produce stereoscopic cou-
ples without disparities and with a lack of fixity for the brain. Stereoscopy had to
wait for the advent of digital in order to develop, because of the ability to system-
atically correct images pixel by pixel and of the now perfect fixity of projection.
In this stage of stereoscopy’s history, we notice its ambivalence. It falls on an aes-
thetic and technical plane in the continuity of cinema, but it is not yet an art on
its own. There is no such thing as a purely stereoscopic aesthetic; indeed, we con-
stantly use a glossary and notions borrowed from cinema to approach stereoscopy.
Nonetheless, it creates a physiological rupture, just as the differences between
photography and cinema did. Here, the reproduction of depth of varying
geometries reinvents an interpretation of space, imagined by the director.
Now, as far as the process of making a film, how must we think of this ambiv-
alence? Does the physiological rupture also imply a rupture in the mise-en-
scène practices? Is there continuity between the processes of shooting in 2D
and in stereoscopy?
There are technical parameters specific to the stereoscopic mise-en-scène: conver-
gence and interaxial. Today, we have tools at our disposal that enable us to man-
age and master these specifically stereoscopic parameters. Yet, only experience
allows us to anticipate the limits of using 2D mise-en-scène elements inside a 3D
production. This might constrain or restrain the possibilities of reusing your 2D
mise-en-scène palette of tools.
The problem is the emergence of visual discomfort for the viewer—this is what
will limit the combined use of parameters from 2D and 3D mise-en-scène. Digital
techniques make it possible to avoid or to correct some of these disagreements.
By working on the combination of these parameters, within the limits inherent to
the physiological specificity of stereoscopy, an artistic expression specific to stereos-
copy can emerge. However, for this to happen, it will be necessary to identify the
given limits in order to determine, for each 2D and 3D technical parameter and
their combined use, the possibilities offered to the stereoscopic mise-en-scène.

Parameters for 2D Cinema, 3D Stereoscopy, and


3D Holography
With regards to its image parameters, 2D cinema is mainly defined by the
following:
n The point of view.
n The frame and its movement, integrating the subject’s movement as a spa-
tial decoupage.
152 3D TV and 3D Cinema

n The lighting of the framed subject.


n The editing, taking its visual and rhythmical aspects into account.
In this discussion, we will leave aside the scenic parameters, such as the act-
ing, the set and accessories, the costumes, the make-up, and so on, which are
grouped under the category that qualifies the “subject” as “an object cast into
light” as defined by Guinot and Pommard in their photometry class at the
École Nationale Supérieure Louis Lumière.
How will these parameters of 2D cinematography coexist or be transformed in 3D
visual arts, formed by stereoscopy on the one hand and holography on the other?

POINT OF VIEW
Cinema remains first and foremost a matter of point of view: the place from which
we observe the object we are about to frame, light, and film. It is the point from
which the director wishes the viewer to observe the world, and specifically the
scene that is taking place before the camera. When a movement of the camera
is involved, the evolution of the point of view makes sense, but also adds, by the
variation of surfaces of lights and shadows, a graphic rhythm to the 2D image.
During the location scouting or preparation of a 3D film, it is necessary to have
a viewfinder in order to locate the different axes and focal lengths, just as in
2D. To scope out the volumetric landscape itself is also important, and at this
stage requires no other tool than visual observation. For this, we need to con-
verge on the position of the subject, which occurs naturally, and at the same
time on infinity, in order to scope out the succession of volumes in depth and
their evolution in the simulation of the camera movement we wish to obtain.
This scoping of volumes is crucial.
Volume can often be better appreciated during movement, when we are close
to the subject, and with a rather short focal length. But it is difficult to make a
film without close-ups; therefore, the scoping out of the set’s volumes becomes
decisive for the placement of the actors, and the point of view becomes deci-
sive for the distribution of volumes in depth and along the edges of the frame.
In holography, we see an object reconstituted with light that can be observed
from all sides. The viewer’s place becomes indifferent, and the holographic
filmmaker will no longer assign one single point of view. Therefore, because of
this viewer’s place, the audience system of cinema itself is questioned, or per-
haps abandoned.

THE FRAME
The precision of the cinematic frame is one of the essential parameters of
shooting. Its rules, whether they are bypassed or not, are very precise, and often
come from painting. Throughout the centuries, painting evolved from a subject
described in its entirety or a portrait as the identification of a character, to the
cutting of the body into fragments evoking a suggestion—a play with the frame
and the out-of-frame.
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The frame is what the painter, and now the director, gives the audience to see.
Its exactness in 2D cinema is one of the fundamental parameters of the image.
It can escape no one, be they professionals or viewers; it cannot be crowded by
elements that do not belong in it, and its value is always intentional.
In stereoscopy, the frame is imprecise.
Even though stereoscopy is projected onto a 2D screen, the precision of
the frame is lost in comparison to 2D, because of the zones of disparity
around its depth created by binocular shooting allowing stereoscopic vision.
Anything entering the field on the edge of the frame is visible by one eye
before the other. This is generally irrelevant if the volumetry is soft and the
subject is in a zone with moderate contrast. This visual discrepancy is not
easily quantifiable today and is the result of an accumulation of parameters
that will make it acceptable or not. In all cases, just as in low and high relief,
the edge of the frame becomes imprecise; for elements to pop out requires
the use of floating windows. In bas-relief, objects on the edge of the frame—
in this case, cast into the material, as seen on many historical buildings—
present various details in depth that can even go outside of the sculpted
frame. There is no way to solve this imprecision, for if the sculptor were to
place a frame inside of the first frame, he or she would still face the indeci-
sion of the edges of this included frame.
The stereoscopic frame presents analogous imprecision. When the sub-
ject stands in the depth of the image and a rectilinear element stands on the
edge of the projection window, the frame can give an illusion of perfection.
However, this imprecision, rather than being detrimental, can become one of
the elements of stereoscopic mise-en-scène; a high-angle zoom on a landscape
of hills or on the bark of a tree can give an idea of the variations enclosed
within the projection frame itself. Finally, the imprecision of the frame is dif-
ferent from the variation of the frame linked to image correction.
This imprecise value of the stereoscopic frame pushes some stereographers
towards conceiving an evermore immersive experience for the viewer (for
example, by enlarging the projection screen in order to push back the perceiv-
able limits of the frame).
As for holographic technique, the frame from the screen has disappeared. We
are seeing a subject created thanks to structured light, and, just as in monu-
mental sculpture, we can therefore, in theory, walk around it. There is no lon-
ger a hidden side. We could imagine a decoupage in terms of frames, we could
easily picture a bust placed in the middle of the audience—but can the out-of-
frame still exist?
There might be two types of holography: one that could be observed from the
outside, just as in theater or the circus, and the other from the inside, in an
immersive space, just as if we were placed inside a snowball, which is done in
certain installations.
154 3D TV and 3D Cinema

LIGHT
In cinema, the subject, as a lit object, can receive any contrast and any of its
temporal modulations, only limited by cinematographic support. It consists of,
on the one hand, the source of white light, and on the other, the complete
shutting off of this source, which the viewer can read as the contrast ratio of
the screen. The emulsion, either as a support almost entirely transparent or as
a black image, causing a near complete obturation, has been used in all eras of
cinema—to suggest a storm, for example, or the repeated explosions of a battle
or a fire. While there is a blinding effect that forbids the lengthy repetition of
these successions of on and off, nothing on a physiological level will cause any
damage as long as the norms for lighting and contrast on projection screens
are respected. The blinding effect is part of the mise-en-scène, and its purpose
is to provide emotion, not to damage the viewer’s vision.
In 2D cinematography, light and contrast are only limited by projection norms
and the power of the projector. However, the case is very different for stere-
oscopy. In 3D, high-contrast shots, particularly towards the edges, through
foliage, via backlighting, or amongst the different components of the sub-
ject, can trigger a real cerebral discomfort for the viewer. This is also linked to
stereoscopic occlusion, due to two separate points of view and to ghosting.
This occlusion is the result of the contrast on the filmed subject, of the depth
bracket, and of the projection device on the viewer’s brain. To gauge them is
even trickier, as other phenomena can further complicate this analysis, such as
the polarizing effect of the beam-splitter mirror or the light interaction with
different surfaces.
Lowering the contrast is therefore advised, though we cannot yet today quan-
tify by how much. Our tools must evolve from shooting to projection. During
shooting, the sensors must cover a greater dynamic in order to obtain images
able to maintain volume in highlights and shadows. These sensors will enable
a better adjustment of contrast during the color timing of stereoscopic mov-
ies. The material for perceiving 3D must also progress, the glasses in particular.
Manufacturers are working on this.
In holography, structured light seems to emanate from the subject itself, and
there is no longer a projection frame. The holographic reproduction of a sub-
ject might reach a realism of shapes and matter that we can hardly imagine
today.

EDITING
In cinema, the shortest clip is only limited by the length of projection of one
image; in television, it is limited by the display of the interlaced field. The lon-
gest clip, on the other hand, is limited by the duration of the program or of the
film itself, such as in Hitchcock’s Rope (1948), which was actually constructed
of a few shots with quasi-indiscernible splicing, or in Russian Ark (2002),
which Aleksandr Sokurov filmed in a single 96-minute sequence shot, at the
State Hermitage Museum in St. Petersburg.
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Editing in stereoscopy is naturally slower, since, in a new shot, it takes about


one second for the brain to appreciate the new universe to be explored in its
depth. Editing does exist, but, again, the limitation of the duration of short
shots is directly linked to the cerebral strain resulting from it. There is a hypoth-
esis that you can reduce the accommodation time at each change of shot,
because a viewer becomes more accustomed to 3D during the course of view-
ing. This seems unlikely, but it is difficult to definitely dismiss at this point.
During postproduction, a dissolve enables a smoother transition from one
shot to another for volumetric landscapes that are too different. Generalizing
these practices can ease the cerebral discomfort and shorten the adaptation
time between each shot, but can more difficultly eliminate it.
In practice, stereoscopic editing must be done from geometry-corrected images.
However, this is not always possible, usually either for financial reasons or the
availability of tools.
During a 2D editing process, the visual discomfort resulting from the lack of
color continuity can interfere with the editor’s decisions as to the choice of clip
and cutting point, but its effects on strain and work are known and limited.
In stereoscopy, the choice of a cutting point can be affected by different depth
values between shots, and even more so by the uncorrected disparity between
images. There are then four opportunities—depth and uncorrected rivalries
added to action and unmatched colorimetry—for experiencing visual discom-
fort when reviewing a splicing point, while there are only two in 2D. For this
reason, we must eliminate the one resulting from uncorrected disparities right
from the start.
If a holographic mise-en-scène can be reduced to a continuity of a stage play
or of a Roman circus show, it therefore adheres to the theatrical rules of unity
of time and place; we have trouble imagining what a montage could be with-
out experiencing the transition between the holograms. Thus we do not know
whether a montage would remain possible in the sense of editing shot by
shot, instead of a systematic succession of fade-to-blacks. Also, how would the
entrance of a new character be managed?

An Example of Ambivalence and Shooting Decisions:


Depth of Field
When Binocle built the first motion control camera in 1997 and 1998, which
featured motorization of zooms, stereoscopic parameters, and real-time dis-
play, it shed light on a very interesting phenomenon. When the optical axis
and the images were exactly the same, one saw a 2D image, with or without
glasses. As soon as the optical axes were distanced from the cameras, how-
ever, the 3D appeared. It was detected more or less rapidly, depending on the
observer, but became visible, in a prominent way, with only a few millimeters
of interaxial. When 2D shots were inserted in a montage between 3D shots
with a low interaxial, certain viewers perceived a continuity of volume rather
156 3D TV and 3D Cinema

than the discontinuity that was expected with going from stereoscopy to 2D
then back to stereoscopy. This phenomenon is even more striking on shots
with depth continuity.
During the capture of a Julien Clerc concert in 2009, a 2D camera framing an
extreme wide shot of the audience and the stage revealed the skyline of Lyon,
and the continuity effect made it evident that it was within the brain’s capacity
to create a 3D vision from a 2D shot, edited between stereoscopic images. This
effect is not perceived by all individuals, independently of their status as pro-
fessionals or audience members.
Similar observations had been made by viewers of Hitchcock’s 3D film Dial M
for Murder (1954), in response to the numerous 2D shots that were inserted
inside of the 3D sequences, some of which remained invisible for some view-
ers. With the use of image-correction software, this phenomenon is even more
pertinent because of the complete absence of accidental disparities between
images, which creates a gentler progression of 2D towards 3D and between the
different 3D shots. In such cases, the brain perceives continuity rather than the
actual split between the two techniques.
To dwell further on these questions, we must ponder the stereoscopic shooting
experience. Dealing with the depth of field, for example, is a very important
component of a 2D image, since it enables a centering of the mise-en-scène
on the subject. This is all the more convincing if the subject is a simple one.
Limiting the depth of field on a filmed object, such as the face of an actress, is
often desired for photogenic reasons or to soften the part of the face cut by the
frame, but it is done mainly to enhance the intensity of the acting and of the
eyes. Camera operators therefore add up neutral densities in front of the lenses
in order to limit the depth of field.
The adverse effects of focus blur in stereoscopy have been documented. What is
really the reason for this, other than the fact that it is not desirable to shoot all
films with an 11 aperture? Experience makes certain observations evident: if the
volumetry is soft, the contrast is reasonable in zones of high disparity, and the
viewer’s gaze is not attracted to the blurry zones, then it is perfectly acceptable. On
the close-up of an actress, a sharp volumetry would, of course, not be photogenic.
Binocle did some tests on limiting the depth of field on feature-length trailers
for such films as the forthcoming The Krostons, directed by Frederik Du Chau.
The result proves satisfying up to a certain limit, at which point there is indeed
a discontinuity or disconnect in what the brain can tolerate.
Limiting the depth of field in 2D is not only aesthetic, it is also narrative or
meaningful. In the film Husbands (1970), directed by John Cassavetes, a man
and a woman are sitting on the edge of a bed in a bedroom in London. We
see them full-face. They lie down on the bed one after the other, and meet in
a limited depth of field when they get back up. Naturally, this passage tells of
the relation between the characters, and thus evokes the relationship between
women and men. Limiting the depth of field is also used on exterior shoots,
Opinions on Creative Stereoscopy Chapter 6 157

when one wants to center an action by the depth of field, as in the case of the
face. It is also a matter of avoiding unimportant details that could crowd and
interfere with the shot.
The importance of the use of the technical parameters of 2D as artistic param-
eters is fundamental in 3D. Consider that 2D has a depth bracket reduced to
zero. As a consequence, everything that is valid in 2D can also be valid in ste-
reoscopy, if we follow, step by step, a gentle evolution of the different variables
of shooting. A graphic curve that would represent the viewer’s disconnect or
the end of his or her cerebral comfort will be more or less steep, depending on
the viewer and the parameters that are varied.
The point of disconnect is easily identified when one parameter is studied at a
time, but not so easily when they are put together. Tools for mise-en-scène and
controls such as the Disparity Tagger are, in this respect, indispensable, because
they make it possible to integrate geometrical or contrast limits on images
corrected in real time according to an average audience comfort setting. This
software also allows other limits to be included for each sequence according to
the director’s artistic sensibility.
From a practical point of view, it is essential to preserve a continuity between
shooting practices in 2D and 3D, so that the same footage can be used for
both cases. But different editing practices are required. If the opposite is done,
discontinuity will be frequent and the viewer’s comfort will be affected. This
question is particularly delicate in the shooting of sporting events using a fast
moving dolly or crane, where experience shows that the classical practices of
2D cannot be entirely transposed to stereoscopy.

Stereoscopy Jobs
We have just raised questions about the ambivalence of stereoscopy, which
depends on cinema while also having to break from it and find its own means.
If stereoscopy triggers a reevaluation of mise-en-scène and shooting practices
and the necessity to create postproduction images beyond the editing process,
which new skills will it require from the crew and the technicians involved in
its making and, in the short-term, in its invention? There isn’t a complete dis-
continuity between stereoscopy and 2D, but rather the need for a variation. We
need to test and use all the variables of 2D while being aware of the limits of
brain comfort and of the accumulation effect.
It is also impossible to strip the stereogram from the screen and to transform
it into a hologram. Stereoscopy is included in the realm of cinema, but does
not cover all of the possibilities offered and used by 2D without creating a dis-
connect in what the viewer’s brain can tolerate, relative to stereoscopy’s own
parameters. So the use of technical shooting parameters in a stereoscopic
mise-en-scène lies inside the play within these limits. Its conception is made
by modulating the depth value throughout the process, sequence by sequence,
shot by shot. And the one to give sense to this whole conception is not the
158 3D TV and 3D Cinema

stereographer, but the director. Only the director can think about the volume
throughout the film, depending on the aesthetic, the emotions, and the mean-
ing he or she wishes to convey to the viewer.
It is a commonly accepted concept that a 3D film must be written for stere-
oscopy. This point can be argued if the director is involved in the writing of
the script and is already imagining the principles she will be using during her
shoot; she will organize the succession of sequences according to the stereo-
scopic directing she has in mind.
There is no topic that cannot inspire a 2D movie if the director decides so.
Why would it be any different for stereoscopy? The artistic rendering into ste-
reoscopic form only exists in the director’s mind, in its process of technical
realization by his or her associates.
It is while creating the shooting script and/or the storyboard that indications
relative to stereoscopy come into play. How should we answer the question,
“What denotes whether a screenplay was written for 3D?” which was asked
during a meeting of the CST (Commission Supérieure Technique du Centre
National de la Cinématographie)? The only coherent answer is “because the
director conceived of his movie in 3D.”
The profession most closely resembling that of a stereographer is a special
effects (SFX) supervisor. We can establish a parallel between the two because
of the similarity of their interventions throughout all the stages of production.
The stereographer must know the shooting conditions, the postproduction
operations, and their follow-up in the digital lab, all the way to the projection
of the movie.
Just as with the SFX supervisor, the stereographer is, first and foremost, the
director’s advisor. His role is to get the crews and tools to create the director’s
desired mood on the whole film, up to its finalization. He must therefore lis-
ten to the DP, who remains responsible for the image, and also works with the
head set decorators, costume designers, and all the crew members contributing
to the making of a film.

THE STEREOGRAPHER’S CREW ON A SHOOT


The stereographer has the assistance of technicians who ensure the practical
tasks related to rigs, visualization devices, and lab follow-up. These people are
added to the film crew and manage the tasks purely pertaining to stereoscopy.
The technician stereographer adjusts the rig and makes sure all the optical axes
and volumetric parameters match the director’s desires. Usually, she is a first
assistant operator, but she does not replace the one for the film.
The 3D vision engineer manages the tools for stereoscopic vision in order to
give alerts about the visible flaws or the changes needed to the shot being pre-
pared. He makes sure left and right images present the least amount of faults
and that the necessary correction, in live or in post, only relates to a tiny
Opinions on Creative Stereoscopy Chapter 6 159

percentage of the image. Again, 3D correction aims to eliminate the imperfec-


tions that cannot be taken care of by the camera system rather than rectify poor
shots while considering the risk of reducing the final image quality by reframing
or introducing artifacts when correcting important disparities.
The assistant stereographer, in charge of following up on the rushes at the lab,
has the responsibility for submitting a written report to the stereographer and
to the entire image and postproduction crew after a viewing on a big screen.
This report, quite the technical memoir, aims to foresee the postproduction
operations, but also to warn the crew of defects that may have escaped their
scrutiny.

THE STEREOGRAPHER’S PLACE IN THE CREW


During the first feature film on which Binocle was in charge of stereoscopy, we
thought it was necessary for the image technicians to receive specific training,
as it is truly essential that all technicians working on a 3D film be sensitized to
stereography.
The first stereographer must be the director, but the entire crew must acquire
skills in this unique cinematic field, so that every process will integrate the
third dimension and take into account its consequences on the viewer’s brain.
We systematically advise producers and directors to shoot a trailer or a short
before shooting a feature film. The reason is very simple: If the director does
not understand the use of technical parameters, reflections, and mise-en-scène
applications that 3D allows, she will really be making a 2D film to which vol-
ume has been added. In other words, she will be a director that allows a “3D
maker” to add a technical layer, as opposed to a filmmaker that combines the
ensemble of technical parameters for the unity of a film. This is why the ste-
reographer must, first and foremost, transmit his knowledge to the director
and the entire crew.
Fortunately, these parameters can be learned very fast. Just as Orson Welles
jokingly claimed to have learned the techniques of cinema within one morn-
ing, a contemporary director can seize these quickly. What Orson Welles really
learned within one morning was how to reflect on the use of shooting param-
eters, not how to replace Greg Toland behind the camera. So the stereographer
can help the director by working with him to consider the stereoscopy and its
use for rendering emotion and meaning. The rules are simple, but the applica-
tion and invention enabled by their combination is infinite, just as the param-
eters of 2D are.
All the technicians of a film reflect on their meaning when using these param-
eters for a specific sequence, but each will contribute according to his specialty.
The DP will reflect on the structure of light in relation to volumetry and of the
landscape’s spatial arrangement in depth. He can no longer rely on effects—
for example, by separating the backlit surface of a church window and the
light beam coming through—without running the risk of revealing their real
160 3D TV and 3D Cinema

positions. For this reason, adding effects in post cannot be avoided. Inspecting
the geometry-corrected images must help him to scope out the many traps of this
double image, of its effects on the edge of the frame, of its contrast, and more.
Meanwhile, the camera operator and grip have to address the cerebral stress
related to the speed of a movement subject to stroboscopy, or by an actor
entering the frame and violating the stereoscopic window. They must also visu-
alize the frame after volume correction, not before. The head decorator can
no longer use trompe l’oeil, false perspective, or backdrops, without wonder-
ing about their stereoscopic value and the revealing of depth that will ensue.
Make-up artists, hair stylists, and costume designers must be careful with
the products they use. In other words: all the professions are involved in this
rethinking; every technician must become a stereographer in his or her domain
of expertise. Finally, when moving throughout the set’s depth, the actors must
comprehend the volume in which they move about, and be aware of where
their gaze falls, taking into account both points of view.
Eventually, the stereographer will be less needed to train everyone on the set,
but she will still remain the one who manages the stereographer’s crew and
ensures continuity of volumetry on the film in a relationship with the entire
crew working on a production.
During postproduction, the stereographer supervises correction, the position-
ing of the window for sequences that will be shot in parallel (oftentimes shots
with special effects), floating windows, and the homogenization of the entire
film; for example, by creating dissolves not of shots, but of depth value.

A Turning Point in the History of Stereoscopy?


While the invention of stereoscopy dates back to the mid-1800s for photogra-
phy (witness Nadar’s erotic photographs produced in 1850) and to the early
1900s for cinema, the artistic practice was never mastered beyond short pro-
grams destined for amusement parks, and a few feature films made with inad-
equate tools. This does not mean the films made were bad, but simply that the
techniques available were not yet able to produce a result always compatible
with what the brain could accept.
The revivals of stereoscopy during the 20th century are linked with the need to
face the dangers identified by American studios: in the 1950s, it was television;
today, it is the lack of control on Internet circulation.
The difference between the previous attempt and contemporary attempts is
essentially linked to the technical command of 3D: camera settings established
by computer, and the operations made possible by digital images, from shoot-
ing to projection in an auditorium. At each stage, the quality of the 3D image, in
combination with the viewer’s cerebral comfort, truly allows us to confirm a mas-
tery of the stereoscopic mise-en-scène. This hypothesis, presented in Table 6.2,
has been proposed since the early 1990s by Roland Thepot and other stereogra-
phers with Binocle.
Opinions on Creative Stereoscopy Chapter 6 161

 tereoscopy Is a New Cinematic Form Enabled by


S
Table 6.2
Two Innovations
Digital image  motion control
 pixel-level accuracy  precision of settings
 cerebral comfort  artistic command

SHOOTING FOR CINEMA VS. TELEVISION


The prerequisites allowing for the emergence of 3D television included ste-
reoscopic cinema’s conditions of technical production, but also its economic
value. It seemed obvious at the time that television, which implied the capacity
to produce live shows—that is, in real time—would require the conception of
revolutionary tools. These tools, once applied to cinema, would enable a ste-
reoscopic film to be shot practically as fast as a 2D film. This is why Binocle
had convinced Thomson, today Technicolor, and its R&D camera branch,
today Grass Valley and Angénieux, to make the first digital, motion-control,
stereoscopic camera. It already featured one single command for both the
CCUs, a display system with real-time 3D playing, a visioning of disparities “by
difference,” anaglyptic, etc., and the management of axis, convergence, inter-
axial, zoom, focus point, and iris by motion control.
This camera, presented in the late 1990s at IBC in Amsterdam, allowed us to
simulate today’s live television streams by projecting to the audience concert
captures on a large screen.

Final Thoughts
In the 1980s, there were predictions that a wide-scale colorization of cinematic
works shot in black and white would take place, along with the invention of
automatic systems of television colorization. Fortunately, this did not hap-
pen. But this concept of technical progress may be more easily realized with
stereoscopic conversion—with the aid of a Zmap, for example—than its col-
oring counterpart. This could be useful for scientific applications, but by no
means for cinema or television, where there is the desire to cater to an audi-
ence whom we expect to be demanding on an artistic level.
Today, the demands of new and competing markets are what is carrying the devel-
opment of 3D cinema, accelerating a switch to digital screening rooms and ensur-
ing new technology to television viewers as well as the users of new media. Of
course, there is still the possibility that this momentum could be stopped by new
perspectives or by the satisfaction of having reached a necessary and sufficient stage.
The deployment of Digital Cinema projectors in the theaters, justified by 3D,
enabled the digitalization of movies and therefore eliminated transportation needs;
it also enabled the protection of digital copies, thanks to watermarking. For televi-
sion, the technological capacity to automatically turn a 2D image into 3D may seem
satisfying, but it will have as a consequence the progressive destruction of 2D TV,
162 3D TV and 3D Cinema

Comparison of 2D and 3D Sports Event Direction: Shifting from 2D to


Table 6.3
3D Affects Directing, from Camera Positions to Editing
HDTV, Monoscopic 3D TV, Stereoscopic
Points of view from Imposed by the event staging, yet Not adequate for creative stereo­
current camera made possible by zoom lenses with scopy. Would need to get closer to
positions great focal length range. the field; difficulty to retain volume at
the other end of the field.
Framing Centered on the action, even if it Same as cinema, with limited
creates motion blur and stroboscopic movement in range and speed.
effect.
Contrast Strong contrast is acceptable. Contrast must be limited to avoid
ghosting.
Depth of field Reduced to generate depth cues. Increased to allow the audience’s
eyes to wander.
Zoom range Full Zoom range is used. Limited by technical and artistic
constraints.
Motion blur and Tolerated and even used on artistic Limited by technical and artistic
stroboscopic effect purpose. constraints.
Wide shot from high Used as bird’s eye, covering most of Generates either miniaturization or
camera position the action. shallow depth; solutions include:
* Use a 2D shot in the 3D edit
* Convert 2D into 3D
* Shoot 3D with shallow depth.
Medium shots Fine for the whole width of the field. It’s important to have cameras on
both sides of the field, using reverse
angle.
The edit should move progressively to
this positions, as in a circular motion.
The movement of the players along
the Z-axis reduces the motion blur.
Traveling speed * 10 m/s is common and comfortable. * 10 m/s is too fast for foregrounds.
and movements * The movements precede the action. * The movement should follow the
* Possibility to cover the entire field. action.
* Impossible to follow the action at
the other end of the field.
Optional solution: use two travelings
along the field.

and, in same the process the abandonment of a true reflection on the artistic pos-
sibilities of a creative stereoscopy. The stereoscopic revolution may then experience a
sudden death both in television and in cinema, its two main sources of revenue.
For now, the recent success of stereoscopy is undeniable and increasing, even
though 3D is often criticized as being too geared towards spectacle. We may
Opinions on Creative Stereoscopy Chapter 6 163

hope, then, that the dream of stereographers and audiences alike also encom-
passes the tremendous possibility of a renewed art medium and refreshed nar-
ratives, capable, like other art forms, of triggering new ideas.

STEVE SCHKLAIR
Steve Schklair has been working at the front edge of new technologies for most of his
career, and has left a mark in movies, special effects, and interactive media. Steve
is currently focused on the development and production of new digital S3D motion
picture technologies and the real-time broadcast of S3D programming. He is highly
esteemed by an international client list as one of the world’s leading experts in digital
and live-action S3D and is one of the primary catalysts behind the recent resurgence
of S3D in Hollywood films.
Steve served as 3D and digital image producer on 3ality Digital’s U23D movie. In
addition to supervising the production, Steve also oversaw the postproduction and
completion at the 3ality Digital studio in Burbank. Other recent projects include the
first live S3D broadcasts of a full NFL game delivered via satellite to theaters on
both the east and west coasts, and the training and technology for the launch of the
BSkyB S3D channel. Prior to 3ality, Steve was a senior executive at Digital Domain,
the special effects studio responsible for films such as Apollo 13, The Fifth Element,
Titanic, and Terminator 2: 3D, creative director for R/Greenberg Associates, and
executive producer of The Columbus Project for computer graphics and interactive
media pioneer Robert Abel.
Steve is a frequent speaker on S3D and new entertainment technologies at leading
international digital and entertainment technology events. He is an award-winning
member of the Visual Effects Society (VES), an associate member of the American
Society of Cinematographers (ASC), and an alumnus of the University of Southern
California (USC) School of Cinematic Arts master’s program.

FIGURE 6.7
Steve Schklair, Founder and CEO, 3ality Digital Systems.
164 3D TV and 3D Cinema

INVENTING THE TOOLS FOR A


CREATIVE STEREOSCOPY
Steve Schklair

Inception of Modern 3D
I started thinking about 3D camera development in the middle of the 1990s,
when the FCC mandated digital television. At the time, I foresaw that the
best use of digital television was stereoscopic presentation, but that there had
to be a path to create content on a realistic production schedule with realis-
tic tools, and, to some extent, in real time (because television is a broadcast
medium). There were no 3D televisions in the middle to late 1990s, and there
really weren’t any in the early 2000s; thus, even though I was building gear
that would work for television, it also had to work for feature films. This was
always the plan. Anything that works for television is capable of working in
real time—which means it works even better for features because you don’t
have the editing timeline in a real-time broadcast.

GETTING OUT OF THE THEME PARK NICHE


I had done a number of 3D pictures prior to starting to develop 3D camera
systems; as a director of photography, I would be called every couple of years
to shoot a 3D project. However, they were all theme park or commercially
based. I think the first project I ever did was Six Flags’ Sensoreum. We shot with
the Arri system, which was a lens adaptor you’d put on that would make two
perfs left, two perfs right, and fixed interaxial with variable convergence. It was
my first project, so I had no idea what worked and didn’t work. But Arriflex
published a depth of convergence chart (similar to a depth of field chart), that
told you exactly what your settings should be, based on where the nearest and
farthest objects were. I actually have one hanging in my office; it’s an interest-
ing piece of history, and it wasn’t bad at suggesting settings. After we shot the
Sensoreum, I got called to reshoot a Warner Brothers film for their new theme
park in Australia, Adventure in the Fourth Dimension. And a couple of years later,
I did another theme park piece. They were always theme park pieces.
Then, with Digital Domain, we did Terminator 2: 3D (though I wasn’t directly
involved in it, because I was in the middle of another project). After that, it became
clear that, if 3D were to survive as a medium or to become mainstream, we had to
address a lot of issues. One, we had to address the size and weight of the equip-
ment, which was big and cumbersome. People doing theme park projects would
use it, because they were used to all kinds of experimental equipment—but main-
stream Hollywood would never use such equipment. Two, we needed a digital-
based capture system, or it would never go mainstream; analog film and 3D just
aren’t very compatible when you take budgets and schedules into account.
Theme parks would sometimes take two or three weeks to prep a camera
before the shooting, and then you might only get five shots in a day, because
you have to realign the cameras between every shot and film. It was a difficult
Opinions on Creative Stereoscopy Chapter 6 165

ArriVision 3-D™ ArriVision 3-D™


3-D convergence Chart 3-D Convergence Chart
Single Lens System Single Lens System

“DEPTH” OF CONVERGENCE “DEPTH” OF CONVERGENCE


18 mm 32 mm 50 mm 85 mm
FEET OBJECT DIST FEET OBJECT DIST FEET OBJECT DIST. FEET OBJECT DIST.
CONV. CLOSE FAR CONV. CLOSE FAR Conv. Close FAR Conv. Close FAR

3′ 2′4′′ 3′10′′ 3′ 2′6′′ 3′6′′ 3′ 2′8′′ 4′3′′ 7′ 5′8′′ 8′0′′


4′ 3′0′′ 5′5′′ 4′ 3′3′′ 5′3′′ 4′ 3′0′′ 6′1′′ 8′ 6′6′′ 10′0′′
5′ 3′3′′ 7′10′′ 5′ 3′8′′ 6′3′′ 5′ 4′6′′ 7′6′′ 9′ 7′1′′ 11′4′′
6′ 3′6′′ 10′′ 6′ 4′4′′ 8′4′′ 6′ 4′8′′ 7′9′′ 10′ 7′5′′ 12′6′′
7′ 3′9′′ 16′0′′ 7′ 5′2′′ 10′9′′ 7′ 5′4′′ 9′4′′ 11′ 8′2′′ 15′2′′
8′ 4′5′′ 26′0′′ 8′ 5′4′′ 13′8′′ 8′ 5′8′′ 11′2′′ 12′ 8′11′′ 16′5′′
9′ 4′8′′ 30′0′′ 9′ 5′17′′ 19′0′′ 9′ 6′1′′ 13′9′′ 13′ 9′3′′ 17′6′′
10′ 5′1′′ 36′0′′ 10′ 5′11′′ 22′0′′ 10′ 6′8′′ 16′4′′ 14′ 9′9′′ 19′9′′
12′ 5′5′′ 130′0′′ 12′ 6′7′′ 37′0′′ 12′ 6′10′′ 20′2′′ 16′ 10′5′′ 24′0′′
13½′ 5′7′′ ∞ 14′ 7′0′′ 80′0′′ 14′ 7′8′′ 28′0′′ 18′ 11′2′′ 31′0′′
1
15′ 5′11′′ *∞- /3 16′ 7′4′′ ∞ 16′ 8′5′′ 38′0′′ 22′ 12′9′′ 46′0′′
25′ 7′2′′ *∞-2/3 21′ 7′9′′ 1
*∞- /3 18′ 9′4′′ 55′0′′ 36′ 14′6′′ 75′0′′
2
80′ 12′0′′ *∞- /3 24′ 10′3′′ 120′0′′ 40′ 18′5′′ ∞
30′ 11′6′′ ∞ 52′ 19′1′′ *∞-1/5
* For scenes without object in the close
convergence zone 48′ 13′0′′ *∞-1/3 68′ 20′4′′ *∞-1/3
2
90′ 14′8′′ *∞- /3

500 Route 303, 600 North Victory Boulevard,


Blauvelt, New York 10913 Burbank, Callfornie 91502
Arripleox corporation (914) 353-1400 Arripleox corporation (213) 841-7070

FIGURE 6.8
The Arri Depth Chart.

task, and, in those days, we didn’t have tools (such as image overlays) that told
us where we were. We’d line up one camera on a chart, and then we’d make
sure the other camera also lined up. By today’s standards, it was very crude—
not even close in alignment.

CREATING A MODERN THEORY OF 3D


At the time, people theorized that theme park films were only 15 minutes
because a longer time spent viewing 3D would cause headaches. Indeed, all
the earlier 3D movies tended to do that. I had a number of theories about this,
and one was that it wasn’t the film duration but the image differences that
166 3D TV and 3D Cinema

caused headaches. It was misalignment, color differences, scratches on the left


eye versus the right eye, sync differences, geometry differences. In other words,
it was all the things that we now correct for—but in the late 1990s and early
2000s, these were all radical ideas.

THEORY 1: 3D EDITING IS THE CAUSE OF HEADACHES


In theme park projects, the editor cuts the film exactly as a cinematographer shot
it. The cinematographer shoots knowing that there’s going to be an edit point, so he
makes sure that there are no jumps in depth around it. For theme park projects, this
works fine, because you can spend two years story-boarding before you make it. On a
feature movie, however, it’s another story. Your director of photography is the director of
photography for a reason, and the editor is an editor for a reason. Because of this, edit
points started involving jumps in depth, which is what gave people headaches.

RIDING THE HD WAVE


So in building 3D filmmaking technologies, I knew we had to solve a lot of prob-
lems: we had to go digital; we had to make the tools light; we had to make it feel
like real movie equipment; and it had to be deadly accurate. In other words, 3D
would not succeed until we could shoot it on the same schedule as 2D, and for
pretty much the same budget. That became the ultimate goal. In addition, 3D had
to work for television, within the existing infrastructure. This was especially impor-
tant because broadcasters had just gone through the transition from standard defi-
nition to high definition, which cost them millions of dollars (they had to throw
away all their SD equipment and buy HD equipment) but didn’t garner them any
additional revenue. (The only people who made money on that transition were the
equipment vendors: the Sonys, the Panasonics, and the Grass Valleys of the world.)
If we were to succeed with 3D in the high-definition world, we had to work
with the existing infrastructure, because broadcasters would not be willing to
invest a whole lot more money into something new and throw out what they
just bought. That would’ve been a nonstarter for the business.
So, these were the parameters we discussed in the meetings with our team. We
had to solve all of these problems, and we had to solve alignment differently
than how we’d been doing it. No feature film or television show can take five
days to set up a 3D rig to do a first alignment; it has to be done in a few hours
at most. On 3D film cameras, everything was manual; everything took a huge
amount of time. That wasn’t going to be the business.

Inventing the Modern 3D Camera Unit


All of these issues were taken into consideration for the first big movie we
got: U23D. This production is where we were able to put all these theories
Opinions on Creative Stereoscopy Chapter 6 167

into practice. Our first focus was on alignment; we understood that if we


couldn’t align it on set, we would have to do it in post. Again, you can’t let
unaligned, unbalanced, unmatched images be shown—this is what gives
viewers headaches. You can watch anything for five minutes. You can watch
a lot of really bad stuff for ten minutes. You can watch stuff that is even bor-
derline for fifteen minutes. But after fifteen minutes it gets pretty wearing.
Your eyes get tired out. Once they are tired out, you can’t make the rest of the
movie good because it’s too late. You’ve gone through people’s eyes. Their
eyes now need to rest.
So you have to make sure everything is good to start with. We worked on
building a technology that ultimately let us do what we are doing now, which
is remotely aligning the cameras and checking all the color balances.

IMAGE PROCESSING IS KEY TO MODERN 3D


Several years ago, I worked on a project for a company in Germany, Grundig,
which was a consumer electronics company that had licensed an autostereo
technology and was showing it at the big consumer electronics show IFA in
Berlin. What they wanted to do was feed an eight-views monitor in real time.
To do this, we built a 3D camera that would output some metadata, like the
interaxial convergence figures.
We built the camera system in two months; meanwhile, the company in
Germany built an image-processing system based on one of their current
algorithms from using stereo vision to measure objects or buildings. They
built a box that would take our two views and the metadata feeds, and then
built a depth map from that. Then, from the depth map, they built very
crude polygonal mesh, and combined the camera views on the mesh. Then
they rendered the eight views from that. They were doing this in three-frame
delay, maybe even less, which I thought was the most remarkable thing I had
ever seen.

CREATING THE SIP


In the end, we acquired the company, even though I was just a startup myself.
I saw that what they were doing was key to what I wanted to do, which was to
start using advanced computing in image processing to speed up the process of
shooting 3D. We used to go out there with calculators and measure distances
and do math to figure out what the proper settings would be—but we needed
to figure out a way around this, because it was just too time-consuming. This
company could do imaging processing and image recognition so fast that
image recognition became key to where we wanted to take stereo.
We bought them and hopefully developed the SIP (system in package), which
is really using the same board and the box they had built for the IFA in Berlin
three or four years ago. We redesigned the boards, but in the first steps the live
boxes we had used all those boards.
168 3D TV and 3D Cinema

THEORY 2: THE MORE AUTOMATION, THE BETTER


The second theory of 3D is that the more automation you can put into it, the more
acceptable it will be to the business. We had to automate all the functions that weren’t
creative. There is no creativity in setting the math—but there is creativity in varying
from the math. So if we could come up with computers and image recognition that
would do all of the noncreative aspects of 3D, we could save our time for the creative
aspects. The byproduct would be to speed up the process immensely.

FAST TRACKING THE CAMERA SETUP


U23D required three days of preparation, because we used the older camera
systems. Subsequent projects could be reduced to two days of preparation.
Now that we use motorized systems and image processors, we can roll onto a
location and be ready to shoot in one hour or less, usually a half hour, which
is conducive to being part of a mainstream business. We can now set up 3D
cameras in just about the same time, or in just a few minutes more, than a 2D
camera. The way to get it there was to automate all the things that took us so
long to do manually in the past—especially alignment, which just took forever.
The fact that the cameras self-align so that we can get through our broadcast is
great for a movie production schedule. They can shoot 40 or 50 setups a day,
we don’t care; the gear is just as fast as 2D gear.

TAMING ZOOM LENSES


In making 3D a viable medium, we also had to consider zoom lenses, which
are required for real-time television. Live television broadcasts use zoom
lenses, and you can’t suddenly decide you’re going to change the whole para-
digm of how an event is shot because you’re shooting in 3D. And you certainly
can’t march into the middle of a playing field with a camera to get those close-
ups. So zoom lenses were our next task; after all, if our primary job is to not
hurt people, our secondary job is to enable creativity. And to do this, we have
to give directors a full range of tools.
Once we had the basic image processing settled, making zoom lenses work was
the first really critical task. Physically, we did it by adjusting the rig to counter
the zoom, as opposed to electronically shifting the images in a box. I’m still a
believer in this method; when I shoot data for a motion picture screen, the last
thing I want is to have an electronic box rescaling my data to put it into align-
ment. In those days, we were shooting 1920 by 1080 and then blowing it up
to 4000 for film release. That’s a huge jump, and it would be terrible for visual
effects, for the blowup or for the up-res.
For these reasons, we decided not to do it electronically, even though we had
the image processing capability. Instead, we decided it had to be done physi-
cally at the rig, so that we could record an image that was as high quality as
Opinions on Creative Stereoscopy Chapter 6 169

possible. That’s how we came up with the function of tracking zoom lenses,
which was critical.

BALANCING COLOR
We performed color balancing via a nine-by-nine color matrix that was incred-
ibly sophisticated, as opposed to three primaries. Because of this, we were able
to remove all the aberrations that a beam-splitter puts in—keeping in mind that
you can’t take everything out, because then you lose some of your depth clues. It’s
important to keep some of the aberrations, because they’re critical to depth per-
ception; depth isn’t judged just on the basis of convergence and interaxial, but on
everything else as well: color, shape, receding sizes, occlusion, and more (there are
around 20 or 30 depth clues in 2D). We didn’t want to lose any of the key depth
clues, so we focused on removing geometric aberrations, pretty much everything.
Another problem we wanted to address was the possibility of someone jump-
ing in front of one camera and not the other. To avoid this, we built a system
that would constantly look at the stereo images. If the image was the kind
of thing that would hurt to look at, like someone blocking one eye and not
the other, the image processor would detect it within the space of one frame,
and would switch to a 2D version from the good eye until the blockage was
over. Then it would switch back to 3D. In most cases, you can’t even detect the
switch, because it took the good eye and did a little bit of an offset to it and
put that straight up in the screen. And it’s all happening in real time.

ADDRESSING THE NEED FOR MULTIPLE CAMERAS


On a ten-camera broadcast, you have ten convergence pullers. This means
that you need ten places for these convergence pullers to sit, ten hotel rooms
for them to stay in, ten round-trip airline tickets . . . in other words, it’s a big
expense. So the next piece of software that was developed aimed to allow mul-
tiple cameras to shoot matching depths. This is only in beta, but it’s still help-
ful. Now if you’re doing a shot with five or six cameras on a set because of
the stunt shoot or two or three because you have to get to your dialog scenes
quickly, they can be matched automatically.

3D OB VANS
There’s not a lot of difference between a 2D OB truck and a 3D OB truck. Both
have facilities for laying graphics, audio, engineering, and recording, and a pro-
duction area where your director, graphics people, and producers sit. There’s
some difference in terms of equipment and monitoring, but there are more
similarities than differences—and when you really get down to the basics, the
only difference is 3D monitors. (We’ll get to that in a moment.)
To make a truck 3D, all we had to do was add image processors so that we
could have a stereo view of the cameras, and additional image-processing
channels so that we could do graphics offsets. With controllable offsets, we can
steal a shot from 2D cameras. With more image controllers, the instant replay
170 3D TV and 3D Cinema

guys can all get a quick preview of what they are looking at in 3D. Because
they’re cutting, you never know what they’re cutting together, and you don’t
want a lot of depth jumps in the material. At the end of the day, though, it’s
not that different—except for the monitoring.
The monitoring is significant to a few specific people. First, the convergence
pullers who look at the technical monitors. In our broadcasts, they are all look-
ing at a subtractive view, also known as a difference view. Above that is a 3D
monitor showing the line cut, which is more of a confidence monitor to check
how the shots actually look in stereo.
Second, technicians in charge of replays need to have monitors so they can
watch replay packages. In football, for example, a replay will often have a
package built and ready within seconds of the play ending; that’s how fast the
equipment builds these quick edits. Naturally, it’s better if the replay techni-
cians can look at it once in 3D, to avoid airing anything that has problems.
Third, the director needs to see the program and the preview in 3D. (He
doesn’t need to look at all the small camera monitors in 3D; he can figure out
what those look like.)

Experimenting with the Medium


After learning how to make sure 3D didn’t hurt anyone’s eyes, we started doing
a lot of experimentation, asking questions like, “How much is too much diver-
gence?” and “How much is too much negative parallax?” In the early days, we
shot a lot of tests and would look at a lot of material. We’d also pay attention
to studies done by other people. Ultimately, we came up with our own per-
sonal formulas for what makes good 3D; specifically, we established a comfort-
able depth budget and determined where to place that depth budget in terms
of negative and positive parallax. This became our key for shooting.

THEORY 3: THE 4% DEPTH BUDGET


We came up with a general principle of no more than 2% negative parallax and no
more than 2% positive parallax. There are always exceptions to this rule, of course,
depending on the shot. But, for the most part, we work with a 4% depth budget, and
we try to keep things a little more positive than negative.

We have moved on to the next technology which is doing a multicamera pro-


duction. Here we bounce back and forth between features and broadcast, but
again features benefit from every function we build for broadcast.

GETTING RID OF NON-CREATIVE CREW


The stereographer has a creative job, but the convergence puller does not; the
work of a convergence puller is very mechanical, like pulling focus—you either
Opinions on Creative Stereoscopy Chapter 6 171

hit your marks or you don’t. There’s creativity in the director of photography
deciding where the focus should be, but that’s separate from the actual act of
turning the knob to keep things in focus.
If you know the rules (for example, each shot is 2% of background parallax
at the farthest object, and 2% of negative parallax at the nearest object, with
no edge violation), you don’t need to know anything about stereo at all to sit
there with an interaxial and convergence control. You can get anybody, even
people who have never picked up a controller; they can set up an interaxial
convergence. They just read the words, pick up the dial, and go straight to
that knob, that setting. They will have to play a little until they find it. So they
would be balancing the interaxial convergence settings until they have that
measurable setting.
There’s no reason why image-recognition technology can’t do these camera
adjustments when all you’re doing is trying to match the measured settings.
The same is true, to some extent, for the job of the stereographer; there’s no
reason why the stereographer can’t define the depth of the space and let the
software adjust the cameras to meet her needs.
Eventually, I believe machines and image processing can take over all non-­
creative work. But machines are not capable of anything creative; only people
can do that. And 3D should remain a creative medium.

THE END OF THE STEREOGRAPHER


Although the job of a stereographer is quite essential and important right now,
this will probably become less true as time passes. This is because stereography
is part of visual storytelling, and it’s really the director of photography’s job to
do the visual storytelling. In other words, as soon as DPs are up to speed on
stereography, they will want to be their own stereographers.
Depth starts to get used creatively when you put the decisions in the hands of
the people that make all the other visual creative decisions, and it seems inevi-
table that the stereographer’s role will change at some point.

MONITORING 3D
Shooting stereo used to be considered to be voodoo and black magic, because
you were never able to see anything until one or two days after shooting, when
you could see the dailies. Establishing camera settings was almost a black art,
involving magic calculations that were known only to a very few. Now, how-
ever, almost anyone can make a good stereo shot if he or she knows how to
use the tools, whether it be a 50/50 mix, a flicker view, a checkerboard, or a
subtractive.
To be clear, I’m not saying that you should be wearing 3D glasses; your 3D
monitor is only for confidence. In my opinion, the best way to get a 3D shot
is not to wear glasses and instead to look at my negative and positive image
parallax. This data is independent of whether someone’s eyes are tired or not,
172 3D TV and 3D Cinema

so you can completely eliminate the fatigue variable. If a 3D shot is hurting


people, the first thing I do is take off my glasses and look at the elements of the
shot. You can’t see these things with your glasses on.
Indeed, I’d love to debunk the myth that you have to be wearing glasses to
shoot stereo. In fact, I think the opposite is true.
That being said, when we shoot wide broadcast, everybody is wearing glasses.
But in this case, we are actually looking at 2D monitors, and we wear them so
that we can easily switch between the confidence monitor showing 3D, and the
regular 2D monitors. You could lose that confidence 3D monitoring and still
do the 3D shot, but you can’t lose the picture coming from the image proces-
sors. To reiterate: Glasses are just for confidence. The best way to shoot 3D is
not to wear glasses, look at the two images you’re capturing, and adjust them
so they’re consistent, comfortable, and don’t hurt people.
Most people miss a lot of details when looking at a 3D image, because the nov-
elty of seeing any depth at all sometimes blinds viewers to any problems with
the picture. If you point them out, though, they become obvious; and, either
way, the viewer would be able to feel the effects after fifteen minutes. For this
reason, I’m in favor of training your clients, just a little, so that people know
what to look for. I do that in speeches where I show a slide with all things
wrong with 3D. It takes five minutes. It’s not complex to see what’s wrong with
an image as soon as you know how to measure an image, how to look at it.

SHOOTING CONVERGED OR PARALLEL


I’ve always shot converged because it allowed me to see my background. There
is, of course, a risk of diverging the backgrounds, but you can avoid this as long
as you’re careful to shoot looking at exactly what your background and fore-
ground parallax is. In my opinion, shooting converged gives you a better depth
budget than the alternative.
On a recent feature, I had a long discussion with Rob Engle of Sony Pictures
about Pirates of the Caribbean 4 being shot parallel, and I hear the footage looks
fantastic. The process of shooting parallel is really almost the same as shoot-
ing converged; you are just adjusting that infinity point in post. However, I
don’t think it gets you quite the same results. Since Rob and I disagree, we’re
going to shoot a series of test shots that I think would only work with the con-
verged method, and then he’s going to add some that he thinks only work in
parallel—and we’re going to see which theory actually works out.
I don’t really know the answer, but I do know this: when you see a movie in a the-
ater, you are looking at converged images, even if they were converged in post. So
why wouldn’t you want to converge on set, and take one time-consuming thing
away from post? Well, a lot of that depends on whether it’s a live action movie
or a special effects movie. If you are going to have that reshot in a computer for
weeks anyway, you might as well do the convergence in post. But in straight live
action, you could take days out of post if you were to converge on set.
Opinions on Creative Stereoscopy Chapter 6 173

You don’t have to blow up your picture, you don’t have to compromise your
data, and you don’t have to waste a lot of time. You might want to spend some
time adjusting your 3D in postproduction, and you’ll certainly need to do
depth balancing at the edit, but at least you’re done shooting with 80% to 85%
of your work done.
But, again, in an effects movie, you’re opening up every shot anyway, so
shooting parallel provides a consistency that simplifies the effects process.
Ultimately, you end up with a converged movie, but at least you are giving the
effects people a little more room to work.
With the new tools that are now available, we can actually see 3D on a set. In
some cases, this may compromise the depth when you shoot parallel. In prac-
tice everyone is staring at the 3D monitor, and when you are shooting parallel
everything is negative. You’ve got a director and clients all staring at that moni-
tor asking, “Why isn’t this shot comfortable?” So the stereographer is going to
make a few adjustments to make it a little more comfortable. All he’s doing,
because you shoot parallel, is closing up the interaxial, which is going to pres-
sure depth. You are going to end up compromising your depth when every-
body says the shot is not comfortable or doesn’t look good.

DEPTH TRANSITIONS
When working on the U23D show, the director wanted both a lot of cuts and
also a lot of multiple elements layering. However, multiple element layering
using the material as we shot it would have been visual chaos—so we built a
tool that let us very quickly reconverge shots. Nowadays, most tools do that.
But it let us do it fast enough so that it became part of our production tool.
What we would do was reconverge shots so that wide shots had more positive
parallax, while close-ups were more negative; in other words, we wanted the
images in wide shots to be farther away, and close-ups to be closer. This was
a general rebalance that we did on this film, especially in terms of layers. But
in terms of every set, the most important thing this new tool offered was the
opportunity to do this adjustment in the edit.
The technique we used was to put the monitors into a flicker mode, and then
overlay the two shots. We’d adjust them over the space of 24 frames to 36
frames, depending on how large the move was, so that a shot that was playing
with the last second or second and a half would start a depth adjustment. This
would meet the incoming shot at some halfway point, and then the incoming
shot would continue the adjustment until it was back to where the filmmaker
had intended. We were basically doing soft transitions of depth in about two
seconds; and wOr whatever you edit maybe, one second in front or one second
behind the cut, if there wasn’t a lot of jump. When there wasn’t a wide shot to
wide shot issue, the transitions could be much faster.
The fast cutting worked. Without jumping at depth, fast cuts work. You just
can’t jump at depth. It’s so easy that there’s not much to say about it. This stuff
is incredibly easy to do.
174 3D TV and 3D Cinema

Creative Stereoscopy: The Art of Cinematographic Depth


PUT DEPTH ON YOUR CINEMATOGRAPHER PALETTE
As a director of photography, I use a lot of tools to help tell stories—shape,
color, texture, etc.—and 3D is just another example. The design of a film can
have a huge impact on the story. If you want an audience to be afraid that
something is going to happen, there are visual cues you can use to do exactly
this—this is part of the filmmaker’s art. For example, say you have associated
certain characters with certain background shapes; one character always has
square objects in his scene, while the other only has rounded objects. When
you want the audience to feel that something frightening is about to happen
to one of those characters, switch the background objects so that the rounded
objects are associated with the wrong character, and vice versa. The audience
won’t realize what, specifically, is different, but they will get the sense that
something is wrong. You can use the same technique for camera shots. For
example, if you always use a fairly wide shot (30 mm) to shoot one character
from head to waist, and then change to 60 or 80 to 90 mm, the audience is
going to know something is wrong—even if you’re still shooting the character
head to waist. Finally, one last example: color. If you change the color palette
associated with a character, the audience will feel it.
Now, imagine the even more powerful element that 3D adds: depth. What
happens if you always associate a very shallow depth with one character, until
this character has a sudden realization—and then all of a sudden the whole
world opens up behind him? What if we only see a character in positive paral-
lax? No matter whenever we see this character, even if it’s a single shot, she’s
not fitting in a plane of convergence. She’s sitting two to three feet behind the
screen, and is always in positive parallax. And then all of a sudden this char-
acter warms up. She has an understanding. She realizes something. There’s a
change in the character, and now all of a sudden this character is always a little
bit in negative parallax. The audience absolutely feels this.
We can start using depth in a couple of ways. Say, for example, that you’ve got
two characters who are at odds: to symbolize this, you can create a vast gulf of
depth between them. You could take one character and push him all the way
to 2%, and have another at 2% forward, negative parallax. Then, when they
achieve reconciliation, you can close up the giant gulf of 4% of depth, putting
both characters almost on the screen plane, together in the same space. Just let
the backgrounds go negative and positive, and the foreground objects go nega-
tive; you’re still maintaining a consistent depth, but your characters are now
occupying a similar space, whereas before they were in a radically different spa-
tial relationship with the audience.
You might choose to shoot everything on an 18 mm lens and then suddenly go
to a 60 mm lens. What does that do to the depth setting? We know what that
does to the depth setting, but can you use it to tell a story? I think so. You’ve
got the whole world of depth on that 18 mm, whereas you’ve got very com-
pressed depths at 60—but the image size of your characters doesn’t change. So
Opinions on Creative Stereoscopy Chapter 6 175

as you’re mixing image size and field of view, narrowing it up without confin-
ing the character, the space is closing up as well. That’s kind of cool.
There are so many ways you can use depth to help analyze and tell a story or
to help an audience feel, to foreshadow, and we used all these things for fore-
shadowing. You can foreshadow things about to happen by adding depth to
the tools you’re already using.

COLLABORATIVE DEPTH CREATIVITY


Using depth creatively is part of visual design. And though visual design isn’t
exactly a luxury, there aren’t a lot of projects that go to that level of thinking. It
requires working in deep cooperation with your set designer, your art director, and
your director; everybody has to be on the same page. The set designer has to give
you sets that let you achieve these depths settings, going all the way back to the
storyboard phase of the movie that needs to be carefully thought out, carefully
mapped. Everybody needs to be on the same page so that you get these depth set-
tings in. Even the wardrobe and art department have to cooperate so that the color
palettes are controlled. The production designer should give you a set that has
close walls so you can avoid too much positive parallax in the background, while
also giving you other areas with very deep space, so that you have both near and
far to use as framing elements depending on where you are on the storytelling.
If you have a set that doesn’t have anything that’s deep, it’s very hard to use
depth to tell your story because there’s not a lot of leeway to move there. But
there’s still some.
Meet with production and have a whole discussion about color palette and
wardrobe changing over time. Meet and discuss depth and depth over time,
and make sure your various craftspeople and designers are all understanding
what you’re trying to convey through the use of depth, so that they can make
their elements be conducive to do those depth changes and balances.

GOING FURTHER
The language of 3D is one that is not yet developed—everything we discuss
here is still in the theory phase. I’ve done some experimentation with 3D sym-
bolism, but it takes an extraordinary amount of preparation time, which most
projects can’t afford. Still, we get a little more of it on every project that comes
up. And as directors of photography start to learn this language, then you’ll
see more and more of it because it will become second nature. That’s the most
exciting thing about previews: it’s a whole other tool in the box and lets us
redefine what the language of film is.

Creative Stereoscopy in Live 3D TV


The real wow shots in 3D are the ones that look through multiple layers of
depth: the playing field, the players, and the fans behind them. The less
impactful shots are those taken with high overhead cameras; in other words,
the high 50 cameras. They see a flat field, essentially.
176 3D TV and 3D Cinema

MIXING WOW-ING AND STORYTELLING SHOTS


One of the first things we learned was you have to go to those shots that aren’t
big wow shots, because you need those to tell the story of your game. It’s very
hard for fans to follow the action if every shot is shot at field level. It soon
became clear that the wow factor of 3D has to be secondary to actually telling
the story of the game.
Creatively, we use fewer cameras with 3D. At the George Lucas Editing and
Film School, I was taught that you hold a shot until it’s imparted all its infor-
mation. When it is done giving you information, you cut to the next shot—
until that one is done giving all its information. In other words, you only
hold shots long enough for the information contained within the shot to be
imparted to the audience. If that’s true—and the theory does seem to hold
up—you have to consider that 3D has more information in every shot, so you
have to hold the shots longer. This explains why slower cuts work better; if
there’s more information in the shots, people want a chance to look at it and
explore that information.
Because there are fewer cuts in 3D, you don’t need as many cameras. It is not
for budget reasons that we are showing up for these big sporting events with
half as many cameras as are usually used. It’s just not necessary. In 2D, the
excitement of a game is sometimes artificially inserted through a lot of fast cut-
ting; in 3D, the excitement is inherent within the shot, so we don’t need to do
fast cutting to get across the same exciting message. The editorial pace is slower,
so we need fewer cameras.
Remember: It’s more important to tell the story of the game than to get big
wow shots. It’s a combination of both wow shots and regular shots that tells
the story of a game in 3D.

WORK IN A CONSISTENT DEPTH WINDOW


When shooting live 3D, you don’t have a chance to fix anything in post, so you
absolutely have to work in a consistent depth window, and you want to bal-
ance the depth window between all the cameras. The object within the picture
should be about the same depth on a cut-to-cut basis.
In U.S. football, when a quarterback takes his hike and fades back, and you
prepare to cut to another camera, it’s really important that he does not jump
position. People’s eyes are already converged on that spot, so you have to cut
to that exact depth position for a comfortable transition. Every transition in
television needs to be comfortable. It may or may not be the wowest use of 3D
to make every shot comfortable and balanced to the next. But the alternative is
worse. It’s going to hurt your audience.
Those are the basics of live 3D television. The next question is: How do we
use it creatively? How do we tell a story, get great slow-motion replays,
and show enough of the ground cameras so that viewers really feel the 3D
Opinions on Creative Stereoscopy Chapter 6 177

experience? These questions are still being explored, and the answers are still
being learned.

VINCE PACE
As an acclaimed cinematographer and co-inventor of the world’s most advanced ste-
reoscopic 3D system, known as Fusion 3D, Vince Pace is leading the effort to rein-
vent the entertainment experience. He has been instrumental in capturing some of
the world’s most captivating productions of our time. His career marks many signifi-
cant achievements within the industry, from supporting the camera challenge of BBC’s
award-winning series Blue Planet to designing innovative lighting technology for The
Abyss and being nominated for an Emmy in Cinematography for bringing back images
from the deck of the Bismarck, three miles under the ocean. His contribution to enter-
tainment has been in the areas of natural history, features, sports, and concerts.
Almost a decade ago, Academy Award-winning director James Cameron, president of
PACE Patrick Campbell, and PACE founder Vince Pace shared a desire to revolutionize
the entertainment experience. Together, they embarked on a world’s first, to develop
innovative technology for the most advanced stereoscopic acquisition system ever cre-
ated, known today as Fusion 3D.
Today, PACE/Cameron’s Fusion 3D system is trusted by many of the top directors and
entertainment companies in the industry. The use of PACE’s innovative technology has
resulted in over $4 billion of box office receipts and major 3D benchmarks recognized
within the industry, including Avatar; TRON: Legacy; Resident Evil: Afterlife; U23D; ESPN
Masters, NBA Finals, and All-Star Games; Journey to the Center of the Earth; Hannah
Montana/Miley Cyrus: Best of Both Worlds Concert Film; and The Final Destination.
Based in Burbank, California, Vince Pace’s company PACE houses a full creative and
technical team that infuses “Imagination through Innovation” into major motion pic-
tures, live sports and entertainment experiences, concerts, music videos, and more.

FIGURE 6.9
Vince Pace, Founder, CEO, PaceHD.
178 3D TV and 3D Cinema

THE OLD AND NEW LANGUAGE OF 2D AND 3D


Vince Pace

Many people make the mistake of assuming that we previously didn’t interpret
depth and dimension when looking at 2D images, and that 3D changed that.
In fact, however, cinematographers have long been dealing with perspective
and techniques that enhance the view of depth dimension in the 2D frame.
This new venture into 3D shows the growth of professional individuals who
have been doing successful work in 2D—whether it’s storytelling, composition,
lighting, or cinematography—and who are now learning about the additional
benefit of working in the 3D medium.
As opposed to an almost entirely new language that we need to learn, I feel
that 3D is just a better methodology for conveying an artist’s work to the
viewer. For me, it’s been exciting to work with some of the best in the 2D busi-
ness, and to see them embrace what 3D is adding to their ability to convey a
message and apply their own creative talents. Again, though, it’s important to
realize that we did not invent depth and dimension overnight; it has always
been a part of the cinematographer’s toolset. It’s just that now we are empha-
sizing it more in the way we present it to the viewer.
Live production presents the same challenges as feature productions. In major
feature productions, they spend so much money that you don’t have a second
chance to shoot anything twice. In live production, the ability for the equip-
ment to perform correctly the first time is even more critical; all the money in
the world won’t buy that shoot again.
Unfortunately, most productions realize the hard way that there’s a lot more
to the production system than simply a camera. The creative profession-
als involved are also a part of it: the cinematographer, the AC, the editorial
department, the mobile unit companies, and many others. For this reason,
the strength and growth of 3D will come on the back of 2D: those who did
2D well are the prime candidates to do 3D well. There’s no reason to start
over with a whole new set of rules or a whole new set of people. Similarly,
companies like Discovery or ESPN are the perfect ones to create this new
channel or stream of content, as opposed to adding new or different players
to the game.
Obviously, there are many differences between 2D and 3D. What would be a
simple lens change in 2D is a whole configuration change in 3D, with mirror
rigs, side-by-side rigs, inter-ocular control, and so on. The complexity and vari-
ety of configurations is much greater in 3D, and in the future we’ll see more
of a variety of configurations that service a particular need in production. Our
concentration will be on introducing as many different configurations and
variety as the cinematographer needs. It all started with a beam-splitter and a
side-by-side rig—but soon we’ll have aerials, cable cams, handhelds on a foot-
ball field, sky cams over the field, slow-motion cameras, 500 mm long lenses,
and robotics-based cameras.
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What has been successful in 2D will be successful in 3D. Image quality still
matters—3D does not mean we no longer have to worry about it. After all, if
we’re going to ask the public to pay more, we have to make sure we deliver.
Some of these solutions work very well in the B-roll environment, when you
need to pick a shot or to send someone out to the locker room. But most of
our concentration is on the real heart of production, on the production cam-
eras that capture the images on the field, and where the audience expects the
quality to be the best that it can be.

Editing Live 3D TV
The key in 3D is balance. That is, you must balance the cameras so that when
you cut from one camera to the other, it’s pleasing to the audience. People
need to refrain from just looking at one particular image or one isolated event;
the real trick to successful 3D is when they all work together. This is similar to
an orchestra, where all the instruments have to complement each other. When
they are taken out of context, it can be disruptive.
The key for anyone in a live production is to look at it as a complete whole.
Too often people get excited about one camera, or the 3D effect of 3D, but
you don’t want the experience of the viewer to be a highlight reel. Some of the
young guys in the business get too excited about that one camera that gives a
strong 3D effect, when, in order to convey the event, you need the cameras to
complement each other.
We need to get beyond the effect of 3D and into the fact that it’s a better view-
ing experience than 2D. The question is “Did you enjoy that more than a 2D
presentation?” If the answer to that is “Yes,” you won. If the answer is “It was
really cool when this and that happened, but I was missing the score, I did not
get the action on the field,” then you kinda lost what the production was about.

Camera Positions in 3D
There’s a misconception that all 3D can do is get the camera closer to the
action, but this is incorrect. A 3D experience still has to tell the story. But to do
this, you need premium camera positions—that is, where 2D cameras would
be. You can’t put 3D cameras in a corner. We are working very hard at getting
to the premium positions and delivering a 2D feed as well as a 3D feed. That’s
the key, to get to where the 2D is really told. Sometimes it’s helpful to have
lower camera positions to enhance 3D, but that’s not where the whole 3D pro-
duction value is. I’d rather win the battle of having a key camera position, a
court camera, or a slash camera on a basketball game, rather than being some-
where else on the court and that’s all I have. I want to deliver everything the
viewer wants to see in 2D—but in 3D.
We are certainly learning. The definitions of 3D filming and broadcast are in
their inception. The filmmakers and production people are getting over the
poke-it-in-your-face effect and are starting to realize that a little 3D goes a long
way. The power of 3D is so much greater than people realize that they don’t have
180 3D TV and 3D Cinema

to use it as much. In the future, it’s going to be a more pleasing way to watch
entertainment. In fact, the goal should be to make you forget it’s 3D in the first
five minutes—what I want you to do is to get into the project. If you’re only
thinking about the 3D, then you have left everything else behind. High-level cre-
atives in this business, they get it. They understand that this is a medium that can
help them do their business. It does not have to be all about the 3D.

Monitoring 3D
It’s not a requirement for a director to have a 3D monitor—it’s more important
that the cinematographer has the 3D monitor. That said, all the directors I have
seen working with 3D monitors have used them to their advantage to better set
the performance and the actors. It helps gets everybody on board and excited.
Now, how much time did the directors spend concentrating on that monitor?
Maybe only 3%, because they quickly realize that there’s so much more for
them to get done. The 3D is an end result, not a creative result.
For the same reason, there’s no need to run dailies on a large screen. Good 3D
is scalable. I had firsthand experience with this on Avatar; if it looks good on
my 45-inch monitor, I can guarantee it will look good on my 30-foot screen.
When people say, “I have to see it on a 30-foot monitor to make my decision,”
in my opinion it’s an excuse.
And it’s also not a question of experience with stereoscopy; you judge 3D by
the visual cues that are necessary. 3D a DP he can’t judge lighting on a small
monitor. The visual cues for 3D, just as for correct lighting, are visible on a
small monitor as well as on a big screen. To reiterate: good 3D, if you know the
visual cues, is very scalable.

THE 3D CREATIVITY CHALLENGES


Bernard Mendiburu

The Triple Challenge of Stereographic Arts


The conversion, or evolution, or maturation of cinematographic art into a ste-
reoscopic form is an extremely engaging intellectual challenge. If 3D has been
my dream job for the last 15 years, it is not because I am a 3D maniac. Truth is,
I am not. It’s not because it brought me great Hollywood jobs and payrolls, as
I only contributed to two animated features in all these years. For me, 3D has
been a wonderful place to work because it is a perfect blend of three intellectual
challenges: technical, artistic, and scientific. It involves quite a lot of diplomatic
skills too, as any disruptive waves do, but that’s not the subject of this book.

TECHNICAL
Properly producing and displaying 3D used to be a technical nightmare, but
recently turned into a mere digital challenge. Any geek with a sweet tooth for
cable mazes and overheating power supplies had a blast in the early years of
Opinions on Creative Stereoscopy Chapter 6 181

digital stereoscopy. If you are into motion controls, optics, data wrangling, or
in any technical or engineering job in the entertainment industry, you are most
likely experiencing that 3D challenge in your everyday activity.
Most of this challenge will soon—in, say, a couple years—be behind us, with
the deployment of standardized tools and procedures, intelligent rigs, and top-
notch image analyzers. There will always be a new frontier where new image
acquisition and processing systems are invented. Still, we have a road map of
what the 3D path will eventually look like.

ARTISTIC
The second challenge we face is to learn how to create 3D effects with a pur-
pose. An introductory lecture on stereoscopic 3D production usually ends with
the concept that we are about to reinvent the visual art. I sometimes phrase
it like this: “We are a generation of artists, who have an incredible chance to
rewrite the rules of our art.” Art forms have always been extended by radi-
cal artists who refuse to follow the rules and instead invent new paths. Some
of them revolutionized their art, like the cubist painters or the nouvelle vague
directors. Stereoscopic 3D has the potential to put all entertainment profes-
sionals in such a position. There’s an open debate on the most important rule
of 3D: Is it “Do no harm” or “Break all the rules”? The former is an obvious
statement in the entertainment industry, but the latter is a cornerstone of artis-
tic creativity. Constraints are the number one source for creativity. If Spielberg
had had a shark, we never would have had Jaws.

SCIENTIFIC
The third challenge is more difficult to describe—even to define or name. It
relates to the way we process the stereoscopic 3D imagery, from our eyes to
our feelings, in their biological incarnation somewhere in the wetware we host
between our ears. The challenge is to understand what happens with the eyes
in the brain’s visual cortex when we see natural 3D and when we watch arti-
ficial stereoscopic 3D. There’s consensus that this understanding should be
called “the human factor in 3D.” It covers medical science, neurology, optom-
etry, cognition, evolution, psychology, and numerous other hard and soft sci-
ence domains. It is quite a new research area, not widely addressed until now,
as it is not a public health subject; only highly selected and trained profession-
als, like medical researchers or car designers, use 3D displays in their everyday
life. In the general population, only specialized optometrists were concerned
with the binocular vision of their patients. And because seeing in 3D isn’t
critical to life, stereo-blindness was not considered a disease that deserved a
cure. To our knowledge, the first and only stereopsis therapy documented
so far is “Stereo Sue” in 2007 (see http://www.fixingmygaze.com/ for more
information).
We are not implying that the wide release of stereoscopic 3D imagery is a pub-
lic health hazard that should be legislated by the U.S. Surgeon General or the
182 3D TV and 3D Cinema

U.N. World Health Organization. Far from it, as preliminary research points to
the opposite; S3D seems actually to help in detecting and curing potential stra-
bismus. What we have to address is merely the issue of visual fatigue. What we
want to understand is the interactions between visual comfort and visual activity,
between spatial placements and inner feelings, between motions and reflexes.

The Technical Challenge: Producing Coordinated


Pairs of Pictures
The stereoscopic technical requirement is simply put: Produce and repro-
duce pairs of images that present exclusively comfortable disparities. This is
achieved by controlling all the shooting parameters, inside and outside the
cameras. Identically, the postproduction and exhibition processes should fol-
low that requirement all the way to the audience’s eyes. This is the subject of
this whole book, and of the many lectures on 3D you can attend.
What is interesting to observe is the current relationship between this require-
ment and the creativity of the 3D TV producing crews. So far, the 500-pound
gorilla is the technical challenge, and the creative opportunities are more like
a chimp waiting for a chance to voice his concern. Whatever tune a stereogra-
pher will sing you about the importance of creativity in 3D TV, his very pres-
ence on set or in the OB van is justified by his role in achieving that technical
challenge. He might have been selected among others because of his attention
to stereoscopic creativity; still, his presence on the credit roll is justified by the
mere canonical quality of 3D TV.

THE IMPACT OF THE TECHNOLOGICAL CONSTRAINT ON CREATIVITY


At this stage of the adoption of 3D, from a MediaPro Research/Medialuso
perspective, we are focusing on an academically correct 3D at a cost and
setup time that becomes possible for weekly, or even daily, productions.
Until now, most 3D productions have needed an infrastructure and
preparation more similar to shooting a commercial or making a movie.
Due to all the training needed, the novelty of the art for many of the
people involved, and the immaturity of most of the tools used, many
issues can pop up in a 3D live production. Thus, at this first stage of
live 3D TV, our focus is on getting a comfortable 3D on screen, with the
right settings for the screen size, right transitions, and right titles.
When the fact of recording 3D live events become as usual as the HD
events are for our group, we will think of making creative advances in
audiovisual language adapted to 3D. The main change we have already
adopted is to have two separate productions, one for 2D and one for 3D,
with different directors, different staff, different OB vans, different camera
positions, and different operations in camera framing and motion.
Jordi Alonso, MediaPro
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You may have heard 3D specialists discard this opinion. To our understanding,
unless you are speaking with one of the top five stereographers in the world,
disregarding such reality is either infatuated ego or unfair marketing. The truth
is, we are still creating the tools and learning how to use them.

TECHNICAL TOOLS FOR CREATIVITY


The designs of stereoscopic rigs and image analyzers are now quite established,
but engineers are not yet done with the research and development of 3D produc-
tion tools. The next big step forward in 3D production is in the field of depth
acquisition technologies. This will be to 3D what the Eastman Kodak’s mono-
pack was to color film. There’s no clear picture as to what will be the leading
technology—panoptic, LIDAR, miniaturized rigs etc.—but what is a definite is
the need for single-camera 3D filming.
In addition, we could use better tools for depth reconstruction. Depth recon-
struction based on visual analysis seems to hit a limit at a quarter of the source
image resolution. Using super-high resolution cameras, like the 33 megapixel
prototypes created for the Japanese U-HDTV project, would be interesting to
try. We are seeing the first prototypes of virtual camera systems that can replay
action from a complete reconstruction of the field, with virtual cameras that
can be placed in the middle of the action. It’ll soon be possible to replay an
action from the player’s view, or from the goalie’s position.
However, all these existing and expected production tools are only toys until
we use them to tell a story to the audience in a way that has never been done
before—and yet, does not disturb the experience. Story is the key, and storytell-
ing is the art.

An Artistic Challenge: A Renewed Cinematographic Language


What do we know about 3D storytelling? Nothing. But only the most advanced
experts will dare to admit this. (Actually, they may think they know a very tiny
little bit, but, as gentlemen, they will stand along with all of us, and acknowl-
edge we all know nothing.) Once again, you’ll hear different stories, and, as a
producer, you’ll enjoy hearing someone showing some experience
in the field. Listen to him or her for one hour, and you’ll
learn a lot. Unfortunately, whatever you’ll be told
about stereoscopic storytelling in the second half All stereographers
of that hour will be obsolete within the year, two are right in their respective
years at best. approaches—up to the point that they
There’s only one thing I’ll stand by to the end start to claim the others are wrong.
of my stereoscopic life: there’s no such thing as
“stereoscopic truth.”
Obviously, there are as many stereographies as stereog-
raphers. Would anyone listen to a cinematographer who claimed to
be the only guy on earth who knows how to take a picture? In my experience,
when someone states he has the 3D truth, it’s a red flag in a genuine 3D chat.
184 3D TV and 3D Cinema

AREAS FOR CREATIVITY IN 3D


Stereoscopic creativity will make use of two main sets of tools: first, the existing
2D movie-making elements that are deeply affected by the 3D evolution, mainly
the screen and continuity. Second, all the new constraints in 3D filming that
have not yet been brought to their interesting boundaries. Cinematography isn’t
just about reproducing reality. Actually it’s as far away from that as possible. The
same is true for stereo-cinematography. So many more emotions are conveyed
by tweaking the world as you reproduce it. Eventually, even the technical rules
of stereoscopy and stereopsis should be challenged in the search for new effects.

Geometrically Realistic Depth


By selecting your camera placement, focal length, inter-ocular distance, and
convergence point, you create your own 3D interpretation of the world. This
basic world translation is explained at length in the good 3D lectures and
books. These settings will affect the roundness of your characters, the objective
sizes of your universes, the subjective sizes of your audiences, and the distances
or distanciations towards the action. All these parameters may be imposed
upon you by the metrics of your set and by the limitations of your 3D equip-
ment. They can be a creative freedom area too, if you have a chance to preview
them, to influence the camera positions and lens selections. Your monitoring
tools are key assets in this artistic progress.
Still, we are only talking here of scaling decisions: the audience, the subject, its
roundness or flatness. All these parameters are linked together. For example, if
you reconverge a shot, you affect the distance to the action and the volume of
the objects.
Until now, only CGI animation had the versatility required to really play with
these factors for a decent cost. For this reason, animated 3D was on the leading
edge of stereoscopic creativity and brought to us new tools: nonrealistic depth
(NRD) and the floating stereoscopic window (FSW).

Nonrealistic Depth
How great would it be to be able to change one stereoscopic characteristic
without affecting the others? In other words, to be able to inflate or deflate a
character, make him rounder or flatter, farther away . . . and yet not bigger?
Some of this will never be feasible, but a surprising number of visual cheats are
now possible in CGI stereoscopy, and soon in heavy VFXed real images.
The basic effect is the dual-rig rendering, with one interaxial for the back-
ground and another for the foreground. This creates nonrealistic 3D universes
where volumes, positions, and sizes are not related. It’s a form of per-depth-
layer stereoscopic setting that can be achieved with real imagery shot on green
screen. The Coraline (2009) team did a great adaptation of this by building
miniature sets that were compressed along the z-axis. They performed their
magical puppetry and shot what is, to our knowledge, the only stereoscopic
that is both 100% practical effects and compressed depth.
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The Screen, the Stereoscopic Window, and the Audience Space


Actually, there’s no screen in 3D. There’s a window, and if you see the screen, it’s
because that window needs to be cleaned. The screen presence in the stereoscopic
cinematography is reduced to form the boundary of the viewing frustum. The two
pyramids defined by the four corners of the screen and the audience’s eyes are our
building blocks. We’ll add the space enclosed in the continuation of these pyra-
mids behind the screen, and paint the non-overlapping volumes on the sides in
orange. This is the volume where you’ll place your action that tells your story.
Why is there no screen? Because in a properly set up stereoscopic projection
room, you’ll be unable to see where the screen is, in distance. What you see is
the position in space of its four corners, and, from them, you infer where the
screen is likely to be. But you are unable to “see” it; all you see is a window
defined by its borders, or corners. And you see through this window.
If you move this corner in the 2D space of the screen, it moves in 2D. Moving it in
3D is much more complex, however; it requires moving the screen. If you move
it in stereoscopy, on the other hand, it’s quite easy: just move the left-eye points
along the horizontal axis, and you’ll move the perceived window along the z-axis.
This is a well-known issue of dual-projector installations. IMAX 3D uses this to
reset the 3D space at the exhibition stage; hence the legend of 70 mm projectors
that are separated by a 65 mm distance. It is their projection areas, on screen, that
are reset by one human interocular distance.
Among many other brilliant ideas, stereographer and 3D consultant Brian
Gardner brought to Disney’s Meet the Robinsons (2007) the concept that ste-
reoscopic windows (SW) could be tweaked in many more aspects than mere
replacement. First, in a pixel-accurate digital production and exhibition, it was
possible to include the SW in the postproduction process. Black masking a few
pixels on the sides of the left or right pictures would replace the window in the
theater room. That was the concept of the floating stereoscopic window (FSW).
This effect was pushed farther by asymmetrically moving the eight corners
(four left and four right), which allows the tweaking of the window in all direc-
tions: backwards, sideways, twisted, leaning up or down. The next step was to
animate the window positions within a shot, and to set it along a cut. Actually,
there’s no limit to what you can do to an FSW, sometimes renamed dynamic
stereoscopic window (DSW).
How does that affect our storytelling? It totally redefines the use of the audi-
ence space and screen space in 3D. You, as the director, decide where that
boundary is, what its shape is, and how it evolves within a shot or along a
sequence. Think of the screen as a window that has motion controls. You can
move the 3D TV inside the living room.

Depth (Dis)continuity
Continuities are all over the cinematographic art. Light, color, frame, action,
movement . . . we constantly take care not to disturb the viewer’s mind beyond
186 3D TV and 3D Cinema

that thin threshold bordering the suspension of disbelief. The same care
should be given to our story’s depth settings; depth continuity is as important
as any other continuity. This means that we want to respect it as much as pos-
sible, for the sake of our stories.
Depth continuity lies both within and across shots, and the amount of depth
discontinuity you impose on images creates a depth velocity. That depth veloc-
ity has to be followed by the viewers’ eyes and brains. This is not like color; it’s
more like sound or light, which can exhaust the audience into discomfort, or
even wake them up from their cinematographic second state.
You’ll manage to keep the stereoscopic velocity under control up to the point
that you have to edit a cut that does not match; these types of cuts are known
as depth jump cuts. The worst example of this kind of cut is going from a far
away landscape to a close-up talking head. Steve Schklair explains his cut-­
cushioning technique in his section of this chapter.
Whatever stress you impose on the audience’s visual systems, remember to
provide them with depth rest areas, where their ocular-muscular system is not
called to action. It’s important to remember that 3D visual fatigue is muscular
fatigue caused more by the duration of the effort than its intensity.

Stereo Stress as a Storytelling Tool


Stereo stress as a storytelling tool: what a strange concept! Aggressive art is
not really the cup of tea of mainstream media and movies, but an audience
enjoys listening to loud soundtracks, looking at gory pictures, and identifying
with suffering heroes. Why would it be different in stereoscopy? If there’s no
flying saucer or dragon head invading the theater, most of the audience will
feel cheated on the additional bucks they spent on 3D. However, if you pro-
vide them with “flying-at-ya” 3D, you get scorned as a gimmicky movie maker.
James Cameron famously created a 3D effect with a drop of water floating
above the audience in the first seconds of Avatar “to be done and get rid of it,”
according to apocryphal accounts. “Then people know I can do it if I want—
and as a matter of fact, I don’t; therefore we are done with it for the next two
hours.”
Is there another way to stress the audience’s stereopsis that will generate the
same reaction that a reaching pole or sword does? Is there a way to feed
the audience’s craving for 3D feeling without poking your story in the eye? If the
audience has a sweet tooth for 3D effects, is there an adrenaline provider other
than negative parallax?
We would like to see that road explored. What about some Alien-like stereo
clutter? So many depth layers, so many volumes, objects, tracks, and trajec-
tories, that your brain cries for help. Creating such visual experience is not a
simple task, as experience has shown that the brain seems to falls back to 2D
vision in visually complex situations. We used to set the depth to its maximum
during climactic action scenes, but this is actually counterproductive; the trend
Opinions on Creative Stereoscopy Chapter 6 187

is now to balance between action and depth, between 2D and 3D velocity,


between edit speed and interaxial distance.

LINES OF DEBATE
Good stereographers make use of all existing 3D storytelling tools. That being
said, you will see various emphasis on this or that, depending upon the rela-
tionship between the tool and the stereographer’s overall 3D style or current
interpretation of a story. When used as a key creative element, a tool will define
a style. In other cases, it will be used as a mere technical solution to smooth an
edit locally or straighten the discourse.

Is There a Screen?
As we have seen, the screen disappears from the viewer’s sight and mind
when 3D imagery is adequately performed. Yet the wall at the end of the the-
ater room, where the sound comes from, still exists. The cinema space has a
boundary—and the screen, where the image we are looking at is located, is the
medium our eyes are locked on while we follow the story unfolding in space.
So, is there a screen or not? Yes and no. That’s up to the cinematographer. On
the one hand, there’s a screen, an optical object, that you can’t control and
that has a secondary role; on the other hand, there’s a stereoscopic window, a
strong storytelling object, that you can place and move at will.
Depending upon your willingness to move away from 2D cinematography, and
your confidence in new 3D visual effects tools, you’ll stay in the “screen” para-
digm or jump into the “window” one. No need to rush here.

Soft or Strong Stereoscopic Effects


Stereoscopic creativity will lead to your developing your own stereoscopic style.
You may even use and balance it in a way that you invented, that catches on and
eventually becomes a genre bearing your name. Tempting, isn’t it? So far, the
parameters describing a stereoscopic style are quite rudimentary—they basically
consist of strength and placement; or, in other words, interaxial and convergence.
James Cameron, definitively the most famous modern stereo-cinematographer,
is among the most conservative in terms of staying away from tearing eyes
apart. His masterpiece, Avatar, shows a very subtle use of the interaxial dis-
tance and stereoscopic effects. He keeps the action close to the screen level, and
mostly behind it. If you remove your 3D glasses during the projection, you’ll
barely distinguish the stereoscopic parallax fringes from the out-of-focus blur.
Watching a 3D copy of Avatar in 2D, without glasses, is a surprisingly comfort-
able experience, and it would be possible to actually dive into the story with-
out feeling any visual weirdness.
Ben Stassen, on the other end of the spectrum, is well known for the strong 3D
stamina of his stereoscopic features. He uses very strong parallax values, and
creates huge places and volumes where his characters evolve far away from the
188 3D TV and 3D Cinema

screen plane. If you remove your 3D glasses, you will definitely see two movies
at once and want to put your glasses on as soon as possible to get back into the
stereoscopic storytelling.

Depth Placement of Action and Characters


The overall depth size of the scenes is not the only artistic factor describing a
stereographer’s interpretation of a story in 3D; where that universe is placed
relative to the screen plane is also important. In Ben Stassen’s feature 3D
movie Fly Me to the Moon (2008)—a staple stereo-strong movie—the director
makes constant use of the fly-by nature of its winged main characters to fill
the theater room. His vision of 3D seems to be that the action has to occur
between the screen and the shoulders of the two viewers seated right in front
of you. This style comes from Stassen’s early years of IMAX 3D shorts and
theme park rides.

In 2010, Zack Snyder’s Legend of the Guardians: The Owls of Ga’Hoole received
the closest thing to a standing ovation on the specialized mailing list of 3D
cinematographers, in large part for its stereoscopic treatment, which consists
of putting almost all the action behind the screen, up to a sustained parallax of
3%, or 34 pixels—an unheard-of number until then.

Another approach is not to consider where your action is relative to the screen
plane, but to concentrate on the size and volume of the characters. Depending
upon the value on the shot, from close-up to large, this will place the char-
acters anywhere from 1% (25 pixels at 2 K) to 1⁄2% (15 pixels). You’ll
then make extensive use of the floating window and cut cushioning to
accommodate the framing and smooth the cuts. This approach was devel-
oped by “Captain 3D,” Phil McNally of DreamWorks. It requires implement-
ing two postproduction 3D effects directly into the CGI production tool. The
DreamWorks 3D Camera in Maya has both effects implemented and animated
at the 3D layout level, offering live 3D preview in the 3D viewport of the pro-
posed final edit.

In Avatar, the object of attention is always in the screen plane. This is espe-
cially obvious during dialogue shots, when two characters talk alternately. The
convergence point is shifted continuously to keep our eyes converged on the
screen. If you remove your 3D glasses when two protagonists talk, you’ll see
the speaker’s image clear and sharp, and the listener’s fuzzy and duplicated. As
soon as the role shifts, the visual presence does the same.

Replicate the World or the Vision


All these stereoscopic characteristics form a dichotomy. There are two options:
replicate the human 3D vision, or replicate a 3D world. As James Cameron
claims, his approach is to “grab the eyeballs of the audience and use them for
two hours.” He replicates the human vision, and lets us walk in his footsteps
along a visual 3D journey.
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The other approach is to replicate a 3D universe with the intention of making


it a perfect visual illusion, not a scripted experience. The viewer will be allowed
to freely scan the vistas and select his or her own point of attention. A typical
shot will be a fixed camera on a gorgeous landscape, or inside a room filled
with details of the story. You’ll notice that such fixed camera positions never
occur in Avatar. Even if the main protagonist is the planet Pandora, we almost
never see her by herself, but beside or over shoulders, traveling with a charac-
ter, or through a spaceship window. Cameron is leading our vision, not offer-
ing vistas to wander around.

A Scientific Challenge: The Human Factor


The third 3D challenge is to understand how our body processes the stereo-
scopic experience. Seeing the world in 3D and watching a 3D movie are two
different things. There are orders of magnitude more information on the set
than what is recorded by the cameras. When color TV or digital movie stan-
dards were designed, the objective was to identify the minimum amount of
visual information that makes the medium enjoyable. The result is to analyze
only the three wavelengths (red, green, blue) that our eyes need to recreate
the full color spectrum. Interlaced scanning was designed to cope with fast
movements, while staying at the bare minimum frame rate of 25 or 30 fps.
Theoretically, we should process more color depth, at a higher frame rate; yet
we settle for the required minimum. Later digital and high-definition enhance-
ments will only increase image stability and resolution. The current approach
to 3D follows the same philosophy: if two viewpoints are enough, why bother
recording more of them?
The point with 3D is that we not only under-feed our visual system, giving
it the bare minimum, but we also make it perform physical actions that are
not natural. This has always been present in 3D creators’ minds; however, it
gained new recognition with the mass production of 3D displays for home and
personal use. Because of the fear of public health issues, consumer electron-
ics goods manufacturers are looking into serious scientific research to back up
the safety of 3D. Naturally, they don’t want a whole generation to turn blind
because of a visual effects trick.
So far, there is only one documented case, in Japan in 1986, of a child whose
visual system was affected by a stereoscopic 3D experience. This is fairly insig-
nificant, considering that millions of people are seeing 3D in theaters all
around the world. We do see recurrent warnings in the press, but there is no
epidemiological data that supports the theory that stereoscopic 3D can harm
the human visual system. We even know that professional users of 3D—people
working in the military, virtual reality, medical research, or geological
research—have had no issues after working in 3D for years.
Still, there are good reasons to investigate how our body reacts to stereoscopic
3D. If watching stereoscopic images is not the natural binocular vision of a 3D
universe, what are the differences and their impact?
190 3D TV and 3D Cinema

3D FATIGUE
There are two main sources for 3D fatigue: muscular-ocular and cerebral
effort. The causes of muscular fatigue are the non-canonical use of the visual
muscles: the eye lens and the extra-ocular muscles used to control our sight
direction. The causes of cerebral fatigue are all the discrepancies in the image
domain that impair the surface matching and other factors involved in the
stereoscopic fusion.

The Focus/Accommodation Reflex


If you are an entertainment industry professional interested in 3D, there’s a
good chance you’ve been told about the issue of the convergence accommoda-
tion reflex. Indeed, I mentioned this in my first book, 3D Movie Making, and
in the many talks I have given on 3D. Three years later, this seems like less
of an important factor. To start with, personal experience with going against a
reflex is that it isn’t easy. Try to hold your breath; try not to duck to avoid flying
objects; try not to pull your hand when someone pinches you. You’ll agree: it’s
somewhere between difficult and impossible. It requires practicing, and it’s an
obvious intellectual task that involves having your conscious mind fight your
body’s automated behaviors. That’s not quite my experience when I’m watch-
ing a 3D movie.
If you want to know how it feels to work against your focus/accommodation
reflex, free-view a 3D picture, or look at a “magic eye” autostereogram. I can
tell when my brain and eyes are working against each other, and I can see how
blurry the picture is until my eyes give up and accept to accommodate out of
the convergence point. Once again, that’s not quite the experience I have in a
3D theater.
This all became clear while listening to 3D expert John Merrit’s presentation at
the July 2010 SMPTE 3D conference in New York. We look at (i.e., converge)
and focus on the virtual objects, yet we watch the screen—and that screen hap-
pens to be within the depth of field of our eyes. In other words, we don’t have
to force our focus on the screen, because the screen is sharp enough when we
look and converge on the virtual 3D objects floating in the room.
This is possible because we are far enough from the screen and the depth of
field increases with the viewing distance, up to the infinite focus point, where
everything is in focus from that point to infinity. That point is clearly shown at
the far end of the focus ring on any photographic lens.
This explains why 3D shots have to be very conservative on a small screen; we
look at small screens from a shorter distance, so the focus range is smaller, and
therefore the virtual objects should remain closer to the screen.
To form your own opinion on this point, get to your regular 3D computer
with a version of Peter Wimmer’s Stereoscopic Player, load a 3D movie, and
play it with the horizontal parallax correction. Bring the virtual image all the
way inside and outside the screen and observe. Do the same experiment in a
Opinions on Creative Stereoscopy Chapter 6 191

windowed player, and in full screen, on a 3D TV and in a projection room,


close to the screen and far away. Playing with the display brightness may affect
the results, with your eyes’ depth of field affected by the size of your pupils.

Vertical Parallaxes and Other Factors


While you are at your 3D station, let’s do another experiment. But first, let’s
make one thing clear: when playing with your vision system, you must be very
careful. Isaac Newton explored human vision by pressing on his own ocular
globes and drawing pictures of the deformed images of geometrical figures he
saw. We will obviously not advise such extreme behaviors. Again, be careful:
make sure you are okay with a possible bad headache, and don’t do it while
crossing a street in downtown Manhattan. In extreme cases, stop the treatment
and consult a doctor.
Now, go back to your 3D station playing a 3D movie. Bring one eye up or
down and listen to your pain neurons firing up in alarm. You are obviously
making your body do something it’s not built for. Search for the setting at
which the discomfort feels tolerable, remove your 3D glasses, and observe how
much vertical parallax your visual system accepts to compensate for. It’s quite a
lot; in my case, on the order of magnitude of the artistically accepted horizon-
tal parallax, 1% to 2%. What part of the compensation comes from your eyes
and your visual cortex? One thing is sure: if we were chameleons, we would be
able to aim our eyes independently all the way up and down. We are not. On
the other hand, chameleons do not enjoy 3D movies.
In a correctly produced 3D movie or program, there should be no vertical dis-
parities. There’s a debate about the acceptability, or even necessity, of keystone-
induced subtle vertical disparities. Other production errors in image geometry
will generate various combinations of inadequate vertical and horizontal paral-
laxes in complex patterns, as with rotations. However, if we’re used to aiming
our sight up and down, there’s no muscle to put in action to rotate our eyeballs
or change our field of view or focal length.
Other retinal rivalries will come from purely photographic impairments, like
unbalanced colors, luminance, or focus. After all, a cross-fade is a double expo-
sure, a technical mistake that impairs 2D vision, and editing was invented
by Georges Méliès via an accident while filming. Somewhere, there is a non-
canonical use of imperfect stereoscopic imagery that will be discovered and
eventually be a staple effect that even the general audience knows by name.

The Duration Effect


The stereoscopic discomfort threshold is a complex blend of image defaults
and time duration. Stereoscopic defaults will have various reactions with time.
Some image defaults will bring you into the pain zone almost instantly, like
vertical disparities. Some will be bearable for a while, then get more and more
painful, like excessive parallaxes, or depth discontinuity with no “rest areas”
192 3D TV and 3D Cinema

between bad 3D sequences. On the other hand, your brain can cope with some
defaults, and will get more and more used to them. Left/right inversion is an
interesting example of this; if you don’t detect it and decide to cope with it,
you’ll eventually forget about it. But you will still get serious brain shear.
The actual subject and content of the 3D images will affect the time factor. Let’s
consider the synchronization default, when left and right images are not dis-
played in the appropriate synchrony. The amount of stereoscopic disparity is a
direct result of the time disparity: no action, no default. However, any horizon-
tal movement generates depth artifacts, and vertical ones generate unpleasant
rivalry. Consider someone walking, for example; his torso will be in a constant
false depth position. His arms and legs will oscillate from the false depth of the
torso at the shoulders and hips, to a back-and-forth exaggerated depth position
at the hands and feet. The standing foot will be in the correct depth, while the
moving one will either pass through the other leg or dig into the ground.
Even if we could rule out technical mistakes, we still have to deal with geomet-
rically correct stereoscopy that still produces potentially disturbing 3D effects,
for example, strong negative parallax, on-your-lap 3D, and other eye-popping
moments. When is 3D too much? There may not be an academic answer
beyond, say, two degrees of divergence—which will eventually be acknowl-
edged as the stereoscopic sibling of the 100 dB sound pressure pain level. Badly
mixed soundtracks insult the audience long before reaching that legal thresh-
old. When is 3D too much?
Stereographers invariably answer such questions evasively. Game and 3D art-
ist Peter Anderson’s catchphrase is said to be “the situation dictates.” My own
experience giving 3D lectures has been that the best answer is that the solu-
tion depends on what you are framing and on how you’ll edit it. After a while,
I’ll also say that it has to do with the music score; if there’s a silence or a loud
explosion, you can and can’t do certain things. Eventually, the attendees will
understand they are asking an artistic question, not a technical one. There’s no
theoretical answer to an artistic question.
We could get away with this if we were only a bunch of creatives involved
in 3D. We all know the extent of the magic tricks a good movie editor, color
timer, or talented soundtrack artist can do to save the day when the material
we are working with is not blending. Still, that’s not a valid answer in oversee-
ing the deployment of a new mass media visual form.

SCREEN SIZE AND THE HUMAN BRAIN


The human inter-pupillary distance (IPD) is the key value in 3D image geometry,
along with on-screen parallax. All the virtual images will be either behind the
screen or in front of the screen, in proportion to the distance from the viewer
to the screen. If this rule is true, it is an oversimplification. The art of stereo-
graphic movie making has reached the point of revisiting and deepening our
understanding of this geometric relationship. Obviously this rule is still the
basis of 3D; however, there are many areas where it has to be tweaked.
Opinions on Creative Stereoscopy Chapter 6 193

This simplification has been so powerful that we still hear that the cameras and
projectors should be placed 65 mm apart. All these distances are called inter-
ocular distances, even though we actually have an inter-pupillary and an
inter-optical distance. This shows us that the art of 3D started as an art of rep-
licating human vision, not as entertainment—similar to what it would have
been like if painting had been invented by naturalists. As long as most 3D
movies were science movies in IMAX theaters, or illusionist entertainment in
special venues, this made sense.

Screen Size and Maximum Parallax


The first consequence of this realistic approach is the maximum parallax
per screen size rule, which dictates that one should not show virtual objects
beyond an inter-pupillary distance of 65 mm, and that one should not gener-
ate divergence. On the other side of the screen, any off-screen effect in nega-
tive parallax follows the same size increase as the screen itself, which is what
inspired the rule that you should always create a movie on the same screen size
on which it will be shown.
This rule made total sense for movies shot for a single dedicated screen in a
theme park; for a dedicated format like IMAX, with known metrics; or even for
a single format like a 35 mm. Modern 3D, however, sees a very different use of
3D content. Films are shown on giant screens, regular cinemas, home theaters,
TVs, computers, and, soon, hand-held devices. In theory, this should be plain
impossible—and yet it works, at least for screens in the same size class. Why?

How the 3D Experience Changes with Screen Size


As a visual engineer who landed in 3D via programming interactive and mul-
timedia games, my approach was all about counting pixels. When I came out
of my geek cave to receive the digital light from movie makers, counting pixels
happened to be the de-facto lingo. We were all about pixels in the files and
inches on the screens. The limit of this approach, though, is that our visual sys-
tem doesn’t care about pixels. When you’re looking at the world around you,
what you experience is light rays bouncing and refracting. In other words, it’s
all about trigonometry. Indeed, stereoscopic math is almost all trigonometry.
Parallax on screen, with inter-pupillary and viewing distance, generates angles
that our visual cortex turns into 3D.
The first consequence is the impact of viewing distance, which happens to be
quite closely related to screen size: the smaller the screen, the shorter the dis-
tance. The SD resolution was designed for viewing at three to four times the
diagonal of the screen. Many countries and studios regulate the ratio screen
size versus seating distance in theaters. In France, the ratio is 0.6 to 2.9.
Creating 3D only for screen size is like putting your cell phone, laptop, and
TV set in a cinema, and then walking to the middle row and comparing the
images. This makes no sense at all, of course. Instead, put all these devices at
the distance you would normally use them, and then compare the field of view
194 3D TV and 3D Cinema

(FOV) they offer. My cell phone is five times smaller than my laptop, yet offers
50% of its FOV. The TV set in this hotel room is 2.5 times wider than my lap-
top, yet offers 50% of its FOV. That said, this TV is too far away. When I watch
movies on my computer, I push it farther away than when I’m typing, where it
will occupy the same FOV as this TV.
Creating 3D only for specific screen sizes would be comparable to designing
all of our electronic displays, including theaters, for an FOV, not a surface. And
this is actually the case. Still, the field of view tends to increase with screen size,
as we do not want our cell phones to block our view, yet we want the cinema
to be an immersing experience.
Now, remember that the 3D screen is a window. Let’s consider three typical
screen sizes: cinema, TV, and cell phone. Where would you have a 10 m win-
dow, which is basically a glass wall? In a sky resort, a beach house, or any other
gorgeous vista—in other words, somewhere it makes sense. Extra-large win-
dows are for exceptional views. Where would you have a 1 m wide window?
Anywhere you need daylight. A nice view would be great, but not compulsory.
Finally, where would you have a 3-inch window? On a prison cell door to watch
inmates, or on a fortified wall to shoot at enemies; to see without being seen, to
control, to harm. These three windows describe the whole spectrum of feelings
of freedom, from gorgeous vacation resorts to life and death behind bars. How
can you pretend to tell the same story through such different mediums?
It happens to be the same in 3D trigonometry. We have seen how the viewing
distance and screen size interact, but what about the IPD? In a theater, there’s
a point where it becomes negligible, because we have the ability to diverge our
vision to a certain degree—say, one degree—and remember, it’s all about the
music. At some point, that one degree of divergence becomes more important
than the increasingly positive parallax on screen. It all depends on your abil-
ity to diverge, but there’s one ratio (distance-to-the-screen versus screen-size, or
size/distance) where you’ll always be comfortable.
Regarding the two other classes of screens, hand-helds and TVs, we have either
the IPD metrics superseding the screen, or the IPD and screen size in a bal-
ance of power. Just as IPD jumps in at this size/distance, so does the focus/
convergence. Our depth of field (DOF) is proportional to our focusing dis-
tance: the farther away we look at something, the deeper our in-focus box is.
On the other hand, the closer we look at something, the smaller our DOF is.
One can hold a laptop close enough to emulate a theater screen FOV, but it
will not recreate the comfort of a large faraway screen. The same is true in 3D.
One cannot fuse images at stereoscopic infinity (65 mm parallax) on a desktop
screen; they have to be scaled down. Negative parallaxes require the same treat-
ment. To some extent, the reduction of the FOV that comes with the reduction
of the screen size and viewing distance follows the same curve as the reduction
of the dioptric box presented by John Merritt. This has been our great chance as
stereographers: to be able to work on various screen sizes and still be able to
judge the quality of a picture.
3D A to Z
195

Richard W. Kroon

#
2D compatibility The extent to which stereoscopic content can be processed
by standard 2D equipment without a negative impact on the content.
2D for 3D;—capture Applying stereoscopic best practices when shoot-
ing and editing a 2D work to support a possible later 2D to 3D conversion.
Otherwise, the finished work may be difficult to convert to 3D or may deliver
disappointing 3D results.
2D to 3D conversion The process of producing a 3D image from a 2D
source. This is a computationally complex process. Low-quality, inexpensive
conversions have a cardboard cutout feel, with a series of flat objects set at dif-
ferent distances within the scene. Higher quality and considerably more expen-
sive conversions can approach the appearance of works originally recorded
with full stereoscopic views.
3D-compatible An electronic device that can detect and pass stereoscopic
content on to another device without altering or acting upon the stereoscopic
content in any way.
3D display An image delivery system that presents separate views to the left
and right eye, creating a three-dimensional representation. Commercially avail-
able 3D displays can be categorized generally as stereoscopic (requiring special
eyewear) and autostereoscopic (viewable without eyewear).
3D metadata Additional information recorded along with stereograms to
assist in their decoding or presentation.
3D signal processing The analysis and manipulation of electronic data
unique to stereoscopic images. Processing equipment must be aware of the
type of signal it is processing (2D or 3D) so that it can take appropriate steps
to produce the desired result.
3D source master The original material from which a stereoscopic program is
produced. Before being released for digital cinema, the 3D source master is first
assembled into a collection of uncompressed picture, sound, and data elements
(the digital cinema digital master, or DCDM) and then compressed and encrypted
to form the digital cinema package (DCP) for delivery to the theater. Alternatively,
before being released to the home entertainment market, the 3D source master
is first assembled into an uncompressed and unencrypted 3D home master and
then into compressed and possibly encrypted 3D distribution data.

3D TV and 3D Cinema.
© 2012 Elsevier Inc. All rights reserved.
196 3D TV and 3D Cinema

4D A 3D work presented with live, in-theater special effects to enhance the


viewing experience. The live effects are synchronized with the 3D presentation,
such as the smoke and laser light effects that accompanied Captain EO (1986)
at the Disney theme parks, to the water, air, and rat-tail effects that accompany
R.L. Stine’s Haunted Lighthouse (2003) at Sea World in San Diego, California.
(The rat tail is a thin rubber tube that extends from under each chair, whipping
back and forth against the back of each audience member’s legs to simulate the
feel of a rat’s tail during a segment when a hoard of rats appears on screen.)

A
accommodation Changes in the shape of the eye’s lens that allow one to
focus on objects at different distances, such as when following a close moving
object. Similar to adjusting the focus on a camera’s lens.
accommodation/vergence; accommodation/convergence;—link;—relationship
The neural association between accommodation (focal adjustments to the eyes)
and vergence (turning the eyes in equal but opposite amounts to line up on the
same point in space). Useful in the estimation of depth for objects up to 200
meters away (stereo infinity). Matching accommodation and vergence signals for
objects closer than stereo infinity reduces eyestrain, improves depth perception,
and decreases the time required to perceive a three-dimensional image.
accommodation/vergence reflex; accommodation/convergence reflex The
automatic focal adjustments made as the eyes converge or diverge. This reflex-
ive response must be overcome when viewing a stereogram, since the focal dis-
tance to the screen is constant even though the amount of vergence changes
when viewing different objects at different apparent distances.
accommodation/vergence rivalry; accommodation/convergence rivalry A
mismatch between the amount of accommodation (actual focal distance)
and vergence (based on apparent object distance) required to clearly view a
three-dimensional presentation. Common when viewing stereoscopic images;
because everything is at the same distance from the viewer (on the surface of
the screen), even different objects appear to be at different distances (thanks to
positive or negative parallax).
active stereo A stereoscopic device that requires the viewer wear active eye-
wear that switches the right and left lenses on and off in time to the presenta-
tion of left- and right-eye images on the display. Autostereoscopic devices and
technologies based on passive eyewear are excluded.
anaglyph; anaglyphic process A frame-compatible stereogram where the
left- and right-eye images are color-coded and combined into a single image.
When the combined image is viewed through glasses with lenses of the cor-
responding colors, a three-dimensional image is perceived. Different com-
plementary color combinations have been used over the years, but the most
common are red and cyan, a shade of blue-green. Anaglyphs may be projected,
displayed on a monitor, or produced in print.
3D A to Z 197

audience space The perceived area in front of the plane of the


screen in display/viewer space. When objects in a stereogram
appear to extend off of the screen or float in front of the screen,
they are said to occupy the audience space. Such objects must lie
within the flat-sided pyramid that extends from the center of the
viewer’s gaze through the edges of the screen (the stereo win-
dow). Also personal space; theater space.

B
barrel distortion A lens aberration where straight lines bow outward away
from the center of the image and rectangles take on the shape of a barrel.
Resulting from a decrease in focal length moving outward from the center of
the lens. Most common in short focal length (wide angle) lenses. The effect
becomes more pronounced as the image aspect ratio increases. The amount of
barrel distortion is generally expressed as a percentage of the undistorted pic-
ture height. Also fisheye effect.
beam-splitter; beam splitter An optical device that divides
incoming light into two parts using prisms or mirrors, such as a
50/50 two-way mirror; a device that is both reflective and trans-
missive, though not necessarily in equal measures.
binocular Relating to having two eyes or coordinating the use of both eyes.
binocular cue; binocular depth cue Depth information that can only be
interpreted by calculating the differences between two simultaneous views of
the same scene taken from different perspectives, generally those of the two
eyes separated by the width of the nose.
binocular depth perception The ability to perceive three-dimensional space
and judge distances based on the differences in the images recorded by the left
and right eyes (disparity) and the angle of the eyes (vergence).
binocular disparity; disparity The differences between the images perceived
by the left and right eyes due to the physical separation of the eyes. Those same
differences are simulated in stereoscopic systems to create the illusion of three-
dimensional depth from otherwise flat images.
198 3D TV and 3D Cinema

binocular rivalry When the differences between left- and right-eye images
are so large that binocular fusion is not possible, resulting in a confused visual
state. The brain may alternate between the two eye images, may select portions
of each eye image and blend them into a sort of variable mosaic, may interpret
the overlaid eye images as static, etc.
binocular suppression When the brain ignores some portion of the
image from one eye and only registers the overlapping image from the
other eye. Occurs in response to diplopia (double vision), since the sup-
pression of one eye image eliminates the double vision that would other-
wise have resulted.
binocular vision Visual perception based on two eyes working together.
Binocular vision provides a number of evolutionary advantages, hence its pop-
ularity within the animal kingdom. The most important feature of binocular
vision for 3D systems is depth perception.
binocular vision disability A defect in the vision system that prevents proper
interpretation of binocular depth information. Approximately 5–10% of the
population suffers from a binocular vision disability sufficient to interfere with
the perception of depth in a stereoscopic presentation.
brain shear The brain’s inability to properly and comfortably fuse poorly-
constructed stereographic imagery into a three-dimensional representation.
Causes eye fatigue, double vision, and, in extreme cases, pain or nausea.
Coined by American film director James Cameron in 2009.

C
camera coordinate system A three-axis (x, y, and z) system of Cartesian coor-
dinates (oriented so x, y, and z represent width, height, and depth,
respectively, and grow in a positive direction to the right, up, and
away, respectively) oriented to a camera’s imaging plane so that the
origin is aligned with the principal point (the point where the optical
axis of the lens intersects the image plane).
cardboarding; cardboard cutout; cardboard effect The lack of a
true 3D effect in a stereogram, giving the appearance that the image
is made up of a set of flat cardboard cutouts as in a child’s pop-up book.
Generally caused by inadequate depth resolution in the image due to a mis-
match between the focal length of the recording lens (or virtual CGI camera)
and the interaxial distance between the cameras. Also a common side effect of
poor-quality 2D to 3D conversion.
checkerboard; CK;—3D A time-sequential stereoscopic display system where
the left- and right-eye images are alternated one pixel at a time to create a com-
bined image with a checkerboard pattern of left- and right-eye image pixels.
The checkerboard image is then presented using a digital micro-mirror display
(DMD) projection system and matching active eyewear.
3D A to Z 199

circle of isolation The area of sharp focus surrounding the subject of a ste-
reogram when set against a completely defocused background. Coined in
2010 by Indian stereographer Clyde DeSouza after circle of confusion, the con-
cept describing the area of sufficiently sharp focus that defines a lens’ depth
of field.

circular polarization; CP An electromagnetic wave, such as visible light,


where the wave’s electric vector travels through space in a corkscrew pattern,
rotating either clockwise (right-hand) or counterclockwise (left-hand) over
time.


color rivalry; color mismatch When the colors of conjugate points in a ste-
reogram are contrary to what the brain expects given their parallax difference
or other available depth cues, leading to contradictory depth information in
the fused image.

column-interleaved;—3D A 3D raster image format where left- and right-eye


stereoscopic image information is presented in alternating columns within the
image. By convention, one starts with the left eye in the leftmost column of the
image and moves to the right. May be used with interlaced or progressive scan
images. Generally viewed on a lenticular display.
200 3D TV and 3D Cinema

conjugate points The pair of points in the left- and right-eye images that rep-
resent the same point in three-dimensional space. When each image is viewed
by the corresponding eye, the positional difference between the conjugate
points in the two images is interpreted by the brain as being caused by visual
parallax (disparity) and is converted into depth information. Also correspond-
ing points; homologous points.


convergence 1. The coordinated inward turning of the eyes when focus-


ing on a close object, such as when reading; visual convergence. The inabil-
ity to maintain proper convergence (convergence insufficiency) commonly
leads to double vision (diplopia). The amount of convergence necessary to
achieve image fusion can be used as a depth cue for objects up to six meters
from the observer. 2. The amount of symmetrical inward turning (toe-in) away
from parallel of left and right stereoscopic cameras; angulation; stereoangle.
3. When the two separate images registered by each eye in binocular stereo-
scopic vision combine in the perception of the viewer to form a single image
with apparent three-dimensional depth; fusion. 4. When the two separate
images in an over/under, split-lens 3D projection system (such as Technicolor
3D) are brought together on the screen, eliminating vertical image disparity.
5. When parallel lines do not appear parallel in an image but instead seem to
approach each other.
3D A to Z 201

convergence angle The amount that the optical axes


of a pair of lenses are rotated inward from parallel, mea-
sured in degrees. May apply to eyes in binocular vision or
cameras in a toed-in configuration. An important factor in
stereoscopic calculations.
convergence animation Subtle image disparity adjust-
ments made at the tail of the outgoing shot and/or
the head of the incoming shot in an edited sequence to help smooth the cut
between the two shots. This helps avoid abrupt depth changes between shots,
which can be quite jarring for the viewer.
The depth characteristics on either side of a cut can be adjusted in three differ-
ent ways:
n The outgoing (or hand-off) shot and incoming (or receiving) shot are both
adjusted so that the cut comes at a mid-point between the two.
n Only the outgoing shot is adjusted.
n Only the incoming shot is adjusted.

The duration of the adjustment can also vary:


n Adjust: change the convergence of an entire shot.
n Blend: adjust the convergence over the course of X frames during the head
or tail of a shot.
n Drift: adjust the convergence over the course of an entire shot.

Experiments conducted during the production of Legend of the Guardians: The


Owls of Ga’Hoole (2010) found that the smoothest transition occurs when only
the incoming (or receiving) shot is adjusted, since there is a natural period of
visual adjustment at each cut that tends to hide the convergence animation
taking place. Most of the convergence animation sequences in Legend were
only 8 frames (1⁄3 second) long—the longest approximately 40 (12⁄3 seconds).
Rather than match the depth characteristics exactly at the cut point, most of
the convergence animation sequences eliminated only 50% of the depth differ-
ence, leaving a slight jump at the cut.
convergence distance The length between the midpoint between
a pair of stereoscopic cameras (measured from the point used to
calculate the interaxial distance) and the point where the optical
axes cross. An important factor in stereoscopic calculations.
cue conflict When two or more depth cues provide contradic-
tory depth information for an image. For example, when monocular depth
cues (blur gradient, interposition, relative size, etc.) do not agree with each
other or conflict with binocular depth cues, especially image parallax. Also
depth cue confusion.
202 3D TV and 3D Cinema

D
depth budget 1. Disparity limit or fusible range; the total range of depth that
may be comfortably represented by a stereoscopic display system, from maxi-
mum negative parallax (distance in front of the screen) to maximum positive
parallax (distance behind the screen). 2. The cumulative amount of depth infor-
mation that may be depicted throughout a stereoscopic work. To avoid overex-
erting the audience, a limit may be placed on how much depth will be presented
in a work so that one scene with a great deal of depicted depth is balanced by
another scene elsewhere in the work with relatively little depicted depth.
depth change stress Discomfort caused by repeated changes in image depth
that are too abrupt, too great, or too fast. Generally caused by cutting between
shots with significantly different depth characteristics or by the intemperate use
of subtitles with variable z-depths.
depth cue—perceptual Information that helps the visual system determine
depth and distance.
depth discontinuity An abrupt and unnatural change in perceived depth
between neighboring or overlapping objects.
depth jump cut An abrupt, unexpected change in image depth between shots
in a stereoscopic work. The audience will require additional time to adjust to
the new shot. Also 3D jump cut.
depth map A graphical depiction of the distance between the observer (usually,
a camera) and each visible point in a scene. May be used when generating stereo
views for 2D to 3D conversion or autostereoscopic displays. In many cases, storage
space and transmission bandwidth can be saved by representing a stereogram as a
single-eye image and a depth map (2D depth) rather than two full-eye images.
depth nonlinearity A stereoscopic distortion where linear distances in the
recorded scene are not perceived as linear in a stereogram: physical depth is
recoded accurately at the screen plane (the point of zero parallax or image
convergence), but increasingly stretched towards the viewer and increasingly
compressed away from the viewer. This distorts motion as well as depth. For
example, an object moving towards the camera will seem to accelerate even
though it is moving at a constant speed.

3D A to Z 203

depth perception The ability to register depth in a three-dimensional image


or judge distance between objects thanks to a combination of binocular depth
cues (made possible by disparity and vergence) and monocular depth cues,
such as the relative size of different objects, occlusion, geometric perspective,
motion parallax, etc.
depth plane curvature A stereoscopic distortion characteristic of toed-in
cameras where points off the central axis of the display appear to be farther
from the viewer than on-axis points recorded from the same physical distance.
A side effect of keystone distortion.


depth plot A document detailing the stereoscopic decisions in a work from


one shot or scene to the next. Used when planning and producing a stereo-
scopic work. Also depth script.
depth range The distance from the physical or virtual stereoscopic cameras
to the nearest and farthest points within the cameras’ views or between points
representing the maximum negative parallax and maximum positive parallax.

depth/size distortion; depth/size magnification 1. The altered perceptions of


object size that result from hyperstereo and hypostereo. 2. A stereoscopic mal-
formation that results when presenting a stereogram in other than its intended
viewing environment, causing image depth to be stretched or compressed. This
effect is exaggerated when there is a nonlinear relationship between object
depth (as recorded in the natural world) and image depth (as represented in a
stereogram).
difference map A set of data that describes the visual differences between the
left- and right-eye images in a stereogram. Since both eye images share more
similarities than differences, a difference map can be much smaller than a full-
eye image and a stereogram may be more economically stored and transmitted
as a single-eye image and a difference map (2D delta).
diplopia Double vision; when the separate images recorded by each eye fail to
fuse into a single image and separate images are perceived. Often a side effect
of convergence insufficiency, where one is unable to maintain proper visual
204 3D TV and 3D Cinema

convergence when looking at a near object or when the left- and right-eye images
contain too much disparity.
disocclusion The recreation of hidden parts of an object based on visual
information in the neighboring areas. Often necessary in 2D to 3D conversion
or when selectively adjusting depth information in a stereogram.
disparity—binocular 1. The distance between conjugate points in a
left- and right-eye image pair that makes up a stereogram. Only dispar-
ity in the same plane as the viewer’s eyes (generally, horizontal dispar-
ity) contributes to depth perception. 2. The apparent distance between
an object and the plane of the screen, either closer to or farther from
the viewer. 3. A difference between left- and right-eye images that is not
caused by parallax. Such differences conflict with the depth cues in the
image pair. Minor disparities interfere with the 3D effect, while signifi-
cant ones can cause physical discomfort in the viewer.
disparity map A graphical depiction of the positional differences
between conjugate points in the two images of a stereogram. Used
to help identify camera misalignment, judge the relative distance
separating different objects, highlight areas of positive or negative parallax, etc.
display plane The set of conjugate points within a stereogram that have zero
parallax (they are in the same position in the left- and right-eye images) and
describe a two-dimensional plane that appears to lie upon the surface of the
screen. This plane lies between the audience space and the screen space. All 2D
images appear to lie upon the display plane. Stereograms may depict objects on
the screen surface (zero parallax), in the audience space in front of the screen
(negative parallax), or in the screen space behind the screen (positive parallax).
duration of comfort The amount of time during which one can view a ste-
reoscopic work without experiencing discomfort.
dZ/dt Parallax change; the amount of change in the parallax of conjugate
points in a stereogram over time, calculated by dividing the amount of change
in image depth (dZ) by the elapsed time (dt).

E
edge violation 1. When an object with negative parallax (seeming to extend
out of the screen) is cut off by the edge of the screen. The brain does not know
how to interpret this visual paradox. One expects far objects to be cut off by
the edge of a window, but objects closer than the window should not also be
cut off. This paradox leads to a visual/brain conflict and impairs the illusion of
depth in the image. 2. When an object lies within one of the monocular areas
along the edge of a stereoscopic view. (It will be depicted in one eye view but
not the other.) Also breaking the frame; window violation.
extrinsic camera parameters The parameters that define the position (loca-
tion and orientation) of a camera in relation to a world coordinate system: T,
3D A to Z 205

the translation (in x, y, and z space) necessary to align the world coordinate sys-
tem’s origin with the camera’s principal point (the point where the optical axis
of the lens intersects the image plane), and R, the rotation necessary to align the
x, y, and z axes of the world coordinates with those of the camera coordinates.
The extrinsic camera parameters change when the camera moves. Often used in
computer vision applications or when reconstructing three-dimensional objects
from a series of two-dimensional images. Also exterior orientation.

F
far point 1. The conjugate points in a stereogram that appear to be farthest
from the viewer. The far point can change from frame to frame, but should not
exceed the maximum allowable distance defined by the depth budget. 2. The
farthest distance that can be seen clearly.


field of depth; FOD The range of depth that a stereoscopic display can physi-
cally produce given a particular voxel size and the angular resolution of the
anticipated viewer.
field of view; FOV The largest solid angle that can fit within one’s vision or
can be captured by a camera lens, generally measured as a certain number of
degrees from side to side (less often from top to bottom). An important factor
in stereoscopic calculations.


floating window Dynamic adjustments to the stereo window, generally


asymmetrical expansions and contractions to the right and left edges of a ste-
reogram used to reduce depth cue confusion or avoid edge violations. May be
prerecorded (made a permanent part of the image) or generated dynamically
(by providing suitable metadata to the display system). Generally attributed
206 3D TV and 3D Cinema

to British stereographers Nigel and Raymond Spottiswoode. Also dynamic


window.
focal length mismatch Differing amounts of magnification in the left- and
right-eye images of a stereogram. May be static (the same throughout a shot)
or dynamic (a zoom mismatch, where the focal length is not synchronized
during a zoom in or zoom out, or the result of unintended focal length drift
during a shot). If both lenses do not have exactly the same focal length at all
times, or if there is an optical mismatch between the lenses to begin with, the
two images recorded for a stereogram will not align properly, interfering with
image fusion and the 3D effect.
focal volume The area within a scene that is in focus. When recorded by a
camera, this is taken to be a truncated pyramid with the sides established by
the image aspect ratio and depth equal to the depth of field.

focus mismatch Differing levels of image sharpness (focus) in the left-


and right-eye images of a stereogram, either because the camera lenses were
not focused properly before recording the images, or because the focus was
adjusted during a shot and both lenses were not adjusted in perfect synchroni-
zation. This can interfere with image fusion and the 3D effect.
frame-compatible;—3D;—encoding A stereogram recording format that
allows both the left- and right-eye images to be presented in a single standard
image frame.
free-viewing; free vision—binocular A method for perceiving depth in
a flat stereogram without special eyewear by adjusting the vergence of
one’s eyes.
front-silvered mirror A mirror with the reflective material applied to the side
from which it is viewed, rather than on the back side as is the case with tradi-
tional household mirrors. This produces an optically precise mirror and avoids
the slight double images that are common with rear-silvered mirrors (caused
when light is reflected off both the top glass surface and the lower reflective
surface). Front-silvered mirrors are particularly susceptible to damage and dif-
ficult to clean. To maintain optimal performance, such mirrors may have to be
resurfaced periodically. Also first-surface mirror.
frustum A three-dimensional slice between two parallel planes taken from a
cone or pyramid. See perspective frustum.
3D A to Z 207

full HD;—3D;—encoding Full-frame stereo where each eye image is


recorded in high-definition video.
full-frame stereo; full-resolution;—3D;—encoding A stereoscopic system
that records and presents separate high-definition images for each eye—gener-
ally progressively scanned video images with 1,080 lines of resolution per eye
image (2  1080p), or 35 mm motion picture film where each stereoscopic
image pair spans eight perforations rather than the standard four.
fusion—binocular The process performed by the brain that combines sepa-
rate but overlapping two-dimensional left- and right-eye images into a single
three-dimensional representation. Binocular fusion can be divided into sensoric
fusion, the neural process performed on images registered near the center of
the retina, and motoric fusion, the physical movement of the eyes (vergence) to
align images of interest with the center of the retina.

G
geometric distortion Unequal magnification or reduction across an image,
including barrel, keystone, mustache, and pincushion distortion.


ghost busting The process of adjusting a stereoscopic recording during post-


production or presentation to eliminate ghosting.
ghosting When one eye inadvertently sees some part of the image intended
for the other eye, resulting in an apparent double exposure; a subjective
208 3D TV and 3D Cinema

measure of crosstalk. May be caused by incomplete channel separation during


stereoscopic encoding, presentation (a problem with projection or display), or
reception (a defect in the selection device, such as an active eyewear lens that
remains open too long during each cycle). Most noticeable around areas of
sharp contrast, such as the bright highlights caused by streetlamps at night
or sunlight reflecting off metal.
giantism; gigantism A stereoscopic effect where an object appears unnatu-
rally large. Caused by recording an image with too narrow an interaxial dis-
tance (the separation between the cameras’ lens axes) given the lens focal
length. Tools exist to help calculate the optimal interaxial distance for the
recording cameras given a set of image and display characteristics, such as
those at www.binocularity.org and www.stereotec.com.

H
half-resolution;—3D;—encoding An image that only uses half of the avail-
able horizontal or vertical frame; stereoscopic encoding where the left- and
right-eye images are both included in a single frame with each eye image tak-
ing up only half of the available space. This allows both left- and right-eye
information to be encoded in a format that can be processed, recorded, and
transmitted using standard 2D systems and techniques, though a specialized
display is required for final stereogram presentation. Also split-resolution.


horizontal disparity; horizontal parallax The horizontal distance between


conjugate points in the left- and right-eye image pair that makes up a stereo-
gram. Only disparity in the same plane as the viewer’s eyes (generally assumed
to be horizontal) contributes to depth perception. Too much horizontal
3D A to Z 209

disparity can interfere with three-dimensional image fusion, leading to viewer


discomfort and double vision.
horizontal image translation; HIT A change in the relative horizontal posi-
tion of the left- and right-eye images that make up a stereogram, performed to
change the distance between conjugate points and thereby adjust the perceived
depth in the images. Affects all conjugate points in the image by an equal
amount.

hyper-convergence When an object in a stereogram is too close to the viewer


(too much negative parallax) for proper image fusion, requiring the eyes to
converge excessively (cross-eyed) and resulting in visual discomfort or double
vision—generally anything closer than half the distance from the viewer to the
screen. Most often caused by recording objects set too close to the camera or by
using too sharp an angle of convergence with toed-in cameras.

hyper-divergence When an object in a stereogram is too far from the viewer


(too much positive parallax) for proper image fusion, requiring the eyes to
diverge more than 1 beyond parallel (wall-eyed) and resulting in visual dis-
comfort or double vision—generally anything farther than twice the distance
from the viewer to the screen. Most often caused by using too much divergence
with toed-in cameras or by using a very long focal length lens.

hyperfocal distance The length from the imaging plane to the nearest object
in acceptably sharp focus when the lens’ focal distance is set to infin-
ity. All objects at or beyond the hyperfocal distance will be in focus at
the same time. An important factor when establishing image depth of
field.

hyperstereo; hyper Using an interaxial distance that is larger than


the inter-ocular distance of the nominal viewer when recording a ste-
reogram. This enhances stereo depth while reducing apparent image
scale, causing objects to appear as if they are unusually small. May be
used when recording landscapes or to draw attention to depth details
in architectural applications.

hypostereo; hypo Using an interaxial distance that is


smaller than the inter-ocular distance of the nominal viewer
when recording a stereogram. This increases apparent image
scale, causing objects to appear as if they are unusually large.
May be used when filming miniatures to make them appear
full scale. Also macro stereo.

I
interaxial; IA Literally, between axes. A comparison of some characteristic
between two lenses, usually the interaxial distance in a stereoscopic camera sys-
tem (the distance separating the optical axes of the two lenses).
210 3D TV and 3D Cinema

interaxial distance; IAD; IA; interaxial separation The horizontal space


between the left and right images in a stereogram. An important factor in
stereoscopic calculations. Measured between the optical axes of the cam-
eras’ lenses for parallel cameras. If the cameras’ optical axes are not parallel,
then the IAD is more accurately measured between the centers of the lenses’
entrance pupils or rear focal points. Also inter-lens separation; stereo base.
interlaced A video image scanning pattern where half the image detail is cap-
tured at a time, generally the odd numbered lines (the odd field) followed by
the even numbered lines (the even field), such as NTSC and PAL. This results
in two fields per image frame and allows for field-level movement.

inter-ocular; IO Literally, between the eyes. Generally taken to be a compari-


son of some characteristic between the eyes of an animal with binocular vision
or between the two optical elements in a binocular viewing device, such as a
stereoscope. Also interpupillary.
inter-ocular distance; IOD; IO; inter-ocular separation The physical space
between the optical centers of the eyes in an animal with binocular vision or
between the optical axes of a binocular viewing device, such as a stereoscope.
An important factor in stereoscopic calculations. Generally measured with the
optical axes set parallel, such as when the eyes are focused on infinity. The aver-
age adult inter-ocular distance ranges between 50–70 mm, while children old
enough to wear eyeglasses tend to range between 40–55 mm. The average IOD
is about 63 mm (or about 2½ inches). Also inter-ocular separation; pupillary
distance.
3D A to Z 211

intrinsic camera parameters The factors that determine how a particular


camera and lens combination maps a three-dimensional image onto the cam-
era’s two-dimensional image plane, including focal length, the principal point
(the point where the optical axis of the lens intersects the image plane), the
vertical and horizontal scale factors (the height and width of an image pixel,
or the distance between each row and column), and the geometric distortion
introduced by the lens. Often used in computer vision applications or when
reconstructing three-dimensional objects from a series of two-dimensional
images. Also interior orientation; inner orientation.

K
keystone distortion An image malformation caused when the optical axis of
the camera or projector lens is not perpendicular to the surface of the subject
or screen, respectively. When these elements are out of alignment in a camera,
the portion of the image that is closest to the lens will be abnormally large
while the portion of the image farthest from the lens will be abnormally small,
causing the shape of the image to resemble the keystone of an arch. In a pro-
jector, the effect is reversed (close is small, far is large). May rarely be caused by
a misalignment between the imaging plane and the lens.


L
left eye The left half of a stereo image pair; the image intended to be viewed
by the left eye.
left eye dominance Using the left as the starting eye for a sequential 3D
application.
left field Information from a stereogram intended for the left eye only.
left homologue A point in a left-eye image that corresponds to a point in the
matching right-eye image.
212 3D TV and 3D Cinema

Lilliputism A stereoscopic effect where objects appear unnaturally small.


Generally caused by recording an image with too wide an interaxial distance
(the separation between the cameras’ lenses) given the lens focal length. May
also be simulated by adjusting the depth of field to mimic miniature photog-
raphy on a much larger scale, using a tilt lens or digital postproduction image
manipulation. Tools exist to help calculate the optimal interaxial distance for
a set of image and display characteristics, such as those at www.binocularity
.org and www.stereotec.com. The term was coined in reference to the land of
Lilliput, a parody of English politics that appears in Jonathan Swift’s Gulliver’s
Travels (1726). Also dwarfism; miniaturization; puppet effect.

luminance differences A measure of the reflected light off of a surface, usu-


ally in foot-lamberts, as the value changes from the center of the screen to the
edges of the screen:
n drop off: The absolute value of the luminance change across the surface of
a screen.
n flatness of field: A relative measure of the drop-off value for screen lumi-
nance—the lower the drop off, the flatter the field. Digital cinema systems
have a naturally flatter field than traditional 35 mm film projectors.
n hot spot: The maximum brightness point of the entire screen, based on
screen and projector geometry.
l On low-gain screens, there is a single hot spot.
l On high-gain screens, every observer experiences a slightly different hot
spot depending on their angle of view.
n vignetting: Illumination drop-off moving out from the center of a lens.
Digital cameras may employ lens shading to correct for this.
luminance rivalry When there is a significant difference in brightness
between conjugate points in a stereogram that is not explained by the avail-
able depth cues, leading to contradictory depth information in the fused
image. Common to anaglyphs and film-based polarized 3D systems. The
two separate film images that combine to form a polarized stereogram may
not be equally bright if the projector is misconfigured or unbalanced light is
passed through the two chambers of an over/under or side-by-side lens. Also
luma mismatch.
3D A to Z 213

M
micropolarizer; micro-polarizer; μPol A very small polarizer, typically a circu-
lar polarizer one pixel tall running the width of a display. Polarized 3D displays
have an alternating array of orthogonal micropolarizers covering their surface,
generally in an alternating left circular/right circular pattern to match the polar-
ized glasses worn by the viewer. The two eye images are row-interleaved (spa-
tially multiplexed) and presented simultaneously with one eye image on the odd
rows and the other eye image on the even rows. This technique was originally
developed by Sadeg Faris, founder of Reveo, Inc., in 1994.


monocular cue; monocular depth cue Depth information that can


be interpreted from a single image or sequence of images, such as when
looking through one eye or viewing traditional 2D film images. Monocular
cues include static depth cues (atmospheric perspective, blur gradient, linear
perspective, geometric perspective, relative height, relative size, shadows and
lighting cues, static interposition, and texture gradient) and motion depth
cues (kinetic interposition and motion parallax). For example, if two similar
objects appear to be different sizes, the smaller one is assumed to be farther
away; as the observer moves, nearer objects will appear to move faster than
more distant objects; a near object may block part of a far object, etc. Also
extrastereoscopic cue.

monocular vision Visual perception based on individual eyes working inde-


pendently of one another. Monocular vision with two eyes provides a much
wider visual field than binocular vision (since the two eyes do not have suf-
ficient overlap to support stereopsis) but reduced depth perception (since only
monocular depth cues are available). This tradeoff is most advantageous to
prey animals, which tend to have their eyes on opposite sides of their heads
to help them spot and avoid predators.

motion-control rig; moco rig A mechanical framework with computer-­


controlled electric motors. Designed to support and precisely control the
movement and operation of a camera. Stereoscopic motion-control rigs may
hold two or more cameras. For stop-motion stereography, a single still image
camera is often employed with the motion-control rig shifting the camera left
and right (and possibly adjusting convergence with each shot) to record the
two halves of a stereogram.
214 3D TV and 3D Cinema

N
negative parallax When a point in the left-eye image is to the right of the
conjugate point in the right-eye image (and vice versa) in a stereogram.
Conjugate points with negative parallax will appear to extend out from the
screen, occupying the audience space. The viewer’s eyes must converge on con-
jugate points with negative parallax to fuse them into a single image.


nodal points The two points along the optical axis of a lens where the angle
of a ray of light upon entry is equal to the angle upon exit with respect to the
front and rear nodal points, respectively. The nodal points may not lie within
the physical lens, but if the front and back surfaces of the lens are in contact
with the same medium (usually air), then the nodal points will lie upon the
principal planes. The principal planes lie perpendicular to the optical axis in
a lens. When viewed from the front of a lens, an entering light ray will appear
to cross the front principal plane the same distance from the optical axis as it
appears to cross the rear principal plane. Depending on the configuration of a
compound lens, the principal planes may not lie within the physical lens.


nodal shift The changes to a varifocal lens’ nodal points as the focal length is
changed. A natural characteristic of physical lenses that must be simulated for
the virtual lenses used in computer graphics.
3D A to Z 215

O
occlusion A blockage or obstruction; when an object that is closer to the
observer blocks from view some portion of an object farther from the observer.
Commonly used as a monocular depth cue. Can cause a visual conflict if an
object that is supposed to be in the audience space is cut off by the edge of
the screen. (It seems as if the edge of the window surrounding the more dis-
tant screen has occluded the nearer object—a situation that cannot occur in the
natural world.) Also overlap.
occlusion information Stereographic metadata that describes the objects
within a scene, indicating whether specific points on each surface are visible or
occluded from each viewpoint from which images were recorded. These data
allow for adjustments to the binocular disparity for each depicted object, selec-
tively increasing or decreasing the apparent depth in a stereogram.
occlusion resolution The precision with which occlusion information is
recorded.
optic axis; optical axis 1. An imaginary line that extends through the
physical center of the lens, and on into the distance. This represents
the optical center of the image created by the lens. 2. The imaginary
line that passes through the center of the eye and represents the direc-
tion of one’s gaze. Also principle axis.
ortho stereo; orthostereoscopic Perfect stereoscopic reproduction; images
that appear as did the original recorded scene without any depth distortions.
With theoretically ideal stereoscopic viewing conditions, the interaxial dis-
tance used to record the stereogram matches the inter-ocular distance of the
observer; the images are presented using lenses of the same focal length as
those used when the images were recorded, and the stereogram is viewed from
a distance that ensures the image has the same visual angle for the observer as
was recorded by the camera.

P
page flipping Quickly switching between left- and right-eye images in a ste-
reoscopic display system. Viewed with active shutter glasses synchronized to
switch in time with the images.
Panum’s fusion area; Panum’s fusional area The region surrounding the
horopter where image disparity is small enough that the left- and right-eye
images can be fused into a single image. Beyond Panum’s fusion area the dispar-
ity is too great to fuse the two eye images, resulting in double vision, or diplopia.
First described by Danish physician Peter Panum.
Within the fovea (at the center of the retina), retinal disparity is limited to
about 0.1—if the conjugate points in the images recorded by the retinas are
any farther apart, they cannot be fused. Moving outward from the fovea by 6
increases the acceptable retinal disparity to about 0.33; at 12 from center,
216 3D TV and 3D Cinema

acceptable disparity increases to about 0.66. Extended viewing times and ver-
gence can extend the range of fusible disparities to 1.57 for uncrossed dispar-
ity and 4.93 for crossed disparity.


The physical position and size of the fusion area in three-dimensional space
depends on the vergence of the observer’s eyes. When the eyes are directed
at a near object, disparity increases greatly as an object moves away from the
horopter, narrowing the fusion area. When the eyes are directed at a distant
object, disparity increases slowly as an object moves away from the horopter,
extending the fusion area.
parallax The apparent displacement of a fixed object when seen from two
different positions or points of view at the same time; the distance between
conjugate points in the left- and right-eye images of a stereogram. Typically
measured in pixels (image resolution dependent), as a linear distance between
conjugate points (taking into account display size), or as an angle of so many
degrees (taking into account both display size and viewing distance).
Human binocular vision uses parallax to give depth perception. (Each eye
records a slightly different image of the same object because the eyes are sepa-
rated on either side of the nose. The brain interprets these differences to calcu-
late the distance to the object.) Non-reflex cameras suffer from parallax error
between the taking and viewing lenses. When the subject is at a significant
distance from the camera, this is not enough to notice. As the camera moves
closer to its subject, allowances may have to be made for the fact that the two
lenses see a slightly different image.
Stereoscopic imaging systems rely on the parallax between left and right eyes to
create their 3D images. In such systems, two images are separated by the aver-
age distance between a pair of adult human eyes—approximately 50–70 mm
(the exact distance is adjusted based on the composition of the subject being
filmed and its distance from the camera). When these two images are pre-
sented to the viewer, one to each eye, the brain interprets these slightly differ-
ent images to create the impression of three-dimensional depth.
In stereoscopic systems, parallax is characterized with respect to an object’s
apparent position with respect to the screen:
n positive parallax: The left-eye image is to the left of the right-eye image and
the object appears to be behind the screen (in the screen space).
3D A to Z 217

n negative parallax: The left-eye image is to the right of the right-eye image
and the object appears to be in front of the screen (in the audience space).
n zero parallax: The left-eye image is aligned with the right-eye image and the
object appears to be on the surface of the screen (equivalent to a traditional
2D presentation).


parallax budget The total range of parallax from largest negative (in front
of the screen) to largest positive (behind the screen) that may be comfortably
presented by a stereoscopic display system. Essentially the same as the depth
budget, but represented by amount of parallax rather than by apparent depth.
The total parallax budget is largely dependent on the average
viewing distance (increases with the size of the screen) and
the average viewer’s inter-ocular distance (larger for adults
than children).
parallel cameras A stereoscopic camera configuration
where the cameras are positioned so the lens axes are paral-
lel, resulting in a fixed interaxial distance to infinity. Parallel
images must either be cropped or recorded with imaging
grids that are off-center from the optical axis, since they do
not completely overlap. This avoids the geometric errors
common to toed-in cameras.
parallel rig A mechanical framework designed to support
two identical cameras set side by side. The optical axes
may be set parallel to one another or, if the rig supports
convergence adjustments, toed-in by equal amounts.
Percival’s zone;—of comfort The area within the visual
field where binocular images can be fused into a single
three-dimensional view without particular strain or dis-
comfort, defined as the middle third of the distance
between the nearest and farthest fusion points when the
eyes are focused at a particular distance. First proposed
218 3D TV and 3D Cinema

by British ophthalmologist Archibald Stanley Percival in The Prescribing of


Spectacles (1920). Also zone of comfort.
perspective frustum The pyramid that results from the intersection of the left-
and right-camera view frustums when recording a stereogram. See frustum.

pincushion distortion; pincushion effect A lens aberration where straight


lines bow inward toward the center of the image. Resulting from an increase in
focal length moving outward from the center of the lens. Most common in long
focal length (telephoto) lenses. The effect becomes more pronounced as the
image aspect ratio increases. The amount of pincushion distortion is generally
expressed as a percentage of the undistorted picture height. Also pillow effect.
positive parallax When a point in the left-eye image is to the left of the con-
jugate point in the right-eye image (and vice versa) in a stereogram. Conjugate
points with positive parallax will appear to extend into the screen, occupying
the screen space. The viewer’s eyes must diverge to focus on conjugate points
with positive parallax and fuse them into a single image.
posterization A visual artifact that results from representing an image with
far fewer tones than were in the original. Smooth gradations of color are
replaced by bands of solid color with an abrupt shift in color between each
band. This can be an intentional effect added to an image or the side effect of
color aliasing, re-compression artifacts, or the use of too little color depth in a
digital image. Also banding; color banding.
pseudostereo; pseudo stereo; pseudoscopic; pseudo-stereoscopic; pseudo-
3D When the left- and right-eye images in a stereoscopic system are reversed
(the left eye sees the right-eye image and vice versa). This has the effect of turn-
ing things inside out—what should be near appears to be far, and what should
be far appears to be near. With twin-film 3D systems, such as the polarized
process often used during the 1950s, it was possible to invert the film reels and
accidentally project in pseudostereo. Pseudostereo also results if one uses the
cross-eyed method to free-view a stereogram prepared for parallel-viewing (or
vice versa), though turning the image upside down will correct for this. Also
inversion; reverse stereo.
3D A to Z 219

Pulfrich;—effect;—method;—stereo A stereogram presentation technique


where depth is perceived in a moving two-dimensional image by placing a
neutral density (gray) filter over one eye. The darkened image perceived by the
covered eye takes longer to process and so is matched by the brain to a later
image coming from the other eye. Since the two eye images that are fused into
a single 3D image come from slightly different points in time, an object mov-
ing horizontally will exhibit stereo disparity, which is interpreted as depth.
Named for German physicist Carl Pulfrich, who first documented the phenom-
enon in 1922.

Q
quincunx 1. An X-shaped geometric pattern of five points—four at the corners
of a rectangle and the fifth at the rectangle’s center—common to the five-spot
on dice or dominoes. 2. An anti-aliasing pattern where the value of each pixel
is based on an average of five different samples taken in the shape of a quin-
cunx. The pixel itself is aligned with the center of the quincunx. The corner
samples are shared by adjacent pixels, so only twice as many samples as pixels
are required, rather than five times as many. 3. The pattern of left- and right-
eye pixels in a checkerboard stereogram, which can be taken to be a series of
interlocking X-shaped pixel groups.

R
reconverge To adjust the apparent depth in a stereoscopic image.
retinal rivalry The reception of images by the eyes that contain differences
between the left- and right-eye image that are not due to horizontal disparity
and interfere with stereoscopic fusion. This can lead to distraction, eyestrain,
headache, or nausea. Often caused by vertical parallax. Also caused by color
rivalry (different colors perceived by each eye) and luminance rivalry (different
levels of brightness perceived by each eye). Some rivalries occur naturally and
are not stereoscopic defects, such as iridescence, sparkle, and occlusion.
right eye The right half of a stereo image pair; the image intended to be
viewed by the right eye.
right eye dominance Using the right as the starting eye for a sequential 3D
application.
right field Information from a stereogram intended for the right eye only.
right homologue A point in a right-eye image that corresponds to a point in
the matching left-eye image.
row-interleaved;—3D A 3D raster image format where left- and right-eye
image information is presented in alternating rows within the image. By con-
vention, one starts with the left eye in the top row of the image and moves
down. May be used with an interlaced or progressive scan system. Generally
viewed on a polarized display. Also IL; interleaved; line-interlaced 3D.
220 3D TV and 3D Cinema

S
saccade The rapid eye movement necessary to take in a large or complex
image. The human eye only senses image detail at the center of the visual field.
Therefore, it is necessary to move the eye over a large object in order to take
in its entirety. On average, the eye moves once every 1⁄20 of a second—approxi-
mately the time span of persistence of vision. This is a subconscious action,
but it means that one cannot comprehend a large or complex image all at
once. These eye movements are not random and tend to follow visual patterns,
but different people will scan the same image differently, and therefore have a
different subjective experience. Sounds, unlike images, are taken in all at once.
There is no aural saccadic equivalent.
screen parallax 1. The physical distance between conjugate points when a ste-
reogram is presented on a particular size screen. 2. The plane of zero parallax
aligned with the surface of a display screen.


screen space The perceived area behind the plane of the screen in display/
viewer space. When objects in a stereogram appear behind the screen, they are
said to occupy the screen space.
screen width The horizontal dimension of a display screen. An important
factor in stereoscopic calculations.
segmentation The separation of overlapping objects at different depths in
a scene when extracting z-depth data or converting 2D to 3D. Outside edges,
where one object overlaps another, are most common, but inside edges, where
an object overlaps itself, can be particularly challenging. For example, when an
3D A to Z 221

actor’s arm extends towards the camera, it should be closer to the camera than
the torso, but it can be difficult to segment the arm from the torso when they
are both the color of the actor’s costume.
selection device The physical component that separates and directs the
left- and right-eye images of a stereogram to the corresponding eye. Auto-
stereoscopic devices include an integrated selection device (generally lenticular
or parallax barrier). Other technologies use some form of eyewear, either pas-
sive (anaglyph or polarized) or active (mechanical or liquid crystal shutters).
ChromaDepth and the Pulfrich effect use special types of selection device eye-
wear to create a 3D effect from a single flat image. Also analyzer.
separation 1. The degree of isolation between signals flowing in two paths; a
lack of crosstalk. 2. interaxial—The distance that separates the left and right
cameras in a stereoscopic process, measured along the optical axes of the cam-
eras’ lenses; interaxial distance. 3. The distance between the conjugate points in
a stereogram.
sequential stereogram A stereoscopic image where the left- and right-eye
images are recorded one at a time by the same camera, shifting the camera hori-
zontally by the desired interaxial distance between exposures. If a toed-in con-
figuration is desired, then the camera must also be rotated the correct amount
between exposures. This works best when the subject is not in motion (since
the two images are not recorded at the same instant in time) and when camera
movement can be carefully controlled.
Stop-motion stereography often employs a motion-control camera rig to
achieve precise horizontal separation of the left- and right-eye views, such as
for the movie Coraline (2009). For hand-held photography, the horizontal off-
set may be achieved by simply shifting one’s weight from one foot to the other
(the shifty or cha-cha method). This latter technique is not generally employed
by professional stereographers.
shading Slight variations in an object’s color or brightness that offer visual
clues to the object’s shape and size.
shear distortion A stereoscopic malforma-
tion that occurs when the viewer’s gaze is not
perpendicular to a stereoscopic display. As the
viewer moves progressively off-axis horizon-
tally, objects nearer than the screen (with nega-
tive parallax) will shift in the viewer’s direction
while objects farther than the screen (with posi-
tive parallax) will shift away from the viewer.
In addition to geometric shear, any movement
in the stereogram along the z-axis will take on
unintended movement along the x-axis.
After a short time, most viewers who are signifi-
cantly off-axis get used to the shear distortion.
222 3D TV and 3D Cinema

In presentations where the viewer is free to move about, shear distortion may
be used as a creative effect, causing still images to appear to move as the viewer
changes position. Anamorphosis can be used to correct for shear distortion by
recording the natural perspective of the depicted scene from the viewer’s off-
axis position. However, this only works from the one defined off-axis viewing
position and exhibits shear distortion from all others.
side-by-side; SBS;—3D A technique for recording stereograms where the left-
and right-eye images are compressed horizontally and presented next to each
other in the same frame.
For line-interlaced displays, every other line is discarded when the images
are expanded to their full width to fill one frame, resulting in individual eye
images that are ¼ the resolution of the original. Even so, in video applications
side-by-side 3D remains more popular than over/under 3D (which produces
½ resolution images), because side-by-side does not requires a frame buffer to
store the first eye image while the second is received, and it performs better
with MPEG encoding. Since side-by-side configurations preserve the vertical
resolution but reduce the horizontal resolution by half (and all stereoscopic
depth information is recorded in the horizontal direction), they generally do
not deliver the same depth representation as over/under configurations, which
preserve the horizontal resolution but reduce the vertical resolution by half.
side-by-side rig A mechanical framework designed to support two identi-
cal cameras set next to each other. The two cameras may be fixed in a sin-
gle position, or the rig may allow them to be moved horizontally to adjust
the interaxial distance or to be turned symmetrically inward from parallel
(toed-in) to converge at the desired plane of zero parallax. When toed-in, the
recorded images may contain geometric distortions that have to be corrected
in postproduction to ensure proper registration when presented as part of a
stereogram.

The characteristics to consider when selecting a side-by-side rig include:


n The ability to align the cameras (to ensure equal angles on the subject)
n The ability to toe-in the cameras (for converged, rather than parallel,
stereograms)
3D A to Z 223

n Rigidity of the rig (so the cameras remain properly aligned)


n Physical size (side-by-side rigs are smaller and lighter than comparable mir-
ror rigs)
single-lens camera A camera that records two or more views of the same
scene through a single lens from sufficiently different vantage points that they
can be used to construct a stereogram. Single-lens 3D cameras avoid the bulk
and inconvenience of multiple cameras and the image fusion problems that
can result from multiple camera misalignment, zoom or focus mismatch, etc.,
though they are generally limited to a fixed interaxial distance.


single-projector;—3D;—system A stereogram presentation system where the


left- and right-eye images are presented using a single film or video projector.
This generally avoids stereogram misalignment and pseudostereo, which tend
to plague dual-projector systems, and is less complex to install and operate. All
common 3D presentation systems are supported, including both passive (ana-
glyph and polarized) and active (eclipse method).
slide bar A simple camera rig for recording sequential stereograms with a sin-
gle camera by providing a means for controlled horizontal movement between
exposures. The camera is mounted to the slide bar, the first image is recorded,
the camera is slid to the left or right by a controlled distance, and the second
image is recorded. This provides more accurate interaxial distances and greater
control over vertical parallax and rotation than similar hand-held methods.
spatial capture Recording scene depth information (each object’s size, shape,
position, etc.). This may be combined with visual images of the same scene
to provide z-depth for stereoscopic representation or used to create a three-
dimensional computer model of the recorded space. Spatial capture is also
used in virtual reality and gaming systems to capture the user’s body position
and hand gestures. Also depth acquisition; depth-sensing.
static depth cue A monocular cue that can be represented in a still image.
For example, if two similar objects appear to be different sizes, the smaller one
is assumed to be farther away; a near object may block part of a far object, etc.
Static depth cues include: aerial perspective, linear perspective, relative height,
relative size, retinal image size, shadows and lighting cues, static interposition,
and texture gradient. Also pictorial depth cue.
static interposition A monocular depth cue where a nearer object partially
obscures or casts a shadow upon a farther object, allowing the observer to
interpret the relative depths of the objects.
224 3D TV and 3D Cinema

stereo Solid or three-dimensional. Generally used as a prefix, as in


stereographic (literally, writing with solids) or stereophonic (literally, three-
dimensional sound).

stereo acuity 1. The ability to perceive depth or distance based on stereoscopic


visual cues. 2. The accuracy with which depth or distance can be perceived.
Measured as the smallest angle of parallax that can be resolved through bin-
ocular vision.

stereo blind; stereoblind Unable to perform stereopsis and fuse separate


left- and right-eye images into a single, three-dimensional image. One who is
stereo blind may still be able to perceive depth to a certain degree using ver-
gence and monocular depth cues, but will not be able to appreciate the 3D
effect in a stereogram. Approximately 5–10% of the population is stereo blind
to a measurable degree.

stereo extinction ratio The degree to which the left- and right-eye images in
a stereoscopic display can be seen by the opposite eye; a measure of crosstalk,
perceived as ghosting.

Stereo Image Processor; SIP The trade name for an electronic device pro-
duced by 3ality Digital, designed to perform a number of stereogram adjust-
ments in real time, including image synchronization, geometric and color
correction, image alignment, and output to anaglyph, frame-compatible, and
frame-sequential display formats.

stereo imaging device A complete apparatus used to record a stereogram,


such as a single-lens 3D camera or a side-by-side rig with cameras attached.

stereo infinity The maximum distance at which binocular vergence (the


inward turning of the eyes) can be used to judge depth. Beyond this point, gen-
erally 200 meters, the eyes are parallel and do not continue to diverge when
viewing more distant objects.

stereo2Z The images and depth data obtained from two separate cameras
recording the same scene.

stereodepth; stereoZ A left- and right-eye image pair with depth data
that describe the three-dimensional nature of the objects depicted.

stereo window 1. The plane of convergence; the point within a stereogram


where the left- and right-eye images meet, generally set so that it appears to be
at or slightly behind the position of the screen. 2. The frame through which a
stereogram is viewed. Regardless of whether an object is perceived as being in
front of, on, or behind the screen, it cannot extend outside the stereo window
3D A to Z 225

bounded by the flat-sided pyramid that extends from the center of the viewer’s
gaze through the edges of the screen.

stereographer One who specializes in the technical and aesthetic aspects of


recording stereoscopic images. The roles of stereographer and cinematographer
may be combined or the stereographer may act as a technical advisor (stereo-
scopic supervisor) working with the cinematographer. According to American
stereoscopic supervisor Phil McNally, “One can teach the whole theory of
stereoscopy in two hours. You can learn all about 3D moviemaking in two
months. That will never give you the 10 years of experience needed to master
it. Good movies are made with experience, not with knowledge.” The math-
ematical calculations necessary to establish the optimal interaxial distance, toe-
in angle, focal length, etc. may be performed using a spreadsheet or a special
purpose stereoscopic calculator such as those available from www.binocularity
.org and www.stereotec.com.

stereography The art and technique of recording three-dimensional images,


which requires expertise in cameras, film stock or video characteristics, light-
ing, aesthetic image composition, and the mathematics of stereo image record-
ing. Also stereoscopy.

stereopsis The ability to register depth in a three-dimensional image or


judge distance between objects based on the disparity (parallax) between left-
and right-eye images. Depth perception involves both binocular depth cues
(stereopsis and vergence) and monocular depth cues (relative size, occlusion,
geometric perspective, motion parallax, etc.). Also stereo vision.

The function of stereopsis can be demonstrated by observing a Necker Cube


(named for Swiss scientist Louis Albert Necker, who first published this optical
illusion in 1832 based on his observations of line drawings of crystals). Is the
dot at the top right or the bottom left of the front face of the cube? With only
two-dimensional (monocular) depth cues, the brain will alternate between the
two states since there is insufficient information to be sure. If the cube existed
in three-dimensional space, then stereopsis (binocular depth cues) would
come into play and resolve the controversy.

stereoscopic;—3D;—S3D Appearing to have three-dimensional depth, often


applied to the creation of three-dimensional perception from a pair of two-
dimensional images.

stereoscopic calculator An electronic tool that helps calculate the optimal


interaxial distance and convergence given a variety of factors, including the
types of lenses used, the lenses’ focal lengths, and the target viewing angle
(a function of screen size and viewing distance). Such tools range from basic
spreadsheets, such as the one available at www.binocularity.org, to special pur-
pose programs, such as the one available at www.stereotec.com.
226 3D TV and 3D Cinema

stereoscopic multiplexing Combining the data necessary to reconstitute left-


and right-eye stereoscopic images into a single data stream no larger than for
a standard 2D image, including half-resolution video formats and anaglyphs.
Also stereoplexing.
stereoscopic rendition A high-quality, analytical process for 2D to 3D con-
version that first generates a three-dimensional mathematical representation of
a two-dimensional scene, and then uses virtual cameras to produce computer-
generated stereo views of the scene.
sync error; synchronization error A timing mismatch between the left and
right images in a motion stereogram where the left and right eyes are one or
more frames out of registration. Generally introduced during postproduction
or playback. Also temporal mismatch.

T
temporal multiplexing; temporal separation Separating the individual views
in a stereogram or multiview 3D image in time and presenting them in sequence.
time-sequential;—3D A stereoscopic display system where left- and right-eye
images are presented one at a time in a high-speed alternating pattern. Only
one eye is receiving an image at any given time, but the switching is so fast that
this is imperceptible to the viewer. Active or passive eyewear ensures that each
eye sees only the correct images. Polarized time-sequential systems alternate
the polarization direction as each image is presented, while active systems turn
the lenses in the eyewear on and off in time with the left/right image sequence.
3D A to Z 227

By convention, one presents the left-eye image first, followed by the right-eye
image.

n For interlaced video display systems, the eye images are in alternate fields of
the same frame (field-sequential).
n For checkerboard systems, the eye images are combined into a single frame,
alternating the presented eye with each pixel.
n For all other time-sequential display systems, the eye images alternate with
each frame (frame-sequential).

toe-in The degree to which the lens axes of a pair of stereoscopic cameras
are turned inwards from parallel so that they converge at a distant point. Also
angulation; stereoangle.

toed-in cameras A stereoscopic camera configuration where the cameras


are rotated so the lens axes verge at a point. This also causes the right and left
edges of the recorded images to align. Objects at the same depth as this point
will appear to be on the screen in the final stereoscopic presentation, while
other objects will appear to be in front of or behind the screen corresponding
to their relationship to the point of convergence.

Toed-in cameras are most often used for natural imaging (photography with
a physical camera) when the cameras are too large to fit next to each other at
the desired interaxial distance, but this introduces geometric errors that reduce
image quality and must be corrected in postproduction.

The amount of image disparity (perceived 3D depth) primarily depends on


the interaxial distance (the distance between the camera lens axes), but is also
directly affected by the lens focal length, the vergence distance (the distance
from the film plane to the point where the lens axes converge), the size of
each object, and how far each object is from the point of
convergence.

Since the cameras are set at an angle with respect to each


other, the film planes are not parallel. This causes keystone
distortions in the left- and right-eye images. These may
present as object height distortions that introduce artificial
vertical disparities that can become uncomfortable to view
if not corrected. Also verging cameras.

twin camera stereo photography Recording both left-


and right-eye stereogram images at the same time using two
identical cameras.

twin-lens camera A stereoscopic camera with two separate lenses and an


integrated imaging system that allows for the capture of two images at the
same time.
228 3D TV and 3D Cinema

U
unfusable images Left- and right-eye images in a stereoscopic pair that con-
tain conjugate points with excessive parallax, either positive or negative, such
that the individual images cannot be fused into a 3D view.


V
vergence;—eye movement The coordinated inward (convergence) or out-
ward (divergence) turning of the eyes when focusing on an object or when
adjusting one’s gaze from one point to another point at a different distance.
This has the effect of projecting the object of interest onto the fovea at the cen-
ter of the retina where clear, full-color vision is possible. Vergence is only effec-
tive for objects up to about 200 meters away (stereo infinity). When viewing
objects beyond this point, the eyes are held parallel. Unlike other types of eye
movements, with vergence, the eyes move in opposite directions. Also angula-
tion; stereoangle.

vergence point The point in space where the lens axes of eyes or toed-in
cameras cross. This also defines the zero disparity plane for images recorded
with toed-in cameras.
vertical alignment error; vertical misalignment A vertical deviation between
left- and right-eye images in a stereogram where one of the images is higher
than it should be so that horizontal points do not align.
vertical disparity; vertical error; vertical offset; vertical parallax The verti-
cal distance between conjugate points in the left- and right-eye image pair that
makes up a stereogram. Only disparity in the same plane as the viewer’s eyes
(generally assumed to be horizontal) contributes to depth perception, so verti-
cal disparity should be avoided. Small amounts can be ignored, but too much
vertical disparity will interfere with three-dimensional image fusion, leading to
viewer discomfort and double vision. Also height error.
3D A to Z 229

vestibulo-ocular reflex; VOR; oculovestibular reflex Automatic eye move-


ments, based on motion data recorded by the vestibular system, that help sta-
bilize images on the retina and allow for clear vision when the viewer’s head
moves. VOR is reflexive and operates in complete darkness or when the eyes
are closed.

view frustum; viewing frustum The flat-top pyramid that encompasses the
volume of space recorded by a camera, particularly a synthetic camera record-
ing a computer-generated image.

The view frustum through a lens is conical, but photographic images are
recorded with a rectangular aspect ratio, so a camera’s view frustum is shaped
like a pyramid. The front plane of the view frustum is
defined by the closest object visible to the camera. In
computer graphics, near objects are excluded from view
by a clipping plane so the computer does not have to
perform unnecessary calculations. Similarly, the back
plane of the view frustum is defined by the farthest
object visible to the camera or the back clipping plane
in a computer-generated image.

viewing angle 1. The figure formed by extending a line from the center of
the viewer’s gaze to the surface of the screen, measured in relation to both its
horizontal and vertical offsets from a line perpendicular to the surface of the
screen. 2. The horizontal angle of view when observing a display screen. An
important factor in stereoscopic calculations. Calculated as a function of the
screen width and viewing distance and measured in degrees.


230 3D TV and 3D Cinema

viewing distance The length from the observer to the display surface. An
important factor in stereoscopic calculations. Generally measured from the
center of the viewer’s gaze to the center of the screen.

viewing zone The volume of space within which a viewer’s head must be
placed in order to perceive the full stereoscopic effect. A particular display tech-
nology may have one or more viewing zones, often a central zone and side
zones. Also head box; sweet spot.

viewing zone angle A measure of the extent of the viewing zone measured as
an angle from the center of the display, either horizontally or vertically.

visual/brain conflict; visual confusion A contradiction between a visual


image and what the brain has come to expect from the natural world. For exam-
ple, if left- and right-eye stereo images are reversed, then objects will appear
inside-out (portions that should be near will seem to be far and vice versa).
Alternatively, if an object with negative parallax (seeming to extend out of
the screen and into the audience space) is cut off by the edge of the screen, the
brain will not know how to interpret this. Far objects cut off by the edge of
the screen are natural (this is how a window behaves), but objects closer than
the window should not be cut off by the edge of the window, leading to a
visual/brain conflict.

visual mismatch When an object appears in only one half of a stereogram or


when there are significant differences between the same object in the left- and
right-eye views that cannot be explained by visual parallax (the offset between
the left and right eyes). Generally caused by compositing errors (as with
depth mismatch and partial pseudostereo) or by rendering errors in computer-
generated images.

volumetric 3D; volumetric display An autostereoscopic presentation system


that physically creates an image in three dimensions, generally one that can
be viewed from any angle. These include holographic displays, swept-volume
displays (where a display element moves through space at a high speed—often
by rotating on a central axis—to present a different view in each position
so that persistence of vision blends the individual views into a single, three-
dimensional view); static-volume or layered displays (where a block of
transparent voxels—often created by stacking 2–20 flat image displays—are
selectively activated to create an image in three dimensions); and varifocal lens
displays (where lenses position multiple image slices at different optical depths
from the viewer).

voxel Volume element; a three-dimensional pixel; the smallest addressable


space in a three-dimensional computer model, having height, width, and
depth (where a pixel has only height and width). Computer-generated images
are generally presented in two dimensions (on a screen or on paper), but are
often created and calculated in three dimensions.
3D A to Z 231

Z
z-depth The horizontal offset between conjugate points in the left and right
images in a stereogram. Larger z-depth values result in an increased 3D effect.
Positive values provide depth away from the viewer while negative values pro-
vide depth towards the viewer. Also 3D depth.

Z distortion Unintended deviations in the z-depth of a stereogram causing


visible image depth distortions. Most noticeable along horizontal edges.

zero binocular retinal disparity When the images recorded by the left and
right retinas in an animal with binocular vision are perfectly aligned, resulting
in zero parallax between the conjugate points.

zero disparity plane; ZDP The distance in a scene at which objects will
appear to be on the screen in the final stereogram. The ZDP divides a scene
into objects that will appear in audience space (in front of the display surface)
and in screen space (behind the display surface). Also HIT point; plane of con-
vergence; zero parallax depth.


zero interaxial When the two images recorded by a 3D camera system exactly
overlap—there is no interaxial distance separating them. The greater the sepa-
ration between the images, the more pronounced the 3D effect. At zero inter-
axial, there is no 3D effect.
232 3D TV and 3D Cinema

zero parallax When a point in the left-eye image is perfectly aligned with the
conjugate point in the right-eye image in a stereogram. Conjugate points with
zero parallax have no stereoscopic depth information and appear to be at the
same distance from the observer as the screen.
zero parallax setting; ZPS Adjusting the relative horizontal offset of the left-
and right-eye images in a stereogram so that the conjugate points that lie on
the intended display plane have zero parallax.

RICHARD W. KROON
Richard W. Kroon is the Director of 3D Services for Technicolor’s Media Services
Division in Burbank, California. In addition to being an award-winning videographer
and published author, Mr. Kroon is a member of the Society of Motion Picture and
Television Engineers (SMPTE), National Stereoscopic Association (NSA), International
Stereoscopic Union (ISU), and Dictionary Society of North America. He is a Certified
Project Management Professional (PMP) and PRINCE2 Registered Practitioner.
Mr. Kroon holds a BS from the University of Southern California (USC), an MBA
from Auburn University, and post-graduate certificates in Film, Television, Video, and
Multimedia from UCLA Extension’s Entertainment Studies program.

Richard Kroon
Index
233

2D analysis, comparative, 80 3D Summit, Universal City, 5 ongoing invention of 3D TV, 22


2D cameras CES, Las Vegas, 4–5 overview, 1–8
designed for 3D, 46–49 IBC, Amsterdam, 4 overview of typical
ARRI Alexa, 46 NAB, Las Vegas, 5 3D broadcasts, 10–12
Canon XF105 professional overview, 3–6 3D documentaries, 12
camcorder, 48 cameras, 17–18 3D feature films, 13
mini cameras adapted for, 49 challenge of image perfection alternative 3D content, 12
Silicon Imaging SI-2K and applying 10 rules of 3D, 17 overview, 10–13
SI-3D, 46 cost of setup on cinema sets, recorders, 17–18
Sony HDCP1, 47–48 16 3D rig motion-control command
legacy, in 3D, 45–46 fast setup, 15–16 protocol, 82
broadcast and digital cinema importance of accuracy, 15 3D shadow unit, 33
cameras, 45 one time shooting live 3D signal processing, 195
prosumer cameras and DSLRs, opportunities, 16–17 3D source master, 195
45–46 overview, 13–17 3D Summit, Universal City, 5
2D cinema, stereoscopy and, changing opinions on 3D 3D synchronization system, Evertz
148–149 content, 21 Microsystems, 125
2D compatibility, 195 cinema, 2–3 3D TV
2D for 3D, capturing, 195 collaborative landscape, 22–23 and 3D cinema similarities,
2D to 3D conversion, 156, 195 content creation, 20 20–21
3ality Digital TS-5, 37f crew 3D Summit, Universal City, 5
3ality geometric corrections, 88–89 3D vision engineer, 24 accelerating stereoscopic art
3ality SIP, 79f, 80f, 167–168, 224 convergence puller, 24 development, 8–10
3D, defined, 2 overview, 23–25 as by-appointment
3D Blu-ray Disc (3D-BD), 127 rig technician, 25 entertainment, 8–10
3D box office, 7–8 stereographer, 23–24 CES, Las Vegas, 4–5
3D cinema stereoscopic supervisor, 25 channels, 11–12
cinematography, 145–148 criticisms of, 6–8 IBC, Amsterdam, 4
cost of setup on, 16 3D box office downturn, 7–8 live, 175–178
fast setup, 15–16 active/passive 3D format war, consistent depth windows,
movie releases, 3D, 3f 6–7 176–177
overview, 2–3, 13 lack of 3D content, 8 mixing wow-ing and
shooting for cinema versus promised glasses-free storytelling shots, 176
television, 161 future, 7 NAB, Las Vegas, 5
similarities with 3D TV, 20–21 quantity of 3D, 6 ongoing invention of, 22
3D content stereo blindness, 6 overview, 3–6
changing opinions on, 21 uselessness of 3D, 6 shooting for cinema versus
lack of, 8 documentaries, 19–20 television, 161–163
3D conversion. See conversion, 3D enhanced photographic 3D TV sets, 4
3D displays, defined, 195 requirements, 18 3D TV vendor, evaluating quality of,
3D formats in contribution, 125 future of, 8–10 36–37
3D jump cut, 202 3D TV accelerating art 3D vans. See vans
3D production, 1 development, 8–10 3D vision engineer, 24, 158–159
3D TV 3D TV as by-appointment 3D world, replicating, 188–189
and 3D cinema similarities, entertainment, 8–10 3D-BD (3D Blu-ray Disc), 127
20–21 impeding storytelling, 19 3D-compatible, defined, 195
234 Index

3D-compatible projectors, 73t overview, 181, 184–189 correction of depth accident on,
3D-matched zooms, 18 replicating 3D world or human 87
3D-one camcorder, 52 vision, 188–189 directing live 3D sports, 101–102
3G HD-SDI, 98, 98 screens, 185 Gerhard Lang interview, 108–113
4% depth budget, 170 screens versus windows, 187 graphics, 106, 107–108
4D, defined, 196 soft or strong stereoscopic effects, overview, 10–12
10 rules of 3D, 17 187–188 recording 3D, 113–117
50% mix monitoring, 60, 61f stereo stress as storytelling tool, examples of 3D recorders, 115
2011 Consumers Electronics Show, 186–187 recorder functions, 113–114
Las Vegas, 7 stereoscopic window, 185 recording metadata, 114–115
assistant stereographer, 159 safe volumes for graphics, 107
A audience space, 185, 197, 197f active occlusions processing,
accommodation, defined, 196 Austin, Bruce, 19–20, 114 107
accommodation/convergence reflex, automation, 168 passive volume segmentation,
196 Avatar, 2–3, 8–9, 186, 187, 107
accommodation/convergence 188, 189 setting up camera unit, 92–97
relationship, 196 beam-splitter configurations,
accommodation/convergence rivalry, B 92–93
196 Bailblé, Claude, 149 calibrating cameras, 96–97
accommodation/vergence reflex, 196 banding, 218 color-coding, 93
accommodation/vergence barrel distortion, 197 registering cameras. See
relationship, 196 beam splitter registering cameras
accommodation/vergence rivalry, common characteristics of, 39–40 setting depth, 97
196 common problems with, 39–40 sports
accuracy configurations, 92–93 comparison of 2D and 3D
extending high-end rigs, 87 defined, 197, 197f direction, 162t
importance of, 15 testing, 40 effect of 3D on, 20
active 3D TV, 73t Bergeron, Michael setup for 3D, 15–16
active depth cuts, 104 maximum sustainable retinal tools for, 102–106
active occlusions processing, 107 rivalry, 15 3D outside broadcast. See
active stereo, 6–7, 196 Panasonic AG-3DA1, 50–51 outside broadcasts
ActivEyes, Volfoni, 7 Berman, Art, 4 depth continuity, 104–105
adjustable mechanical controls, 32 Binocle Disparity Tagger, 79, 80f, switchers. See switchers
AG-3DA1, Panasonic, 50, 138–139 130–131, 131f transporting to vision mixer or
AG-HMX100 switcher, Panasonic, Binocle geometric corrections, 89 recorder, 97–101
102 binocular, 197 frame-compatible formats. See
Alexa, ARRI, 46 binocular depth cue, 197 Frame-Compatible Format
Alonso, Jordi, 133–136, 182 binocular depth perception, 197 (FCF)
alternative 3D content, 12 binocular disparity, 197, 197f stereoscopic HD-SDI, 98–99
anaglyphs, 196 binocular rivalry, 198 BT-3DL2550 monitor, Panasonic,
analyzer, 221 binocular suppression, 198 74, 74f
angular disparities, 21 binocular vision, 198 by-appointment entertainment, 8–10
angulation, 227 binocular vision disability, 198
aperture, 55–57, 81 bit stream conversions, 75 C
Apple Final Cut Pro, 118 Black Eyed Peas, 10, 11f cable, 3D distribution by, 126
Arnheim, Rudolph, 141–142 Blu-ray 3D, 126–127 cables, 98, 98
ARRI Alexa, 46 brain shear, 198 calibrating cameras, 96–97, 111
Arri Depth Chart, 165f breaking the frame, 204 CamAlign 3-D Pilot, DSC Labs, 94f
artistic challenges, 183–189 breakout circuit on NOC, 83 camcorders, 3D, 49–52
audience space, 185 brightness, 77 3D-one and Frontniche, 52
depth continuity, 185–186 broadcast cameras, 45 Panasonic AG-3DA1, 50
depth placement of action and broadcasts, 93 Sony, 51–52
characters, 188 comfortable 3D placement in camera coordinate system, 198, 198f
geometrically realistic depth, 184 coherent space with live camera parameters
nonrealistic depth, 184 picture, 106–107 extrinsic, 204–205
Index 235

intrinsic, 211 broadcast and digital cinema column-interleaved stereogram, 199,


cameras, 1 cameras, 45 199f
See also geometric corrections prosumer cameras and DSLRs, comfort
2D designed for 3D, 46–49 45–46 duration of, 204
ARRI Alexa, 46 mechanical control, 32–33 Percival’s zone of, 217–218, 218f
Canon XF105 professional orientation, 32–33 compact 3D camera, 27f
camcorder, 48 overview, 17–18 comparative 2D analysis, 80
mini cameras adapted for 3D, parallel, 217, 217f compression, 123–124
49 positions in 3D, 179–180 computer-aided 3D camera unit
Silicon Imaging SI-2K and requirements for filming 3D, setup, 81
SI-3D, 46 43–45 aperture, 81
Sony HDCP1, 47–48 digital out, 43–44 color matching, 81
3D camcorders, 49–52 genlock, 43 gain, 81
3D-one and Frontniche, 52 global versus rolling shutter, optical axis alignment, 81
Panasonic AG-3DA1, 50 44–45 white balance, 81
Sony, 51–52 mechanical design, 43 computer-aided monitoring, 77–81
3D lenses for 2D, 52–58 setting up for live broadcast, comparative 2D analysis, 80
DSLRs, 55 92–97 disparity tags, 78–79
Panasonic 3d lens For HDC- beam-splitter configurations, disparity vectors, 80
SDT750, 55 92–93 concerts, 15–16, 137–140
Phantom 65 side-by-side lenses, calibrating cameras, 96–97 conjugate points, 200, 200f
54–55 color-coding, 93 consistent depth windows, 176–177
single-lens depth acquisition registering cameras. See constructed light depth acquisition,
techniques, 57–58 registering cameras 58
single-lens parallax generation setting depth, 97 consumer 3D displays, 73
through aperture shifting, wireless, 98 Consumer Electronics Show (CES),
55–57 Cameron, James, 186, 187, 188 Las Vegas, 4–5
3D rig, 28–42 Canon XF105 professional content creation, 20
description and vocabulary, 31 camcorder, 48 convergence, 64–65, 172–173, 200,
dynamic controls and linked cardboarding, 198 200f
functions, 33 Caudullo, Al, 137–140 convergence accommodation reflex,
evaluating quality of 3D TV CelScope 3D Analyzer, 85f 190–191
vendor, 36–37 CES (Consumer Electronics Show), convergence alignment, 95
filters, 40–41 Las Vegas, 4–5 convergence angle, 201, 201f
half-mirror, 38–40 checkerboard, 100–101, 105, 198, convergence animation, 201
image analysis and geometry 198f convergence distance, 201, 201f
correction, 35–36 Cinedeck, 46, 47f, 114 convergence puller (CP), 24
international rigs, 42 CineForm Neo3D codec, 117–118 conversion, 2D to 3D, 156, 195
mechanical control and camera cinema, defined, 2 conversion, 3D, 103–104, 122–123
orientation, 32–33 CineMonitorHD12 3DView, 74 of known geometries, 103–104
overview, 31–36 Cinetronic 3D Monitor, 74, 75f of large landscapes, 103
side-by-side versus mirror rigs, circle of isolation, 199 rules for, 104
37 circular polarization (CP), 199, 199f conversions, bit stream, 75
steady-cam rigs, 41–42 circularizing filter, 41 coordinate system, camera, 198,
for documentaries, 19–20 collaborative depth creativity, 175 198f
inventing modern unit, 166–170 collaborative landscape, 22–23 corresponding points, 200, 200f
3D OB vans, 169–170 color cost of 3D, 9–10
addressing need for multiple balancing, 169 cost of setup on cinema sets, 16
cameras, 169 impact on depth perception, 107 CP (circular polarization), 199,
balancing color, 169 matching, 81 199f
creating SIP, 167–168 color banding, 218 CP (convergence puller), 24
fast tracking camera setup, 168 color coding, 93 creative crew, 170–171
image processing, 167 color gradient, 18 creative stereoscopy, 174–175
taming zoom lenses, 168–169 color rivalry, 199 collaborative depth creativity, 175
legacy 2D cameras in 3D, 45–46 colorimetric mismatch, 72 future of, 175
236 Index

creative stereoscopy (Continued) depth budget, 170, 202 film-based, 128


impact of technological depth change stress, 202 DIY mirror rigs, 54
constraint on, 182–183 depth chart generation, 83 DMR (digital re-mastering), IMAX,
in live 3D TV, 175–178 depth continuity, 185–186 128
consistent depth windows, depth cue confusion, 201 Doc Walker concert, 137–140
176–177 depth cue, perceptual, 202 documentaries, 12, 19–20
mixing wow-ing and depth discontinuity, 202 DOF (depth of field), 72, 155–157,
storytelling shots, 176 depth jump cuts, 186, 202 194
tools for, 183 depth map, 202 drop off, 212
using depth, 174–175 depth nonlinearity, 202, 202f DSC Labs CamAlign 3-D Pilot, 94f
crew, 157–160 depth of field (DOF), 72, 155–157, DSLRs, 45–46, 55
3D vision engineer, 24 194 DSW (dynamic stereoscopic
convergence puller, 24 depth perception, 203 window), 185
overview, 23–25 depth plane curvature, 203, 203f duration effect, 191–192
place of stereographer in crew, depth plot, 203 duration of comfort, 204
159–160 depth range, 203 dwarfism, 212
rig technician, 25 depth velocity, 186 dynamic controls, 31, 33
stereographer, 23–24, 158–159 depth warping, 123 dynamic stereoscopic window
stereoscopic supervisor, 25 depth windows, consistent, 176–177 (DSW), 185
criticism of 3D, 6–8 depth/size distortion, 203 dynamic window, 205–206
3D box office downturn, 7–8 Deren, Eric, 19, 24, 34, 41 dZ/dt, 204
active/passive 3D format war, 6–7 Derrière les Murs (Behind the Walls),
lack of 3D content, 8 92f, 129–132
promised glasses-free future, 7 desynchronized stereo, identifying E
quantity of 3D, 6 defaults, 70–71 edge violation, 84, 204
stereo blindness, 6 difference map, 60, 61f, 203 editing, 154–155
uselessness of 3D, 6 digital 3D film distribution, as cause of headaches, 166
cue conflict, 201 127–128 contributing with peers, 124–126
curvature, depth plane, 203, 203f digital cinema cameras, 45 3D formats in contribution,
cut cushioning, 104 digital disk recorders, 62 125
cyclopean vision, 15 digital out, 43–44 resynchronizing 3D, 125
digital re-mastering (DMR), IMAX, distributing to home, 126–127
128 Blu-ray 3D, 126–127
D digitization of audiovisual medium, cable and satellite, 126
decision rules, lens pairing based on 13–14 Internet, 127
pre-established, 82 diplopia, 203–204 formatting, 123–124
defaults, identifying image. See directing live 3D sports, 101–102 compression, 123–124
image defaults, identifying disk recorder, 119–121 letter boxing, 124
depth disocclusion, 204 SMPTE 3D Home Master, 124
creative use of, 174–175 disparity, 197, 197f, 204, 204f live 3D TV, 179
future tools for continuity, disparity map, 204 overview, 123–128
104–105 Disparity Tagger, Binocle, 130–131, post production, 117–123
geometrically realistic, 184 131f 3D conversion, 122–123
live correction of broadcasts, 87 disparity tags, 78–79 editing 3D, 117–119
nonrealistic, 184 disparity vectors, 80 tracking 3D cameras, 119–121
placement of action and display plane, 204 theatrical distribution, 127–128
characters, 188 distortion, geometric, 207, 207f digital, 127–128
reconstruction, tools for, 183 distribution film-based, 128
setting, 23 home, 126–127 Eisenstein, Sergei, 143
setting for broadcasts, 97 Blu-ray 3D, 126–127 embedded 3D recorders, 115–117
single-lens acquisition cable and satellite, 126 software, 116
techniques, 57–58 Internet, 127 tape and disk recorder, 116–117
transitions, 173 theatrical, 127–128 Evertz Microsystems 3D
depth acquisition, defined, 223 digital, 127–128 synchronization system, 125
Index 237

exterior orientation, 204–205 frames global shutter, 44–45


extrastereoscopic cue, 213 edges, 84 graphics
extrinsic camera parameters, packing, 101 challenges with, 106
204–205 precision of, 152–153 designing and applying in 3D,
free-viewing, 206 107–108
Frontniche camcorder, 52 on-screen, 22
F front-silvered mirror, 206 placement of, 106–107
faking 3D cameras, 111–112, 112f frustum, 206–207, 207f safe volumes for, 107
far point, 205, 205f FSW (floating stereoscopic window), active occlusions processing,
fatigue, 3D, 190–192 185 107
duration effect, 191–192 Fuji W1 camera, 4, 4f passive volume segmentation,
the focus/accommodation reflex, full HD encoding, 207 107
190–191 full-frame stereo encoding, 207
vertical parallaxes and other full-size 3D camera unit, 28f
factors, 191 fusion, binocular, 207 H
FCF ( Frame-Compatible Format), Fusion 3D, 177 half-mirror, 38–40, 72–73
99–101 fusion area, Panum’s, 215–216, 216f half-resolution encoding, 208, 208f
feature matching limitations, 84 Hawkeye, 46
fiber converter, Telecast, 98–99 HD technology, 166
field of depth (FOD), 205 G HDCP1, Sony, 47–48
field of view (FOV), 193–194, 205, gain, 81 HDC-SDT750, Panasonic 3D lens
205f The Gates of Hell (Rodin), 145f, 146f for, 55
film-based distribution, 128 Genesis cameras, Panavision, 28f HD-SDI, 98–99
filters, 40–41 genlock, 43 HDTV, 13–14
first-surface mirror, 206 geometric corrections, 85–90 HDTV OB vehicle, prepping,
flash drives, 115 extending high-end rigs accuracy, 105–106
flatness of field, 212 87 head box, 230
flatness of motion picture screen, future applications of, 87–88 headaches, causes of, 165–166
143, 143f gear, 88–90 height error, 228–229, 229f
floating stereoscopic window (FSW), 3ality, 88–89 H-FT012 lens for Lumix G cameras,
185 Binocle, 89 Panasonic, 54
floating window, 205–206 Kronomav, 90 HIT (horizontal image translation),
Fly Me to the Moon (2008), 188 KUK, 89 209, 231
focal length mismatch, 68–70, 206 MediaPro, 90 holography, 147–148
focal volume, 206, 206f Sony, 89–90 home distribution, 126–127
focus mismatch, 206 image analysis and, 35–36 Blu-ray 3D, 126–127
focus/accommodation reflex, limits of, 88 cable and satellite, 126
190–191 camera viewpoint, 88 Internet, 127
FOD (field of depth), 205 effect on visual effects workflow, homologous points, 84, 200, 200f
formatting, 123–124 88 Honeycutt, John, 5
compression, 123–124 live correction of depth accident horizontal disparity, 208–209
letter boxing, 124 on broadcasts, 87 horizontal image translation (HIT),
SMPTE 3D Home Master, 124 in live production, 18 209
FOV (field of view), 193–194, 205, overview, 86–88 hot spot, 212
205f replacing motion control on low- human inter-pupillary distance
frame rate, 18, 21 end rigs, 87 (IPD), 192, 193
frame-compatible 3D, producing, geometric distortion, 207, 207f human vision, replicating,
105 geometrically realistic depth, 184 188–189
Frame-Compatible Format (FCF), ghost busting, 207 hybrid 3D glasses, 7
99–101 ghosting, 207–208 hyper-convergence, 209
advanced FCF, 100–101 giantism, 208 hyper-divergence, 209
basic FCF, 99–100 Gibson, Simon, 119–121 hyperfocal distance, 209
defined, 206 glasses, 171–172 hyperstereo, 209, 209f
frame packing, 101 glasses-free viewing, 7 hypostereo, 209, 209f
238 Index

I image parameters, 151–155


editing, 154–155
Legend of the Guardians; The Owls of
Ga’Hoole (2010), 188, 201
IA (interaxial), 209–210, 210f
frame, 152–153 lenses
IAD (interaxial distance), 210
light, 154 for 2D cameras, 52–58
IBC (International Broadcasting
point of view, 152 DSLRs, 55
Convention), Amsterdam, 4
image perfection, challenge of Panasonic lens for HDC-
image alignment, 35
applying 10 rules of 3D, 17 SDT750, 55
image analysis, 75–85
cost of setup on cinema sets, 16 Phantom 65 side-by-side lenses,
computer-aided 3D camera unit
fast setup, 15–16 54–55
setup, 81
importance of accuracy, 15 single-lens depth acquisition
color matching, white balance,
one time live shooting techniques, 57–58
aperture, and gain, 81
opportunities, 16–17 single-lens parallax generation
optical axis alignment, 81
overview, 13–17 through aperture shifting,
computer-aided monitoring,
image processors, 24, 74–75, 167 55–57
77–81
IMAX DMR (digital re-mastering), compared to camera position, 21
comparative 2D analysis, 80
128 for DSLRs, 55
disparity tags, 78–79
Indiecam, 49 effect of flares, 18
disparity vectors, 80 infinite focus point, 190 matching, 18
existing products, 84–85 intelligent motion control, 31 pairing, 81–82
future applications, 83 interaxial (IA), 209–210, 210f 3D rig motion-control
breakout circuit on NOC, 83 interaxial distance (IAD), 210 command protocol, 82
depth chart generation, 83 interlaced, 210, 210f based on pre-established
roundness evaluation, 83 International Broadcasting decision rules, 82
surface mirror optical Convention (IBC), based on real-time
description, 83 Amsterdam, 4 computation, 82
and geometry correction, 35–36 international rigs, 42 real-time rig control, 82–83
lenses pairing, 81–82 Internet, 3D video on, 127 Z-LUT generation, 82
3D rig motion-control inter-ocular (IO), 210 Panasonic H-FT012 lens for
command protocol, 82 inter-ocular distance (IOD), 30, 64, Lumix G cameras, 55, 55f
based on pre-established 210 zoom, 168–169
decision rules, 82 inter-pupillary distance (IPD), 192, letter boxing, 124
based on real-time 193 light, 154
computation, 82 intrinsic camera parameters, 211 light detection and ranging (LIDAR),
real-time rig control, 82–83 inversion, 218 57–58
Z-LUT generation, 82 ISee3D camera, 53, 53f light filters, 40–41
limits of, 83–84 isolation, circle of, 199 light polarization, 40–41
frame edges, 84 lightness mismatch, 72–73
imperfect input/output, 84
overview, 59, 76–83
J lilliputism, 212
line interleaved frame-compatible
JVC GD-463D10U monitor, 74
image correction, 59–60 formatting, 99
JVC GSTD1BUS camcorder, 27f
image defaults, identifying, 62–73 linked functions, dynamic controls
JVC ZCam, 57f
convergence, 64–65 and, 33
desynchronized stereo, 70–71 live 3D
errors induced by half-mirror, K See also broadcasts
72–73 Katzenberg, Jeffrey, 8 concert recording, 137–140
focal length, 68–69 keystone distortion, 66–67, 211, 211f correction of depth accident on
focus mismatch, 69–70 Kronomav geometric corrections, 90 broadcasts, 87
inter-optical distance, 64 KUK geometric corrections, 89 fast setup, 15–16
keystone, 66–67 geometric corrections, using in,
rolling shutter orientation error, L 18
71–72 Lafoux, Sébastien. See beam splitter one time shooting opportunities,
rotation, 67–68 Lang, Gerhard, 108–113 16–17
vertical alignment, 65–66 left eye, 211 TV editing, 179
image geometry correction. See left field, 211 TV sports broadcast, 133–137
geometric corrections left homologue, 211–212, 212f live broadcast, defined, 2
Index 239

live metadata, 118


live shooting, defined, 2
modern theory of 3D, 165–166
monitoring 3D, 60–75
O
OB van, converting to 3D, 105–106
long lens shots, 11, 21 advantages of, 180
objects depth extension, 88
looking up/down configurations, 92, identifying image defaults, 62–73
occlusion, 106–107, 215
92f, 93 convergence, 64–65
occlusion information, 215
LOW-FX 3D feature, 129–133 desynchronized stereo, 70–71
occlusion resolution, 215
luma mismatch, 212 errors induced by half-mirror,
oculovestibular reflex, 229
luminance differences, 212 72–73
onboard 3D recorders, 115–117
luminance rivalry, 212 focal length, 68–69
software 3D recorders, 116
Lumix G cameras, Panasonic focus mismatch, 69–70
tape and disk recorder, 116–117
H-FT012 lens for, 54 inter-optical distance, 64
optic axis, 215, 215f
keystone, 66–67
optical axis alignment, 81
M rolling shutter orientation error,
orientation, camera, 32–33
macro stereo, 209, 209f 71–72
ortho stereo, 215
magnification factor, 97 rotation, 67–68
outside broadcasts, 105–106
Manning, Derek, 20, 101–102 vertical alignment, 65–66
converting an OB van to 3D,
maximum parallax, 193 image processing for, 60–62
105–106
maximum sustainable retinal rivalry, advanced, 62
existing fleets of 3D vans, 106
15 basic, 60
producing frame-compatible 3D,
MC (motion control), 29–30, 31, intermediate, 60–62
105
87 overview, 171–172
over through (OT) rig configuration,
McNally, Phil “Captain 3D”, 19 tools, 73–75
92
mechanical control, 31, 32–33 3D multiplexers and image
overlap, 215
mechanical design, 43 processors, 74–75
MediaPro geometric corrections, 90 consumer 3D displays, 73
Mendiburu, Bernard, 180–194 professional 3D displays, 74 P
artistic challenges, 183–189 monocular cue, 213 Pace, Vince
audience space, 185 monocular vision, 213 3D shadow unit, 33
depth continuity, 185–186 The Monument of the Burghers of camera positions in 3D, 179–180
depth placement of action and Calais (Rodin), 147f collaborative landscape, 22
characters, 188 motion control (MC), 29–30, 31, editing live 3D TV, 179
geometrically realistic depth, 87 live broadcasts, 1–2
184 motion-control rig, 213 monitoring 3D, 180
nonrealistic depth, 184 MR (mirror rig), 17, 37 overview, 177, 177f, 178–180
overview, 181, 184–187 multilayered 3d sources, live sports broadcasting, 101
replicating 3D world versus integrations of, 22 Pace 3D Shadow Rig, 11f
human vision, 188–189 multiple cameras, 169 page flipping, 215
screens, 185 multiplexers, 74–75 Panasonic 3D lens for HDC-SDT750,
screens versus windows, 187 muscular fatigue, 190 55
soft or strong effects, 187–188 music concerts, 15–16, 137–140 Panasonic AG-3DA1, 50, 138–139
stereo stress as storytelling tool, Panasonic AG-HMX100 switcher, 102
186–187 N Panasonic BT-3DL2550 monitor,
stereoscopic window, 185 NAB Show, Las Vegas, 5 74, 74f
scientific challenges. See scientific “Natural Depth” method, 97 Panasonic H-FT012 lens for Lumix G
challenges NC (non-canonical) frame size, 126 cameras, 54
technical challenges. See technical ND (neutral density) filters, 40 Panavision Genesis cameras, 28f
challenges Necker Cube, 225 Panum’s fusion area, 215–216, 216f
mesh format, 100, 100, 100–101, negative parallax, 214, 214f, 217 parallax, 216–217, 217f
105, 105 Neo3D codec, CineForm, 117–118 parallax budget, 217
metadata, 114–115, 195 neutral density (ND) filters, 40 parallax setting, 21
micropolarizer, 213, 213f nodal points, 214, 214f parallel cameras, 172–173, 217, 217f
mini cameras adapted for 3D, 49 nodal shift, 214 parallel rig, 217
miniaturization, 212 non-canonical (NC) frame size, 126 passive 3D TV, 73t
mirror, front-silvered, 206 nonlinearity, depth, 202, 202f passive stereo, 6–7
mirror rig (MR), 17, 37 nonrealistic depth, 184 passive volume segmentation, 107
240 Index

peer contribution, 124–126


3D formats in contribution, 125
Q RIP Curl World Cup of Surfing,
133–136
Qtake Software Stereoscopic
resynchronizing 3D, 125 roll alignment, 95
Recorder, 116, 116f
Penner, Max, 34 rolling shutter, 32–33, 33f, 44–45,
quality of 3D TV vendor, evaluating,
Percival’s zone of comfort, 217–218, 71–72
36–37
218f Romanica, Dwight, 56
quantity of 3D, 6
perspective frustum, 218, 218f rotation, identifying defaults, 67–68
quincunx, 100–101, 105, 219
PFMatchit, 119, 119f, 120 roundness evaluation, 83
PFTrack, 119, 120 row-interleaved, 219, 219f
Phantom 65 side-by-side lenses, R
54–55 RAID-arrayed storage disks, 115 S
photographic requirements, 18 real-time computation, lens pairing saccade, 220
pictorial depth cue, 223 based on, 82 safe volumes for graphics, 107
pillow effect, 218 real-time converter, SterGen, 104 active occlusions processing, 107
pincushion distortion, 218 real-time rig control, 82–83 passive volume segmentation,
plane of convergence, 231 rear projection DLP TVs, 73t 107
point of view, 152 reconvergence, 104–105, 219 Sandrew, Barry, 122–123
polarization, light, 40–41 recording, 17–18, 97–101, 113–117 Sassoon, Tim, 28
portable 3D camera unit, 27f embedded and onboard 3D satellite, 3D distribution by, 126
positive parallax, 216, 218 recorders, 115–117 SBS (side-by-side), 99, 100, 100f,
posterization, 218 software 3D recorders, 116 105, 222
postproduction, 117–123 tape and disk recorder, 116–117 scene depth compression, 88
3D conversion, 122–123 examples of 3D recorders, 115 Schklair, Steve, 164–178
defined, 2 frame-compatible formats, 3D television beginnings, 3
editing 3D, 117–119 99–101 camera pointers, 18
tracking 3D cameras, 119–121 advanced FCF, 100–101 creative positions, 22
workflow synoptic, 121f basic FCF ( Frame-Compatible creative stereoscopy, 174–175
principle axis, 215, 215f Format), 99–100 collaborative depth creativity,
professional 3D displays, 74 frame packing, 101 175
prosumer cameras, 45–46 metadata, 114–115 consistent depth windows,
protocol, 3D rig motion-control modes, 113 176–177
command, 82 recorder functions, 113–114 future of, 175
pseudostereo, 218 stereoscopic HD-SDI, 98–99 mixing wow-ing and
Pulfrich effect, 219 reflected light, 38 storytelling shots, 176
puppet effect, 212 reflective camera, 38 overview, 175–178
Pupulin, Yves, 144–164 registering cameras, 93–96 using depth, 174–175
3D cinematography, 145–148 Sean Fairburn registration chart, effect of 3D on story, 19
future of stereoscopy, 160–161 93 experimentation, 170–174
image parameters, 151–155 Stereo Tango alignment depth transitions, 173
editing, 154–155 procedure, 93–96 end of stereographer, 171
light, 154 replays, 103 getting rid of non-creative crew,
point of view, 152 resynchronizing 3D, 125 170–171
precision of frame, 152–153 retinal disparities, 15 monitoring 3D, 171–172
limiting depth of field, 155–157 retinal rivalries shooting converged or parallel,
overview, 144, 144f causes of, 18, 191 172–173
stereoscopy and 2D cinema, defined, 219 inception of modern 3D,
148–149 maximum sustainable, 15 164–166
stereoscopy as continuity, overview, 15 getting out of the theme park
149–151 reverse stereo, 218 niche, 164–165
stereoscopy jobs, 157–160 RGB histograms, 80 HD technology, 166
place of stereographer in crew, rig technician, 25 modern theory of 3D, 165–166
159–160 right eye, 219 modern 3D camera unit,
stereographer crew, 158–159 right field, 219 166–170
tips on 3D rigs, 34 right homologue, 219 3D OB vans, 169–170
Index 241

color balancing, 169 single-lens depth acquisition stereopsis, 15, 225, 225f
fast tracking camera setup, 168 techniques, 57–58 stereoscopic, defined, 225
image processing, 167 single-lens parallax generation, stereoscopic art development, 8–10
need for multiple cameras, 169 55–57 stereoscopic calculator, 225–226,
SIP, 167–168 single-projector system, 223 226f
zoom lenses, 168–169 SIP (Stereo Image Processor), 79f, stereoscopic graphic system, 109f
overview, 163, 163f 80f, 167–168, 224 stereoscopic multiplexing, 59, 226
use of long lenses, 21 slide bar, 223 stereoscopic rendition, 226
scientific challenges, 189–194 slow motion, 103 stereoscopic supervisor, 25
3D fatigue, 190–192 SMPTE 292M, 98 stereoscopic window, 185
duration effect, 191–192 SMPTE 3D Home Master, 124 SterGen real-time converter, 104
the focus/accommodation SMPTE 372M, 98 storage disks, RAID-arrayed, 115
reflex, 190–191 SMPTE 424M, 98 storytelling
vertical parallaxes and other soft stereoscopic effects, 187–188 impeding, 19
factors, 191 software 3D recorders, 116 mixing wow-ing shots and, 176
overview, 181–182 solid state disk (SSD) recorders, 115 not dependent on 3D, 21
screen size and human brain, Sony stereo stress as tool, 186–187
192–194 camcorders, 51–52 strong stereoscopic effects,
experience changes with screen geometric corrections, 89–90 187–188
size, 193–194 Sony HDCP1, 47–48 surface mirror, 38, 83
screen size and maximum Sony LMD2451TD monitor, 74 sweet spot, 230
parallax, 193 Sony Vegas Pro, 118 switchers, 102
screen parallax, 220, 220f, 222 spatial capture, 223 3D conversion, 103–104
screen size spatial phase imaging (SPI) depth of known geometries, 103–104
and human brain, 192–194 acquisition, 58 of large landscapes, 103
experience changes with screen special effects (SFX) supervisor, 158 rules for, 104
size, 193–194 split-resolution, 208, 208f stereoscopic replays and slow
screen size and maximum Spottiswoode, Raymond, 142 motion, 103
parallax, 193 SSD (solid state disk) recorders, 115 synchronization error, 226
importance of, 21 Stassen, Ben, 187–188
screen space, 220 static depth cue, 223 T
screen width, 220 static interposition, 223 TAB (top-and-bottom) frame-
screens versus windows, 185, 187 STB (set-top boxes), 4, 126 compatible formatting, 99,
Sean Fairburn registration chart, 93 steady-cam rigs, 41–42 100, 100f
seat kills, minimizing, 92 stereo, 224 tags, disparity, 78–79
segmentation, 220–221 stereo acuity, 224 tape recorder, 116–117
selection device, 221 stereo blind, 6, 224 TC (time code) sync, 125
Sensio FCF format, 100–101 stereo extinction ratio, 224 technical challenges, 182–183
separation, 221 Stereo Image Processor (SIP), 79f, impact of technological
sequential stereogram, 221, 221 80f, 167–168, 224 constraint on creativity,
set-top boxes (STB), 4, 126 stereo imaging device, 224 182–183
setup of equipment, 15–16, 168 stereo infinity, 224 overview, 180–181
SFX (special effects) supervisor, 158 stereo stress as storytelling tool, tools for creativity, 183
shading, 221 186–187 technician stereographer, 158
shear distortion, 221–222, 221f Stereo Tango alignment procedure, Technicolor film-based 3D
SI-2K, Silicon Imaging, 46 93–96 projection system, 128
SI-3D, Silicon Imaging, 46 stereo window, 224–225 Technicolor Stereoscopic Certifi3D,
side-by-side (SBS), 99, 100, 100f, stereo2Z, defined, 224 63f
105, 222 stereodepth, defined, 224 Telecast fiber converter, 98–99
side-by-side rig, 37, 37f, 222–223, Stereo3D Toolbox, 118f television content, defined, 2
222f stereoangle, 227 temporal mismatch, 226
Silicon Imaging SI-2K, 27f, 46 stereogram, sequential, 221, 221 temporal multiplexing, 226
Silicon Imaging SI-3D, 46 stereographer, 23–24, 171, 225 testing beam splitter, 40
single-lens camera, 223, 223f stereography, defined, 225 theater, defined, 2
242 Index

theatrical distribution, 127–128 Vegas Pro, Sony, 118 VLAN port, 48


digital, 127–128 vehicle. See vans volumetric 3D, 230
film-based, 128 vergence, 228, 228f volumetric visual arts,
theme parks, 164–165 vergence point, 228 discontinuities in, 148t
tilt alignment, 95 vertical alignment error, 65–66, 228 VOR (vestibulo-ocular reflex), 229
time code (TC) sync, 125 vertical alignment of optical centers, voxel, 230–231, 231f
time multiplexing, 53 95
timeline, 3D broadcast, 10
time-sequential systems, 226–227
vertical disparity, 228–229, 229f
vertical parallax, 191
W
white balance, 81, 96–97
toed-in cameras, 227, 227f vestibulo-ocular reflex (VOR), 229 window violation, 204
toe-in, 227 view frustum, 229, 229f wireless cameras, 98
top-and-bottom (TAB) frame- viewing angle, 95, 229, 229f wow-ing shots, 176
compatible formatting, 99, viewing distance, 230
100, 100f
tracking cameras, 111, 119–121
viewing zone, 230
viewing zone angle, 230
X
XF105, Canon, 48
trailers, 159 viewpoint, camera, 88
transmissive camera, 38 vignetting, 212
transmitted light, 38 virtual studios Y
Tricart, Céline, 129–132 calibrating cameras for, 111 yaw control, 32
TV, defined, 2 faking 3D cameras in, 111–112,
twin camera stereo photography, 227 112f Z
twin-lens camera, 227 overview, 111–113 Z distortion, 231
tracking cameras for, 111 Z-depth, 231
U vision mixer, 97–101 zero binocular retinal disparity, 231
U23D feature concert, 10, 11f frame-compatible formats, zero disparity plane (ZDP), 231, 231f
under through (UT) rig 99–101 zero interaxial, 231
configuration, 92 advanced FCF, 100–101 zero parallax, 217, 232
unfusable images, 228, 228f basic FCF, 99–100 zero parallax depth, 231
uselessness of 3D, 6 frame packing, 101 zero parallax setting (ZPS), 232
stereoscopic HD-SDI, 98–99 zero reference, 48
V visual effects workflow, 88 Zone, Ray, 13, 141–144, 141f
vans visual mismatch, 230 zone of comfort, 217–218, 218f
3D, 106 visual system zoom lenses, 168–169
3D OB, 169–170 effect of 3D on, 189, 191 3D-matched, 18
converting OB to 3D, 105–106 maximum sustainable retinal using with rig, 30
prepping HDTV OB, 105–106 rivalry, 15 zoom look-up tables (Z-LUTs),
vector graphs, 80 overview, 15 30–31, 82
vectors, disparity, 80 visual/brain conflict, 230 ZPS (zero parallax setting), 232

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