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The Future of Cinema - 'Real' 3D

GunSlinger writes "The IGN movies site is running a story on an old movie concept seeing a resurgence. 3D movies are making a cinematic comeback via new, more sophisticated techniques. Yes, you still wear glasses. No you don't get a headache. Yes, the effect is fantastic. This story looks at the technology, past and future projects, and why just about every major studio is now planning in three dimensions. 'There is indeed a revolution in cinema taking place. It's quietly slipped under the radar of most technophiles, beginning its assault on the way we consume media clothed in thoroughly unassuming garb -- the Disney Digital 3-D film, Meet the Robinsons ... no, we don't blame you for being skeptical. Most people in their mid-20s or later think of 3-D movies from the old school perspective -- goofy red and blue coloured glasses, strained eyes, possible migraines. And most importantly, a so-so 3-D effect. No more.'"

11 of 193 comments (clear)

  1. Re:Not really by koreaman · · Score: 5, Insightful

    You have to run before you can walk. "Talkies" used to be seen as a gimmick too.

  2. I'm skeptical. by koreaman · · Score: 5, Funny

    Anybody got a screenshot?

  3. RTFA, they claim to solve that by Mr2001 · · Score: 4, Informative

    Forget the ancient red and blue though, as Real D uses "a specially polarized type of eyewear called circular polarized lens, which is very different from traditional 3-D in that it allows you to tip your head without losing the 3-D effect -- something you can't do with typical 3-D systems."
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  4. 3D sends the wrong visual cues. by Rothron+the+Wise · · Score: 5, Interesting

    One of the problem with 3D cinema is that it sometimes provides counter-intuitive cues to the viewer. When you see a 2D film, there is nothing in the film telling you the size of the objects. Large objects may be large because they are close to you, and small objects may be small because they are far away. You don't break suspension of disbelief when an actors face covers half the screen, because it's similar to standing close to a person.

    When 3D is added, all this breaks down. An actor in close up suddenly becomes a giant. Everything changes size radically from shot to shot.
    3D might be great for large vistas, but if you just insert 3D into a normal film, then you detract much from the visual language of film that we've gotten used to, as many of the shots become so disturbing.

    Another drawback with 3D is that your eyes will attempt to focus at out of focus areas because the depth cues are there, but of course the focus is fixed
    and cannot be changed and fatigue is the result. In a 3D generated film, it's possible to keep everything in focus at the same time, but for live action this is simply not practical.

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  5. Don't second guess if you haven't seen the movie! by McVerne · · Score: 5, Informative

    I saw Meet the Robinsons in 3D the other week.

    Shoddy glasses?
    The glasses were not paper/cardboard. They looked like plastic sunglasses.

    Already wearing glasses?
    I wear corrective glasses and the 3d glasses fit fine over them.

    Can't move your head?
    No, you don't have to keep your head still. You can turn your head without bluring or motion sickness.

    The 3d effect is stunning. This is miles beyond the old cardboard red/blue glasses.

    --McVerne

  6. Re:Just keep your head perfectly still.. by JohnFluxx · · Score: 4, Interesting

    If you had enough money, you could make a true holographic screen. But for a high resolution (1280x1024) 1 square inch screen it costs about $1200. Times 3 of them to do RGB. Plus a computer to drive it. And that's just for 1 square inch.

    But totally doable, if you had the money.

    [ My PhD is in holography, and I work for a that prints digital holograms ]

  7. No "strained eyes, possible migraines?" No way. by Aqua+OS+X · · Score: 4, Insightful

    Problem with this tech is that it is STILL stereo graphic. It's not volumetric, and therefore, the old eye strain problems will still exist.

    OK, these guys may have developed a better way to deliver and display a stereo graphic image, but in the end, it's the same old crap we've seen for decades. You're still wearing stereo glasses. You put some glasses on, your right eye sees one image, your left eye sees another image, your brain converges the two images, but you can't focus on the depth of your choosing. Focus is predetermined by the film.

    Human stereoscopic vision relies upon two mechanisms, convergence and accommodation. This cinema tech doesn't account for the latter. With this tech you still can't focus on depths of your choosing... as you would with a volumetric image or a real 3D object in the real world. These guys are trying to skirt around accommodation by limiting shots to particular ranges of depth. While this may help to minimize the problem, it doesn't eliminate it.

    All in all... move along, nothing new to see here.

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  8. Explanation by spitzak · · Score: 4, Interesting

    The article is a little vague about how it works, trying to make it sound more magical.

    What the system does is alternate projections of the left and right eye images using the same DLP projector. They said 144 frames per second, which I think means that each film frame (of which there are 24 per second) is projected 3 times for each eye, this means each eye sees the image flickering at 72 times a second, which is above the threshold for most people to see flickering. The real technology is a special lcd screen that is put in front of the lens of the projector that changes it's polarization 144 times per second so each image is polarized differently.

    The real advantage of this is that the same DLP projector used for non-3D films can be reused, just put the lcd in front of the lens when showing 3D. Any other system would require a second projector, which not only adds the cost of the projector, but the cost to mount it and add another aperture in the theatre wall. (actually another system would be shutter glasses with lcd lenses that turn on/off so each eye sees one side, but handing each customer an item that costs 10 or more dollars is probably out of the question) Also this system allows perfect alignment so that things that should appear at the screen plane really appear there, and high-contrast things like the credits can be projected at that distance with no ghosting.

    It does appear fortunate that they can run at 144 frames per second, though if they were like consumer ones with a maximum of 90 or 100 it would still be an acceptable flicker rate of 45 or 50 (classic film projectors flickered 48 times a second due to having 1 extra vane on the shutter).

  9. Re:Just keep your head perfectly still.. by QuantumG · · Score: 4, Funny

    Yeah man.. this concept of watching 3d figures on a stage of some kind.. it'll never take off.

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  10. If you want real 3D by Anonymous Coward · · Score: 5, Funny

    Its been around for years ... I believe they call it "theatre" or something.

  11. Technique overview by chenjeru · · Score: 4, Informative

    There are a few major approaches being used right now. They all come down to delivering a different image for the left and right eyes. The system in TFA uses a combination of circular polarization and frame sequential techniques. Here are the major techniques currently used:

    Frame sequential
    _This uses a single projector or screen with a high framerate, 120Hz or higher. Each frame alternates between a left and right eye view. The viewer wears a pair of LCD 'shutter glasses' which are synchronized to flicker and allow only the correct frame through per eye. Thus, a 120Hz output becomes a 60Hz image stream to the viewer. Unfortunately, the glasses are expensive and not easy to deploy to a large audience. This technique also often causes headaches after extended viewing.

    Head mounted display
    _Funky goggles are used to provide a dedicated image for each eye in close proximity. Advantages include the ability for head tracking which provides parallax shift and real immersion. The units are also localized to the wearer, so you can have them in small spaces like cockpits. Disadvantages: relatively low resolution and expensive for large deployments.

    Linear polarization
    _Using 2 projectors (usually DLP) which have linearly polarized filters in front of the lenses, one has left-right polarization for one image and the second an up-down polarization for the other eye. The user wears paper glasses with lens orientation corresponding the the projector output. This technique is easiest to deploy to large audiences since the paper glasses are relatively cheap. However, the 3D effect can be broken by rotating the head.

    Circular polarization
    _Similar as the linear approach, filters are used in front of 2 projectors creating left-right images. The filters used for the projectors and glasses are circularly polarized which allows head rotation, but suffers from 'ghosting' or 'image bleed' since the circular polarization does not block all light intended for the other eye.

    Chromatic filtering
    _Similar to the old red and blue glasses from yesteryear, this technique uses spectrum filtering to restrict certain wavelengths from reaching each eye. When used with filters in front of 2 projectors, dedicated left-right images can be created. The newer techniques use more controlled filtering so that the color aberrations are minimized.

    Lenticular
    _Using a special vertically banded lenticular lens in front of a back-projection screen or TFT/Plasma, this technique creates 'zones' in which 3D images can be seen without any hardware required on the viewer. By shifting your head left or right, you fall into viewing 'sweet-spots'. This is based on the fact that a human's eyes are generally spaced the same distance apart. One of the great things about this approach is that since there are images from multiple camera angles being displayed simultaneously, you can actually get a little parallax before falling out of a sweet-spot. You'll see this technique more and more at trade shows and in public advertisements.

    Our studio makes actual 3D content for 3D visualization systems.

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