UPS is modifying Delivery Times for iPad shipments

March 30th, 2010 No comments

This morning I checked my tracking for my Apple iPad and to my surprise there has been some internal activity at UPS where they are making and exception on my delivery. I am wondering whether this exception is that they will hold the shipment for a saturday delivery since it looks like it will arrive in the states sometime today. While it would be a pleasant treat to have my iPad in teh enxt few days I think it will not be dleievred till saturday.

Gizmo in 3D? Gremlins 3 to be produced in 3D.

January 25th, 2010 No comments

There have been whispers about Joe Dante’s Gremlins 3 for years. But the latest rumor seems to hint that if Gremlins comes back, it may be released in 3-D. Could that mean CG Gremlins?

There’s been so much chatter about Dante’s Gremlins 3 masterpiece. Will he make it, would it have puppets instead of CG and is there a market for these 1980s characters? In fact Dante has even said he’s not sure if he wants Gremlins to be lumped in with the excess of remakes in today’s Hollywood.

But the latest news via MartketSaw claims that Gremlins is indeed coming back, with Joe Dante, and in 3-D. Apparently, this is all thanks to the Hollywood remake fever that Dante was previously deploring to the press, so let’s take this with a gigantic grain of salt. After all MarketSaw was the site that claimed there’dbe a whole new Star Wars trilogy thanks to Avatar.

Are we happy about the rumored return of the Gremlins? Yes and no. We truly enjoy Dante’s work and would love to see more films from him as soon as possible. But — and this is a big but — we have zero desire to see a CG or mo-cap Gremlins. Part of the charm was that they are puppets. And bringing them back in this day and age, you can almost count on each creature being made on a computer. So we’re for the return of Gremlins, if and only if it’s entirely puppet-made.

OnLive Responds to the Bad Press they received last week

January 25th, 2010 No comments

PC Perspective may have broken the End User Licensing Agreement, a Non-Disclosure Agreement, and probably annoyed OnLive to no end when the site borrowed someone’s beta account for a detailed write-up on the performance of the service, but with the testing done far outside the beta’s supported area, the write-up has caused no small amount of controversy. Yesterday, OnLive responded to the criticism via its official blog.

 

3D Reality Sets In: After CES buzz, networks and vendors tackle production challenges

January 22nd, 2010 No comments

After a flurry of announcements from programmers, operators and TV set-makers at the 2010 Consumer Electronics Show about their plans to launch new 3D high-definition channels, network engineers and technology vendors are now grappling with the reality of how to produce and deliver 3D content cost-effectively using as much of their existing 2D infrastructure as possible.

“There are always the minor details of how to implement things,” said Ahmad Ouri, chief marketing officer for Technicolor, which has created a platform for producing 3D Blu-ray discs in Los Angeles as well as a 3D testbed in London for broadcast applications such as live ingest and logo insertion. “It’s always easier to announce things and figure out how to do it after the fact.”

The newly formed MPEG Industry Forum 3DTV Working Group held its first meeting at CES, to discuss a standards-based model for transmitting 3D to the home; vendors such as Panasonic and JVC showed professional 3D production equipment alongside consumer products in their booths at the Las Vegas Convention Center. Network executives could also be seen checking out the latest 3D sets all across the CES floor, some of which have the ability to convert 2D to 3D content directly in the set.

There are plenty of networks in hurry-up mode, though some are further ahead than others. After two years of testing, ESPN plans to launch its 3D channel, ESPN 3D, in June. That’s about the same time that DirecTV will introduce three 3D channels (two linear, one on-demand) with content from CBS, NBC, MTV, AEG, HDNet and Fox Sports. And Discovery will launch a new 3D channel in partnership with Sony and IMAX next year.

CBS Senior VP of East Coast Operations Bob Ross said that CBS is still in the early stages of formulating its 3D plans. He was canvassing the floor at CES, checking out myriad 3D sets as well as new professional 3D gear, such as a Panasonic 3D HD camcorder with two lenses for capturing the left- and right-eye feeds necessary for 3D. “I’ve seen more 3D than I can take,” Ross said.

There is much to figure out. According to Ross, CBS still isn’t sure what 3D format it will deliver. The choices are full resolution to each eye, which would require more bandwidth; or frame-compatible 3D, which uses spatial compression to squeeze 3D within standard HD capacity by putting the left- and right-eye images either side by side or one on top of the other. “You either have to give something up to do it, or double the rate,” he said.

Many early 3D sports productions haven’t included graphics, but Ross noted that graphics of scores and live statistics are essential to sports coverage. On the other hand, some of the graphics produced in early 3D broadcasts have been overwhelming. “Where the graphic sits in the 3D plane is pretty important,” he said.

Set-top software and conditional-access vendor NDS was tackling the same issue in its demo suite at the Wynn hotel, demonstrating how program guides and closed-captioning might best be presented in 3D. “We’re looking at how we cope with 3D when it becomes a service,” said Steve Tranter, VP of broadband and interactive for NDS.

Instead of a “safe area” for closed-captioning, 3D programmers will have to maintain a “safe volume” between captions and other objects in the picture, according to Tranter, so they don’t mash together. Measuring how far a 3D graphic travels along the “z-axis”—a horizontal line going straight into and out of the TV—is also important. NDS’ research indicates that a graphic shouldn’t appear to travel farther than 25% of the distance between the viewer and the TV screen. Any closer seems uncomfortable.

NDS showed a 3D program guide that was arranged like a stack of tiles. Clicking on the top tile would send that one shooting off the screen to unveil the one beneath. But instead of aiming directly at the viewer, the tile graphic went off at an angle, aimed somewhere over the viewer’s left shoulder. The intention, again, was to avoid viewer discomfort that Tranter described as the “flinch factor.”

Panasonic used CES to formally unveil the type of product it would normally show at NAB, a fully integrated “Full HD” 3D camcorder that it will begin shipping in the fall for $21,000. The company will begin taking orders in April. The twin-lens unit, which is capable of capturing simultaneous 1080-line progressive feeds for the left and right eye, relies on solid-state storage and weighs less than six pounds, making it much more compact that existing 3D camera rigs, which generally incorporate two separate full-size HD cameras.

Greg Boren, a senior systems sales engineer with Panasonic Broadcast, demonstrated the camera in conjunction with a 3D monitor and active-shutter glasses. The camera has a remote control that can be used to adjust the “convergence point,” the point at which the left and right lens’ optical axes converge to produce 3D images. Boren said the remote-control feature could be used by a director in a production truck to dynamically adjust depth of field, or simply to match the images coming from different 3D cameras. “It can be used as a creative tool or simply to solve problems,” he said.

Along with Ross, senior executives from Fox, ESPN and Turner visited the Panasonic booth to check out the new $21,000 camera. It was on display in a prominent corner of a central 3D display that included a demonstration of DirecTV’s new service and a bevy of other 3D content, including Blu-ray movies.

“There’s been a lot of interest,” said Boren, who predicts a busy year for 3D production.

Another professional product attracting network engineers’ attention at CES was the JVC IF-2D3D1 Stereoscopic Image Processor, which acts as a real-time 2D-to-3D converter and will begin selling in March for around $30,000. Housed in a 1RU metal cabinet, the device can convert 2D into any of four 3D mixed formats for stereo video output on a compatible device: line-by-line, side-by-side-half, above-below, and checkerboard.

The device works by analyzing a “whole set of elements,” including color and motion interpolation, in a frame of video and assigning them different numerical values, said JVC assistant VP Dave Walton. Part of the trick is closely analyzing color; once a blue sky is identified, for example, it is automatically put in the background. JVC is also licensing its 2D-to-3D conversion technology to other manufacturers, such as 3D decoder chip manufacturer Sensio Technologies.

Filling the gaps

JVC isn’t suggesting that its real-time 2D-to-3D converter is a one-stop solution to the 3D production challenge. Instead, the company thinks it could be used as a handy tool to fill gaps in 3D production where it might be prohibitively expensive to set up a full stereoscopic camera, such as on a blimp camera, or as a way to speed the conversion of archived 2D content to 3D in post-production. Another important application is live monitoring for 3D production, as the box can feed separate, synchronous camera outputs to a 3D-capable display.

“You couldn’t just put this on the output of a production truck,” Walton said. “But there are shots that you will convert gracefully with this box.”

According to Walton, conversion products like JVC’s, and similar technology from HDlogix, have quickly created a “magic box philosophy” among some programmers about how effective 2D-to-3D conversion can be. He aimed to dissuade that, pointing out each flaw in the box’s output during a brief demonstration at the JVC booth. He emphasized how important maintaining quality would be to 3D, particularly in its early days.

“People don’t want to watch bad 2D, but they can still watch it all day long,” he said. “But wait until they see bad 3D—then they’ll get headaches and nausea. So there’s no room for bad 3D. There’s either good 3D or no 3D.”

OnLive Game Service Preview – Is this the future of PC gaming?

January 21st, 2010 No comments

We’ve now pretty much reached saturation point with OnLive demos, so it’s good to finally see an independent set of eyes poring over the service and giving us the lowdown on the actual user experience. Whether you call it on demand, streamed, or cloud gaming, the concept is remarkably simple — OnLive pumps games via a web browser onto your machine and gives you the full gaming experience without the need for all that pretty, but expensive hardware. PC Perspective’s Ryan Shrout “found” a login to the Beta program and has put together a very thorough comparison between OnLive and playing the games locally on the same computer. His conclusion is that latency issues at present make an FPS like Unreal Tournament unplayable, but slower input games like Burnout Paradise or Mass Effect give pleasingly close renditions of the real thing. We encourage you to hit the source link to see side-by-side video comparisons and more in-depth analysis.

Read More and get a preview at PC Perspective

This $400 3D Camera May Not Be James Cameron Approved

January 21st, 2010 No comments

Panasonic may be aggressively pushing their $21,000 3D camera for broadcasters and indie film types, but already, smaller players are applying the laws of cheap manufacturing to 3D cams.

By DXG (if you’ve never heard of them, we don’t blame you), this pistol-grip pocket cam shoots in dual-lens 3D. Its 3-inch display has been said to look “almost holographic,” plus it comes with an extra 7-inch display for watching 3D content (I believe the screens use glassesless parallax barrier tech).

The video itself is recorded to motion JPEG, which while an accepted standard in 2D, probably won’t be compatible with 3D systems into the future—plus there’s no word on resolution. But hey, 3D, just like Avatar! Look for the 3D DXG camera this June. [DVICE via OhGizmo!]

Intel’s Double-HD MultiTouch Wall at CES

January 20th, 2010 No comments

In Intel’s booth at CES, you can see two giant double-HD screens showing a realtime visualization of web news stories.

The entire setup is apparently powered by a single i7 processor, and it’s easy to see how you could shrink an application like this down for use on oh, say, a tablet of some sort. Is it an efficient way to sort through information? No, no it is not. But it sure is engaging, and that’s gotta count for something.

See video of the setup on Gizmodo’s site.

Intel’s Double-HD MultiTouch Wall Is Incredible – Intel – Gizmodo.

Why you should use OpenGL and not DirectX

January 19th, 2010 No comments

The battle between OpenGL & DirectX is a holy way in the gaming community, usually with DirectX winning because it is supported by most games.  When working in cross-platform environments, however, OpenGL is the clear winner.  Wolfire games, creator of several games for multiple platforms, has a new blog post detailing their choice of OpenGL over DirectX, and it gets beyond the “Well, DirectX doesn’t work on Mac or Linux” and gets into some good technical reasons why OpenGL still hangs around.

It’s common knowledge that OpenGL has faster draw calls than DirectX (see NVIDIA presentations like this one if you don’t want to take my word for it), and it has first access to new GPU features via vendor extensions. OpenGL gives you direct access to all new graphics features on all platforms, while DirectX only provides occasional snapshots of them on their newest versions of Windows. The tesselation technology that Microsoft is heavily promoting for DirectX 11 has been an OpenGL extension for three years. It has even been possible for years before that, using fast instancing and vertex-texture-fetch. I don’t know what new technologies will be exposed in the next couple years, I know they will be available first in OpenGL.

The conclusion of his article is particularly powerful, stating how DirectX only really exists to prevent games from leaving Windows Platforms.

via Why you should use OpenGL and not DirectX – Wolfire Games Blog.

The Third Floor Turns to StudioGPU MachStudio Pro to Streamline Digital Previsualization

January 19th, 2010 No comments

Leading Hollywood Film and Games Studio Integrates Real-Time 3D Workflow and Rendering to Meet 3D and Stereoscopic 3D Production Challenges

 

 

January 7, 2010 — As more movies, television shows and games move toward the total Stereoscopic 3D (S3D) experience, S3D is generating unprecedented excitement and interest at the 2010 International CES in Las Vegas this week. StudioGPU is proud to announce The Third Floor, a leading Hollywood previsualization studio at the forefront of S3D development whose credits include Beowulf, A Christmas Carol, Avatar, and Alice in Wonderland, has integrated StudioGPU MachStudio™ Pro for real-time interactive workflow in its 3D and S3D film and games previsualization pipeline.

MachStudio Pro real-time 3D workflow and rendering software allows artists, designers, engineers, directors, and technical directors (TDs) to work with 3D lighting, camera views and multi-point perspectives in an interactive non-linear fashion for real-time high fidelity views as they will appear in the final rendered format.

“Finding MachStudio Pro was like finding the Holy Grail,” says Chris Edwards, founder and CEO of The Third Floor. “You can literally convert previs assets or final assets and port them to MachStudio Pro to create a real-time light sculpting experience. As the previsualization pipeline evolves people are trying to figure out how to compete in a global marketplace,” continues Edwards. “We see MachStudio Pro playing a key role in the future of virtual cinema.”

“We are pleased to see companies such as The Third Floor embracing MachStudio Pro to improve 3D and S3D previsualization content development,” says David Koenig, CEO, StudioGPU. “With MachStudio Pro, the artists at The Third Floor have the advanced real-time tools for 3D previsualization at their fingertips, which allows them to deliver the vision to their clients long before the cameras start to roll.”

The Third Floor has delivered previs for a number of high-profile S3D films, including James Cameron’s Avatar, Beowulf and Journey to the Center of the Earth.  With support for real-time stereoscopic 3D lighting and rendering on the desktop, MachStudio Pro plays an important role in the previs strategy at The Third Floor.

“Shooting S3D requires an entirely new filmmaking language that is still being developed. Filmmakers need to plan stereo shoots even more carefully than 2D shoots, to insure that their depth choices will work in continuity. We use real-time tools like MachStudio Pro to help directors, cinematographers and editors preview their S3D decisions in advance of the shoot, explains Edwards.

“With MachStudio Pro, we can effectively deliver previs to inspired directors, cinematographers and creators. We are moving into a golden age of filmmaking,” continues Edwards. “One that will enable filmmakers to leverage visual effects to enhance their stories, not upstage them.”

The Third Floor helps filmmakers and game developers realize their creative visions with highly detailed previsualizations that show how to achieve the desired end result before filming begins. For more details about The Third Floor, please visit www.thethirdfloorinc.com.

MachStudio Pro Details

With MachStudio Pro users can easily manage and interact with complex lighting, caustics, cameras, shaders, materials, ambient occlusion, and color grading for real-time shot finaling and compositing. Advanced features include displacement mapping using hardware tessellation on ATI graphics workstation accelerators, cartoon shading, configurable anti-aliasing, unlimited independent render passes and render layers, support for the OpenEXR file format and 64-bit operating systems, and more.

 

MachStudio Pro supports Microsoft Windows 7, Windows XP Professional and Windows Vista operating systems on most professional graphic accelerator cards. MachStudio Pro software is available in North America for $3,999 (USD) or bundled with the AMD ATI FirePro V8750 3D workstation graphics accelerator card for $4,999 (USD). For pricing in other regions, visit www.studiogpu.com/buy/locator. Student, education and volume licensing is also available upon request. For more information about MachStudio Pro, visit the StudioGPU web site at www.studiogpu.com.

About StudioGPU

StudioGPU develops software and technology that frees digital artists from the creative shackles of time, money and resources. MachStudio Pro empowers artists and designers working in film, broadcast, game development, computer-assisted design (CAD), and pre- and postproduction to create and manipulate fully rendered film-quality 3D design and animation in real-time.

Vuzix’s new Augmented Reality Glasses

January 18th, 2010 No comments


Another CES announcement, this time fro Vuzix, announces a new Stereo Augmented Reality headset that fits into a slim sunglasses form factor.

The stereo camera pair delivers a single 1504 x 480 side-by-side image that can be viewed in 3D stereoscopic video, while the video eyewear provides an unprecedented 67-inch display as seen from 10 feet. The Wrap 920AR also includes a 6 Degree-of-Freedom Tracker, which allows for absolute accuracy of roll pitch and yaw and also X, Y and Z positioning in 3D space. Selected as a 2010 CES Innovations Award winner and a semifinalist for the “Last Gadget Standing” competition, the Wrap 920AR will be the highlight of Vuzix’ display at the 2010 International Consumer Electronics Show.

So, it’s a bit of an odd offering, as it records stereo imagery via the cameras and display it right back to you, as tho it’s not even there.  Hopefully, some interesting applications will come out utilizing the integrated tracking.

via Vuzix to Introduce Revolutionary Augmented Reality Wrap 920AR Video Eyewear at 2010 International CES – Yahoo! Finance.

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