Wednesday, June 17, 2009

Interview with DDD CEO on the Future of 3D in Notebooks, HDTVs and Gaming

Interview with DDD CEO on the Future of 3D in Notebooks, HDTVs and Gaming
Posted on Mon, 15 Jun 2009 06:00:00 CDT | by Robert Evans | Topic:
Technology News

Acer is working on a new line of 3D capable netbooks. The game based
around James Cameron's Avatar is set to be the first major video game
built for 3D. Samsung and LG both have 3D HDTV's out on the market
right now, and over in Japan they have 3D mobile phones that don't
even require glasses. Wherever you look around the world, 3D
technology is marching towards ubiquity. DDD is leading that march.

DDD (site) is a Perth, Australia based company that specializes in 3D
software. Their TriDef technology can be found in the new 3D Acer
notebooks, Samsung's 3D HDTVs, and a variety of Sharp 3D notebooks
overseas. Chris Yewdall is the CEO of DDD and last Friday I had a
chance to talk with him about the future of 3D. Here's what I learned.

On Glasses Free 3D.

"There's been a number of products that have been launched
commercially that give you 3D without glasses."
While it may seem far-fetched over here in the U.S, glasses-free 3D
technology has existed in Japan and Korea for several years now,
thanks in no small part to DDD. They supplied the TriDef software that
Sharp used on many of its earliest 3D 'without glasses' phones and
notebooks. Intrigued, I asked Chris just how glasses-free 3D works.

"The main difference [between glasses-free and glasses 3D] is where
you have to sit. You broadcast from the screen two slightly different
pictures. You are seeing the left and right images at the same time.
The Sharp laptops broadcast those two pictures to very different areas
and you have to sit at the right place to see the 3D. They're really
only made for one person at a time."

That's why we haven't seen any glasses-free laptops made for
widespread use. They're much more limited (and much more expensive)
than making a traditional 3D laptop.

"With the glasses you can see the 3D anywhere, so it's a much less
restrictive environment." said Yewdall.
On Acer's 3D Laptops and Nvidia.

Acer released information about their upcoming line of 3D laptops just
a few days ago. There's been a lot of buzz about them since, including
some rumors that Nvidia was behind Acer's 3D technology.
"The one thing I'd like to see cleared up is that this might be an
Nvidia solution. It's not." said Yewdall.
While Nvidia does produce 3D technology most of their work is done on
contract basis with specific products in mind. DDD's TriDef technology
was designed for a much broader spate of applications.

"The nice thing about DDD software is that we're sort of agnostic as
to retailer. You tell us what type of display you have and we plug the
pixels in so you can see it in 3D."
The first 3D laptops that DDD had a hand in were manufactured by
Sharp, and meant mainly for medical and scientific use. They were very
expensive pieces of equipment, which is thankfully a trait that the
new Acer laptops will not share.
"I think with Acer you're going to see much more competitive pricing."
said Yewdall.

On Samsung's 3D HDTVs.

"I think that the U.S has lead the market in 3D television, oddly
enough. Samsung launched a series of 3D ready DLP TVs in 2007...[and]
plasma 3D TVs in early 2008."
Samsung's 3D televisions all use DDD's TriDef technology, which allows
them to transfer pretty much any modern movie or console video game to
3D in real time. You just pop your DVD in (or hook your console up)
and the television does the rest. While the price of 3D TVs will need
to come down a bit before they're ready for the mainstream, the
technology itself is already well developed. Glasses-free 3D
televisions are obviously the next step. I asked Chris how far away we
were from seeing them.

"It's certainly something that people have put a lot of time into
trying to deliver. 3D without glasses works quite well on small
screens like mobile phones. When you need to have a lot of people able
to view it, problems start."
The technology exists, but in order to have a 3D television that more
than one person could use you'd have to sacrifice a great deal of
clarity and image quality. By contrast, current HD 3D technology
offers incredibly high resolution, at the comparatively small cost of
wearing dorky glasses.

"What you can do with glasses on the Acer Notebooks and the HDTVs is
HD 3D. It is absolutely gorgeous." Yewdall added, "To get the same
resolution out of a glasses free TV you would have to use an 8
megapixel LCD panel."
Chris stated that a panel like that would cost around $20,000, putting
it well out of the price range of anyone whose last name isn't
'Gates'. That doesn't mean we'll never see an affordable glasses-free
TV, it just means we'll have to wait a while.
"We will get there, but realistically it's on the horizon. Users are
happy to sit there with glasses on as long as the content is good and
the picture quality is good."

The 3D Future of Gaming.

In my research for this interview, I learned that DDD offers software
that allows gamers to play virtually any modern game in 3D. Lots of
great games, like Empire: Total War, BioShock, and Assassin's Creed,
can all be played in 3D thanks to DDD's software.

I'm an avid gamer myself, and the potential of playing Empire in 3D
was too awesome to ignore. I asked Chris why 3D gaming has kept a
relatively low profile so far, and when we could look forward to a
major game being built specifically for 3D play.

"The latter will happen this year." Yewdall said, referring to the
upcoming Avatar game. "DDD and Nvidia have been the main movers behind
this [3D gaming]. Nvidia 3D Vision is essentially extra capability for
the graphics card. Any game you can play today, the card will create
two images for it."

He added, "DDD has different software. We call this TriDef ignition.
It isn't in the graphics card, it's actually one layer above that as a
piece of software. It looks at the commands the game sends to the
graphics card and turns them into 3D commands. You can pretty much
play any game on it."

Since its launch in April 2009, over 140 games have been converted to
3D using the TriDef Ignition software. Some of the titles have been
converted by DDD engineers, but many of them have been added by
players themselves.

"As soon as a new game becomes available our players can create their
own profile and share with anyone. We're not so restrictive as Nvidia
with the displays, you can plug our software into any display. We have
a pretty open approach to letting anyone use any display with our
products."

It's this attitude that makes DDD such an exciting company to watch.
The best way to stimulate 3D gaming is by creating a demand for it. By
allowing players to convert their favorite titles to 3D, DDD is
building a strong base of 3D gamers. In the long run, I think DDD's
open policy will benefit not only them as a company, but the whole
gaming community as well.

Ubiquitous 3D.

The true mark of success for any technology is when it becomes
ubiquitous. The Internet, the personal computer, and the cell phone
all reached this plateau some time ago. The smartphone is well on its
way right now. I asked Chris if he thought 3D technology would ever
reach that point.

"That's very similar to a question you might have asked a few decades
ago when color TVs first came out. Now we've got color screens on our
PCs, our notebooks, our TVs. 3D is really a logical progression.
Adding depth to an image makes it more realistic and lifelike to the
human eye. In the next five years or so you'll see an increasingly
large number of TVs and PCs with 3D built into them." said Yewdall.

He added, "When companies like Acer and Samsung become involved in
these markets it's not because they want to sell a small number of
them."

Tuesday, June 16, 2009

Valentine gets 3D treatment on VO

Valentine gets 3D treatment on VOD

DIGITAL: Comcast slates Jonas Brothers as next offering
By Susanne Ault -- Video Business, 6/16/2009

JUNE 16 | DIGITAL: Comcast is pushing ahead with 3D video-on-demand,
showing Lionsgate's My Bloody Valentine as its second such offering.

Starting today, people who order the HD version of the title will be
able to see the film in 3D. People also will need to pick up one of
the million pairs of 3D glasses Comcast is making available at its
payment centers and at various shopping mall kiosks.

Pricing for the HD version will vary between $5 to $6. My Bloody
Valentine also will be offered in standard-definition VOD, without the
3D option, for about $1 less. Consumers have 48 hours to view the
title, under a new extended viewing policy just implemented by Comcast
and some studios.

Comcast is presenting the film in 3D anaglyph technology, which is of
lesser quality than what can be seen with state-of-the-art 3D
theatrical films. However, many studios, cable/satellite operators and
consumer electronics manufacturers are trying to create guidelines in
order to develop a high-quality 3D at home business.

Last August, Comcast was the first company to roll out 3D content in
VOD with Walt Disney Studios Home Entertainment's Hannah Montana: The
Best of Both Worlds. In that case, Comcast included instructions on
how to make 3D glasses at home.

Next in the pipeline from Comcast is a 3D VOD bow of Disney's Jonas
Brothers: The 3D Concert Experience. Comcast declined to give
specifics, including exact dates and information about glasses
distribution.

"We're always looking at innovative technologies we can explore and
what will make a good consumer offering," said Comcast spokeswoman
Alana Davis.

Monday, June 15, 2009

CMO shipping 3D panels to Wistron for HP notebooks (To Hit Market Last Half of 2009) DIGITIMES [Monday 15 June 2009]

CMO shipping 3D panels to Wistron for HP notebooks     

Max Wang, Taipei; Yvonne Yu,
DIGITIMES [Monday 15 June 2009]


Chi Mei Optoelectronics (CMO) has completed the development of a 18.4-inch 3D notebook panel, which has been adopted by Wistron
for notebook shipments to Hewlett Packard (HP), according to market sources.

The HP notebooks featuring CMO's 18.4-inch 3D panels are expected to hit the market in the second half of 2009, the sources noted.

CMO indicated that the notebook panel has full HD resolution with 120Hz frame rate.

For CULV notebooks, CMO also has introduced several ultra-thin panels, including 11.6-, 14-, and 15.6-inch, the sources added.


More than 10% of US and Japanese households will be '3D enabled' by 2012, Western Europe not far behind

DIGITAL HOME DESIGN LINE
http://www.digitalhomedesignline.com/217300430;jsessionid=HFY5NZHHBDZ2KQSNDLOSKH0CJUNN2JVN?printableArticle=true

May 06, 2009

More than 10% of US and Japanese households will be '3D enabled' by
2012, Western Europe not far behind

By Gregory Quirk

Now more than ever 3D is coming to the fore, with backing from all
major sectors of the entertainment and consumer electronics
industries. 3D movie production is intensifying, cinemas all over the
world are investing in 3D technologies and feedback from audiences has
been highly positive, with encouraging ticket sales. Yet the ultimate
goal is to bring 3D to the home.

"Consumers are starting to experience the new wave of 3D technologies
at the cinema and through Digital Out of Home advertising, and it
won't be long before there's a groundswell of demand for 3D within the
home," says Sarah Carroll, Director of Continuous Services,
Futuresource Consulting. "With over 200 million new TVs sold across
the globe every year, the potential is huge, but the industry needs to
overcome some serious obstacles in order to kick start and fully
realise the revenue streams.

"Most notably, technical and standards issues still need to be
resolved and there is a limited supply of 3D content, with the current
economic climate making new investment in production and distribution
a challenge, particularly for the broadcast industry. That said, there
is a real feeling of excitement surrounding 3D and here at
Futuresource we believe this will translate into commercial success
within the next three to five years."

All eyes will be on the consumer electronics industry, with '3D Ready'
TVs a prerequisite to consumer adoption in much the same way as
'HD-Ready' sets were used to seed the high definition market five
years ago. An early decision on the Blu-ray 3D standard will also be
critical, as packaged media will be necessary to help drive the
market.

"Custom chipsets can be embedded into next gen hardware at relatively
low cost," says Carroll. "Combine this with an integrated consumer
awareness programme and a coherent '3D-Ready' branding strategy, and
the resulting price premium on hardware will more than offset the
additional manufacturing costs."

"Our analysis points to the emergence of two distinct phases as we
move through the diffusion curve," says Jim Bottoms, Managing Director
of Corporate Development at Futuresource. "Currently, we're easing
into the preparatory phase, which will stretch out to 2011. Here we'll
see 3D movies primarily being made for theatrical release and the
continued rollout of 3D digital cinema. TV manufacturers will start to
roll out multi-format '3D-Ready' sets and glasses from 2010, VoD
delivery systems will begin to include limited 3D movie, concert and
sport content, and the market for 3D PC games will continue to
develop.

"Our probability modelling shows the permeation phase will kick in
from 2011, where - among other initiatives - we'll see new 3D movie
releases on Blu-ray, remasters of classic blockbusters like Star Wars,
The Matrix and The Lord of the Rings, a wider range of 3D TV content
for sports, wildlife documentaries and concerts, and studios
introducing selective production of 3D TV shows and series. By 2012,
more than 10% of US and Japanese homes will be '3D enabled', and
Western Europe won't be too far behind, with 6% household penetration.
Moving forward, a new generation of videogame consoles will begin to
emerge, fully embracing 3D technologies, and in the long term we'll
see the industry shift to autostereoscopic (no glasses) displays."


May 06, 2009

More than 10% of US and Japanese households will be '3D enabled' by
2012, Western Europe not far behind

By Gregory Quirk

Now more than ever 3D is coming to the fore, with backing from all
major sectors of the entertainment and consumer electronics
industries. 3D movie production is intensifying, cinemas all over the
world are investing in 3D technologies and feedback from audiences has
been highly positive, with encouraging ticket sales. Yet the ultimate
goal is to bring 3D to the home.

"Consumers are starting to experience the new wave of 3D technologies
at the cinema and through Digital Out of Home advertising, and it
won't be long before there's a groundswell of demand for 3D within the
home," says Sarah Carroll, Director of Continuous Services,
Futuresource Consulting. "With over 200 million new TVs sold across
the globe every year, the potential is huge, but the industry needs to
overcome some serious obstacles in order to kick start and fully
realise the revenue streams.

"Most notably, technical and standards issues still need to be
resolved and there is a limited supply of 3D content, with the current
economic climate making new investment in production and distribution
a challenge, particularly for the broadcast industry. That said, there
is a real feeling of excitement surrounding 3D and here at
Futuresource we believe this will translate into commercial success
within the next three to five years."

All eyes will be on the consumer electronics industry, with '3D Ready'
TVs a prerequisite to consumer adoption in much the same way as
'HD-Ready' sets were used to seed the high definition market five
years ago. An early decision on the Blu-ray 3D standard will also be
critical, as packaged media will be necessary to help drive the
market.

"Custom chipsets can be embedded into next gen hardware at relatively
low cost," says Carroll. "Combine this with an integrated consumer
awareness programme and a coherent '3D-Ready' branding strategy, and
the resulting price premium on hardware will more than offset the
additional manufacturing costs."

"Our analysis points to the emergence of two distinct phases as we
move through the diffusion curve," says Jim Bottoms, Managing Director
of Corporate Development at Futuresource. "Currently, we're easing
into the preparatory phase, which will stretch out to 2011. Here we'll
see 3D movies primarily being made for theatrical release and the
continued rollout of 3D digital cinema. TV manufacturers will start to
roll out multi-format '3D-Ready' sets and glasses from 2010, VoD
delivery systems will begin to include limited 3D movie, concert and
sport content, and the market for 3D PC games will continue to
develop.

"Our probability modelling shows the permeation phase will kick in
from 2011, where - among other initiatives - we'll see new 3D movie
releases on Blu-ray, remasters of classic blockbusters like Star Wars,
The Matrix and The Lord of the Rings, a wider range of 3D TV content
for sports, wildlife documentaries and concerts, and studios
introducing selective production of 3D TV shows and series. By 2012,
more than 10% of US and Japanese homes will be '3D enabled', and
Western Europe won't be too far behind, with 6% household penetration.
Moving forward, a new generation of videogame consoles will begin to
emerge, fully embracing 3D technologies, and in the long term we'll
see the industry shift to autostereoscopic (no glasses) displays."

3D Screens Now Number Over 5,000 Worldwide - PR WEB - Digdia - June 15, 2009

3D Screens Now Number Over 5,000 Worldwide

New DIGDIA report examines the why, how and opportunities of Digital
3D Entertainment from the theater to the home.

Cupertino, California (PRWEB) June 15, 2009 -- Someone flipped a
switch on the topic of "3D" in 2009. In every industry from movie
production to consumer electronics, the subject of 3D has been a main
topic of discussion. Topics like Digital Cinema, Digital Cable and
HDTV have begun to settle down and forward thinkers are now wondering
what 3D means to their businesses.

While many people still wonder out loud if 3D is just a fad the way it
was in the past, a growing number of people are well beyond this
controversy - and they are putting their money where their mouth is.
Investments are being made all across the board.

One piece of evidence - there are now over 5,000 digital 3D screens
worldwide. And, the companies that are installing 3D equipment in
theaters - RealD, XpanD, Dolby and Master Image - all report hundreds
of orders in their pipeline.

Another piece of evidence - there are over 30 digital 3D movie titles
in the works for 2010. There haven't been this many 3D titles since
the so-called "golden age of 3D" in the early 1950s. But, back then
viewers had to suffer from primitive technology and pictures that gave
people headaches. Furthermore, directors used cheap "stick in your
eye" 3D tricks to show off the fact that the movie was in 3D.

The movie industry has learned their lessons and things have changed.
3D is now based on digital 3D technology, which uses new digital
cinema projection systems. Digital 3D is rock solid and produces
images that can truly make you feel you are there. Directors have
learned not to over use 3D gimmicks and people in postproduction make
better images that won't give viewers a headache.

The most significant change is that theaters and studios figured out
that digital 3D means more money. As such, digital 3D titles now
include mainstream movies like UP from Pixar/Disney that proved good
enough to open the Cannes film festival.

Now the rest of the digital entertainment value chain is taking
notice. There are at least 16 standards, coordinating organizations
and national research labs working on bringing 3D to the home. Many
consumers may not know it, but many new digital televisions are
already "3D ready".

There are a few issues to deal with before digital 3D becomes a big
market. One does not simply glue a second camera to the tripod and
call it a day. Technical and product challenges exist everywhere still
as the industries grapple with the subtle issues that digital 3D
exposes. The fact that these challenges exist is good news for
companies that want to get on the ground floor on some new
opportunities.

A new market analysis report from DIGDIA takes a look at digital 3D
entertainment in detail. The report called Digital 3D Entertainment -
From Theater to Home, Why, How and Opportunities covers the market,
technologies, products, issues and opportunities. A free excerpt can
be downloaded at www.digdia.com.

About DIGDIA - digdia helps companies find growth opportunities,
create winning strategies and business plans for companies in the
digital entertainment value chain. Services include strategic
consulting and market analysis with a balanced business & technical
perspective. Topics covered include Digital Cinema, Digital Cable,
Digital Home, Digital Consumer Electronics and Services.

Sunday, June 14, 2009

Mitsubishi Banks on 3D, Laser and Better TV Sound - http://www.dealerscope.com

Saturday, June 13, 2009

3D Video Game - Cameron's game-changer? 'Avatar' looks to alter Hollywood videogame biz

Variety.com
Click here to find out more!

http://www.variety.com/index.asp?layout=print_story&articleid=VR1118004911&categoryid=13


Posted: Fri., Jun. 12, 2009, 4:24pm PT

Cameron's game-changer?

'Avatar' looks to alter Hollywood videogame biz

The track record of film-based videogames has been spotty. While there have been a handful of critical and commercial successes, the majority have been average at best -- and, frequently, embarrassing.

James Cameron plans to change that. Fox has scheduled a December release of his 3-D film "Avatar" and the filmmaker has pushed game publisher Ubisoft to create the vidgame industry's first stereoscopic title.

What's more, Cameron was so impressed by some of the shots developed by Ubisoft Digital Arts, a computer animation studio owned by the game publisher, that he will use some of them in the film.

Admittedly, these are small steps, but they signify a game-changing alliance with a multibillion-dollar industry, as Hollywood and gamemakers begin to work more closely.

And while few gamers -- or anyone else for that matter -- have a TV that will support the spectroscopic feature, a non-3-D version of the "Avatar" game also will be sold, and will bear Cameron's mark of approval. What's more, the 3-D game plants the seed for the Holy Grail of creating stereo 3-D at home in much the same way Cameron's commitment-obsession to 3-D film is being eyed as a significant step in even wider use of the format.

Ubisoft doesn't plan to end its association with high-powered directors after "Avatar" ships. The company announced at tech confab E3 in Los Angeles this month that it would work with Steven Spielberg and Kathleen Kennedy on a gaming adaptation of the upcoming "Tintin." The film marks a reteaming for the company with Peter Jackson, with whom Ubisoft worked on 2005's "King Kong," a launch title for the Xbox 360.

"We can create good games, but we are still very junior at creating movies, so why not join forces with the best of the best to make our visions come to life?" says Yves Guillemot, Ubisoft chairman-CEO, who co-founded the company in 1986.

Cameron and the company began work on the game version of "Avatar" 2½ years ago, an incredibly long gestation period for a film-based game. The long development window was deliberate to ensure the game would match the quality of the film, Cameron said during a surprise appearance at the E3 press conference for Ubisoft.

"Movies are on a one-year track," he said. "One year after someone pushes the button, it's in theaters. Good games can't be made that fast."

While affairs between studios and game publishers aren't always smooth, both sides say the "Avatar" relationship quickly became collaborative. As both sides contributed to each other's work, Cameron's passion for the project pushed Ubisoft to experiment with technologies that have never before been tried in the videogame space.

The partnership is part of Ubisoft's strategy to blend its game studios with filmmaking. Last July, the company bought Hybride Technologies, the visual effects house behind films such as "300" and "Sin City." Today, it uses Hybride to create new technologies for both films and games.

The plan behind the strategy, Guillemot says, is to lower expenses as it pushes new boundaries: "We need to make sure we can reuse our animations and graphics with other mediums, so we can reduce the cost of making games."

Both the film and game versions of "Avatar" are set in the 22nd century on Pandora, a large moon of a gas planet teeming with exotic new forms of life. Among the creatures who live there are the Na'vi, a humanoid race with blue skin, tiger stripes and heights of up to 10 feet. Humans cannot breathe the air on Pandora, but have created a living, genetic hybrid (known as an Avatar) into which they can insert their consciousness and explore the world.

Ubisoft was given full access to the film's CG shots to re-create the world. With Cameron's blessing, though, the game will tell a different story than the film, allowing it to be released at an earlier date.

"They brought the same passion to 'Avatar,' which is a licensed game, (that they bring to) their own games," Cameron said. "The world of the Avatar game is, in some ways, richer than what you'll see in the film. At the same time, it doesn't have any spoilers in it that will ruin the film for you."

The developers also had a few improvements they wanted to make to Pandora. Ubisoft came up with the idea of adding bioluminescence to the plant life. When he saw it, Cameron was so impressed, he added it to the film.

"Let's face it, some games based on movies have sucked," Cameron said at E3. "We had very ambitious goals for this film and we knew we wanted to choose our videogame partner very carefully."

Read the full article at:
http://www.variety.com/article/VR1118004911.html