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whitepaper
                             3D Television
                                        april 2010




   Many existing Grass Valley products are
   easily adapted to 3D operation with minimal
   modifications. Thus production companies
   can, without heavily investing in new
   3D-specific technologies, develop practical
   skills and experiences which will enrich and
   empower them as the market for 3D evolves
                in the coming months and years.




                         www.grassvalley.com
Contents




Introduction                              1

What is Stereoscopic 3D?                  2

Cameras                                   7

Signal Routing and Production Switchers   9

Servers                                   9

Contribution and Distribution             10

Grass Valley’s 3D Workflow                11

Conclusion                                11
3D Television


Introduction
Digital projection has enabled an old idea—stereoscopic 3D             Consumer electronics manufacturers are excited by the pros-
movies—to give the movies a new lease on life. Hannah                  pect as they see a way of revitalizing television receiver sales,
Montana and Miley Cyrus: Best of Both Worlds Concert took              which are currently depressed by the falling prices of flat panel
the box office record for a Super Bowl weekend opening in              displays and a drop in demand following the initial surge. in the
2008, and more recently Avatar has become the first movie to           US, consumer electronics manufacturers are sponsoring some
exceed $1 billion USD at the box office, both due to being 3D          of the proposed channel launches.
productions.
                                                                       there are both technical and creative reasons why 3D to the
Seeing the success in theaters, television content producers           home is very different than 3D in the movie theater. this paper
and distributors have expressed interest in establishing their         does not attempt to enter this debate (although some of the
own stereoscopic 3D services. Channel launches for 2010 have           technical issues will be touched on for context). it looks instead
been announced in both North america and europe.                       at how today’s technologies can be used and adapted for 3D
                                                                       production, and what special considerations need to be made.




                        Figure 1 – Cinema and gaming are driving 3D today; will live 3D sports be the next big winner?




www.grassvalley.com                                                                                                                    1
3D Television


What is Stereoscopic 3D?



when looking at real world objects, our eyes and brains use
two sets of visual information to determine how far away an
object lies. Convergence is the angle our eyes have to diverge
from the parallel to bring the two images in line, and accommo-
dation is the degree to which eye muscles have to change to
bring the object into focus.

in other words, for an object that is close to us, we converge
our eyes by turning them in, and we accommodate a very close
focus. For an object that is far away the difference in accommo-
dation—the way the lens in the eye is modified—changes, and
as the distance tends to infinity so the convergence tends to
be parallel.




                                                                           Looking at close object                 Looking at distant object

                                                                         Figure 2 – Convergence. (Copyright Lenny Lipton)



Note that in the real world there is never a need for conver-      there are a number of ways of ensuring that the left and right
gence to become divergence: our eyes never point outside of        images reach the left and right eyes. the traditional colored
parallel, a phenomenon that is extremely discomforting and one     anaglyph glasses filter the view visible to each eye but this
that must be avoided at all costs in the display of 3D images.     technique is now largely abandoned for high-quality 3D presen-
                                                                   tations due to better technologies that provides a more con-
to these muscular cues our brain adds other factors, including     sistent and appealing 3D presentation to the viewer. Modern
parallax, the way that nearer objects mask further ones, and       systems use either polarization along with an on-screen polariz-
experience: we know roughly how big a truck is, so if it appears   ing overlay or active shuttering using LCD glasses that run each
tiny it is probably far away.                                      eye’s view on and off in sync with the on screen presentation.
in stereoscopic 3D we attempt to present this depth informa-
tion on a single screen, by presenting subtly different views of
the scene to the left and right eye exclusively: hence the name
stereoscopic.




                                                                                           Figure 4 – Polarized 3D glasses
                                                                                             (photo courtesy of REALD).



    Figure 3 – Simulation of a polarized 3D image viewed without
                        polarized 3D glasses.

2                                                                                                        www.grassvalley.com
3D Television


What is Stereoscopic 3D? (Cont.)




                                                                                            Figure 6 – Active Shutter Glasses
Figure 5 – Active shutter system showing display and glasses corresponding for proper
sequencing of left eye and right eye viewing.


it should be noted that polarized or LCD shutter glasses will            if the left image is to the right of the right image, to converge
reduce the light transmitted to the eyes, and this is an issue           them the eyes will have to converge to a relatively large degree
that can affect creative and production choices. this will be            and the object will appear in front of the screen (negative paral-
discussed later.                                                         lax). if left and right images coincide then the image appears
                                                                         on the plane of the screen. and if the left image is to the left
the key dimension to keep in mind when shooting for 3D is                of the right image (positive parallax), then the object appears
the interocular distance, the measurement of how far apart               behind the screen.
the lenses of the eyes sit. this is generally taken to be 65 mm,
although it does vary from person to person, and will be only            if an image is to be portrayed a long way in front of the screen
around 50 mm for children: there is an argument that the entire          (extreme negative parallax)—the classic 3D effect of an object
geometry of 3D should change for children’s television.                  leaping out at you—then it will cause the eyes to converge a
                                                                         great deal (making the observer appear cross-eyed) which will
the fundamental principle of 3D, then, is that if there is a shift       be extremely uncomfortable for any length of time.
between the left and right images of an object—which will
cause our convergence to follow it and therefore place it on the         Conversely, if an object behind the plane of the screen requires
Z axis—we will have perception of depth.                                 positive parallax of more than the interocular distance (65 mm,
                                                                         or maybe 50 mm for children) then you will be forcing the eyes
                                                                         to separate which is extremely unnatural and may be one of the
                                                                         principle sources of nausea in 3D presentations.




www.grassvalley.com                                                                                                                      3
3D Television


What is Stereoscopic 3D? (Cont.)
PosiTive Parallax




                                                                                                                                Interocular
                                                                                                                             Distance Positive
                                                                                                                                  Parallax




    Figure 7 – Object at plane of screen.                                  Figure 8 – Object at infinity




                                                           Interocular                                                          Interocular
                                                       Distance Negative                                                          Plus "D"
                                                             Parallax




    Figure 9 – Object halfway between screen and spectator.                Figure 10 – Divergence.




                                                                                                     (Drawings Copyright Lenny Lipton)




4                                                                                                          www.grassvalley.com
3D Television


What is Stereoscopic 3D? (Cont.)



                     b
              3      a                                                1º total divergence                               Note that this limit is an absolute
                                                                                                                        measurement on the screen, whatever

                     b
                                       +                              Zone where                                        the size of the screen and whatever
              2      a
                                                                      parallax                                          the viewing distance. with the viewing
                                                                                                                        distance in the home typically a fraction
                                       –                              will be ±te                                       of that in the movie theater, there is a
                                                                                                                        greatly increased risk of causing uncom-
              1                                                                                                         fortable divergence.
                                                                      Plane of screen

                                                                      Zone of difficult fusion
                                                                      due to excessive
                                                                      convergence
                                                C
                                                L


                               L                                  R
                  Figure 11 – Zones of screen parallax. (Copyright Lenny Lipton)




the shorter viewing distance in the home also increases the                             according to the work of David Seigle and John Sanders of
angle of convergence just to focus on the screen: typically it is                       in-three in association with UC Berkeley1, the director is free to
0.8˚ at home, 0.2˚ in the movie theater. that, in turn, limits the                      place objects anywhere from infinity behind the screen to 2.4m
amount of negative parallax that can be added, so restricts how                         (8 ft.) in front of it for movie theater exhibition. in the home,
far in front of the screen objects can appear.                                          this is restricted to 1.2m (4 ft.) behind the screen to 0.5m
                                                                                        (1.8 ft.) in front, giving a more compressed view of reality.
                                                                                        1
                                                                                            www.in-three.com/3Dinthehomev2.html



                                                                    Movie Theater
                                              Comfortable Viewing Range = -8' - + infinity when IPD = 2.5" or +1'/-1'

                         ∞= Furthest confortable position
                         +




                                                                                                                          -8'= Nearest
                                                                                                                       confortable position




                                                                            -40' Distance from screen




                         Figure 12 – With a typical larger screen, controlled environment, and seating placement, it is
                         possible to have a wider latitude with 3D in the theater. (Drawing Courtesy: In-Three)

www.grassvalley.com                                                                                                                                             5
3D Television


What is Stereoscopic 3D? (Cont.)
                                                             Home Theater
                                        Comfortable Viewing Range = -1.8' - +10' when IPD = 2.5" or +1'/-1'


                        +4'= Furthest
                      confortable position

                                                                                                         -1.8'= Nearest
                                                                                                       confortable position




                                                -6' Distance from screen



                                    Figure 13 – Because of a wider range of screen sizes, types, and viewing
                                    environment, proper 3D production for the home is more challenging.
                                    (Drawing Courtesy: In-Three)



the final point to note is that stereoscopic 3D depends on             the only solution to this, it would appear, is to make the
convincing our brains to rely entirely on convergence cues and         content so compelling that 3D tV viewers have no time to look
ignore accommodation altogether: although our eyes are mov-            away. Brian Lenz, of BSkyB in the UK, makes the point that the
ing to bring the two images together, the lenses in the eyes do        medium is most successful with event television2: big sports
not need to refocus because everything is actually at the plane        games, opera, and ballet—immersive experiences that are
of the screen.                                                         enhanced by 3D production.

in the movie theater this is not a problem because the room is         having established the fundamentals of 3D tV, the remainder
dark and there is nothing else to look at, so the eyes naturally       of this paper will look at the technical challenges. By far the
remain on the screen. in the home, however, the light level is         biggest can be found in acquisition, so the next section consid-
higher, meaning that other objects at other distances become           ers cameras for 3D.
visible, so there is a risk of conflict between accommodation          2
                                                                           www.v-net.tv/video.aspx?id=89
and convergence.




6                                                                                                              www.grassvalley.com
3D Television


Cameras
as has been established, 3D depends on two separate image           First, remember that the viewer will be watching the final result
chains, representing the eyes of the viewer watching the            through some sort of filter system, whether it is LCD shutter
scene. it is logical, then, that the two cameras have to be sepa-   glasses (which are never completely transparent) or polarized
rated by the interocular distance of 65 mm.                         glasses (which reject all light except that in the defined polarity)
                                                                    so there is a loss of light.
Before looking at the problems this raises, it is worth spending
a moment considering what happens if they are set at a differ-      we are all familiar with the fact that, as twilight falls, we lose
ent distance apart.                                                 our color resolution. physiologically, this is because the eye has
                                                                    two types of light-sensitive elements: rods and cones. rods
research suggests that the result is what you might expect:         are very sensitive to low light levels, enabling us to see in the
set the cameras further apart and the result looks like it was      dark to survive: this is called scotopic vision. Our perception
shot by a giant head so the images look miniaturized; set the       of color comes from the cones, which come in three varieties
optical centers closer than the interocular distance and objects    (very broadly corresponding to red, green, and blue), but these
will appear larger than normal.                                     are much less sensitive3.
this effect seems to be linear. a camera lens center distance of    the cones give us color, and this is called photopic vision, but
130 mm—twice the interocular distance—will result in people         that needs more light energy. it may be no coincidence that the
and objects appearing to be half normal size.                       highly successful avatar is, in the main, shot in atmospherically
                                                                    dark settings. Sports fans, used to vibrant colors, tend to notice
today’s broadcast cameras, and in particular high-quality
                                                                    that 3D is more muted.
lenses, cannot be set side by side with their optical centers at
a 65 mm separation. the optical mechanics of lens design alone      to explain the second reason, let us consider the alternatives to
prevent this: lenses need to be large to provide consistent         mounting cameras at 65 mm centers.
resolution across the full image, and to ensure accurate vertical
and horizontal tracking when changing focal length. there are       One solution is to mount two high-quality broadcast camera/
many ways to compromise, but each comes with penalties in           lens systems side by side, then use electronics to reduce
image performance or creative control of the image.                 their separation to the required width: in effect, use an image
                                                                    processor to move one view across the frame by the required
Large lenses also capture and transmit more light, which is         number of pixels. Side-by-side camera rigs, and this process,
critical for a number of reasons.                                   work best for objects that are greater than 20m (66 ft.) or more
                                                                    away from the camera, whereas mirror rigs are preferred for
                                                                    scenes where the action is playing much closer to the cameras.
                                                                    3
                                                                        www.colourware.co.uk/cpfaq/q2-3.htm




       Figure 14 – Grass Valley LDK 8000 cameras shooting a               Figure 15 – LDK 8000 Elite Cameras on a new 3ality mirror
       project in Germany using a side-by-side camera rig.                system rig (cameras at 90° to each other).




www.grassvalley.com                                                                                                                   7
3D Television


Cameras (Cont.)
this may well be the long-term solution. however, it does imply      Noise, being random, will be different in each eye, again provid-
another downstream process, which adds to the latency or             ing a distraction, so the ideal 3D camera for television will have
delay in the system. it also adds to the complexity of produc-       a very low noise floor, allowing the electronic gain to be pushed
tion: a recently announced 3D outside broadcast truck for the        in difficult lighting situations. improvements in the Grass
North american market has six seats for convergence opera-           Valley™ LDK 8000 elite and the LDK 3000 cameras give them
tors—a huge overhead at a time when budgets are ever tighter.        a definite advantage of more than 6 dB over previous camera
                                                                     systems.
the alternative is to use a mirror rig: an arrangement that uses
a half-silvered mirror set at 45˚. One camera points straight        the other implication of a mirror rig is that, while the signal
ahead through the glass, the other is mounted above/below it a       from the horizontal camera can be used directly, the vertical
90° angle pointing downwards/upwards, and sees the mirrored          camera, which sees the scene reflected from the mirror, will
reflection.                                                          need to be flipped in the X, Y, or even both axes depending on
                                                                     the configuration of the rig.
this has the advantage that the interocular distance can be
set to properly capture the image for each individual shoot,         again, this can of course be achieved as a downstream
mechanically, then the bolts are tightened with the interocular      process, and once set up, need never be adjusted (although
distance remaining the same throughout the shoot.                    accidentally routing around it would be disastrous). But there
                                                                     will be latency introduced if an external image processor is
the disadvantage is that the half-silvered mirror splits the light   required to be used, which will cause additional synchronization
in two, so each camera gets half. this is why you need uncom-        challenges, and keeping the two eyes in sync is enough of a
promised lenses: you need to open each by an extra f-stop to         challenge without adding to it.
compensate for the light lost in the mirror.
                                                                     Grass Valley’s LDK 8000 elite and LDK 3000 cameras include
that only applies if you have control over the lighting, and can     the ability to directly output the image in the usual manner but
ensure that there is sufficient light available to be able to com-   you can internally select to output an inverted or flipped image
pensate for an f-stop. in particular, you have to consider depth     as well. therefore, it makes no difference to the amount of
of field issues. increasing the aperture in a lens reduces the       camera latency if the signal is normal, flipped, inverted, or both.
depth of field proportionally.                                       this eliminates a source of delay and potential serious errors
                                                                     downstream.
this is not an issue in 2D, where the control of depth of field
has become part of the creative process. Directors will use          the final issue with a mirror rig is that the two optical paths
depth of field as a tool to focus the audience’s attention,          will inevitably have different characteristics. even given perfect
whether it is on the critical reactions of the actors in a tense     lenses—which do not exist in the real world—one light path will
drama or on the skills of a star player in sports. that is part of   have been through the half-silvered mirror, the other reflected
the visual grammar commonly used in all high-quality cinema-         by it. So there will be chromatic differences between the two
tography, and that we have all grown to understand and accept.       which must be corrected.
3D calls for a different visual grammar. if the audience is to       Once those differences are established, though, the pair of
perceive and enjoy the 3D stage, it needs to be able to explore      cameras needs to be treated as a single device for subsequent
it, so much more of the image must be in focus. the risk of the      adjustments, for example to track changing light levels in an
3D illusion breaking down is even greater if the eye is forced       outdoor environment.
to converge somewhere other than the plane of the screen,
only to find that the object at that point cannot be brought into    the design of Grass Valley camera control units (CCUs), which
focus. again, the result for many viewers will be headaches and      communicate via ip over ethernet, allows a sophisticated
nausea—certainly not what you want to encourage.                     master/slave relationship to be established. this ensures that
                                                                     the “differences” between the two camera/lens chains can be
So in general 3D requires smaller apertures and therefore            matched, then the CCUs locked together under a single opera-
greater depth of field to give more in-focus objects to the          tional control panel to allow the pair to be maintained in align-
viewer. where the lighting cannot be controlled, or raised to a      ment with the other 3D pairs of cameras on the production.
sufficient level—an outdoor, night-time sports event, for exam-
ple—then the camera gain itself has to be pushed by +6 dB.




8                                                                                                     www.grassvalley.com
3D Television


Signal Routing and Production Switchers
Synchronous switching of routers is a standard part of the             one, under one button, but without reducing its capabilities.
Grass Valley Jupiter™ and encore™ Facility Control Systems             Solutions that halve the number of M/e banks available to
product families, so distributing 3D signals as a parallel pair of     achieve dual path operations are somewhat limiting.
left eye/right eye digital feeds is not an issue, utilizing Grass
Valley trinix™ NXt or Concerto™ Series systems.                        the Grass Valley Kalypso™ and Kayenne™ switchers were
                                                                       designed for flexible, multi-format production. a function called
One interchange format that is gathering interest and is a very        Doubletake™ is effectively a split M/e mode, which in this
attractive way of simplifying infrastructures is to multiplex two      partitioning application uses background and utility busses to
720p or 1080i hD signals into one SDi feed. this, of course,           carry the two signals in parallel and perform the same effect
doubles the bandwidth, but recent infrastructure products are          in synchronization without sacrificing resources. Most other
built with 3 Gb/s bandwidths in mind. in particular, the trinix        switchers tend to gang M/e banks together for 3D, meaning
NXt router supports long runs of 3 Gb/s circuits (in excess of         that a 4 M/e switcher is reduced to 2 M/e when used for 3D
100m/328 ft.), which eliminates constraints in building truck          productions.
layouts and connecting production and server trucks.
                                                                       New in the Kayenne switcher is Key Chaining™, a feature that
at the switcher there will definitely be a change in production        parallels keyer resources and allows setup and control under a
style, but in sports there will remain the expectation that mul-       single set of buttons to manage keying for 3D graphic ele-
tiple levels will be required. while there may be fewer cuts as        ments. Keys may be adjusted separately for accurate conver-
viewers explore the 3D world themselves, they will still expect        gence. all settings are remembered each time a key is enabled.
to see graphics and statistics to add additional depth to game
coverage.                                                              the significance of this is that current Grass Valley switchers
                                                                       already installed will perform a great deal of the functional-
So the first requirement for the production switcher is that it        ity required for 3D production. in essence, they are 3D-ready
should be able to handle the two left eye/right eye signals as         today.




Servers
as with the rest of the production chain, the key requirement of       UK-based OB company telegenic is very much at the forefront
a server for 3D is that it should be able to maintain the pair of      of outside broadcast technology, having recently been com-
left eye/right eye files in perfect synchronization, together with     missioned by BSkyB to build its first outside broadcast truck
the ability, in a live production, to go to a start point and replay   specifically for 3D production.
the married files instantly.
                                                                       the truck will be used to produce live and recorded coverage of
Grass Valley’s advanced server designs already feature the abil-       sports and entertainment events for a dedicated 3D channel to
ity to handle video and key channels, but this has been greatly        be launched by Sky tV later in 2010.
improved with the introduction of the K2 Summit production
server and a new feature called ChannelFlex™. this adds the            telegenic used the K2 Summit to provide 3D replay animations
ability to record and play multi-channel feeds and, in the case of     throughout the pilot transmissions and plan to use K2 Summit
3D, to manage and move the left eye/right eye 3D streams as            or K2 Solo servers with the ChannelFlex option as a permanent
a single file. ChannelFlex addresses the need for 3D recording         solution in their 3D trucks going forward.
and playback without sacrificing channels in the server, so that
the K2 Summit server remains capable of playing and recording
stereo pairs on each of its four channels.




www.grassvalley.com                                                                                                                      9
3D Television


Contribution and Distribution
all of the above discussion has focused largely on creating         in the meantime, several popular formats have emerged to
the content. we must also address challenges in moving live         support 3D’s initial market deployment. BSkyB in the UK, for
content over contribution links maintaining perfect synchroniza-    example, is using a system which halves the number of lines in
tion and pristine 10-bit 4:2:2 quality. these needs are met with    each picture and sends both down a single hD channel with the
the introduction of the new Va5004 codec for high-end video         left eye in the top of the frame and the right eye in the bottom.
contribution over ip networks, which can also be operated in        this has the advantage of being transparent through the entire
3D mode. it’s a JpeG 2000 encoder using 10-bit 4:2:2 wavelet        transmission network, including its installed base of 1.3 million
compression for the highest picture quality. the Va5004 has a       set-top boxes.
3G interface where the left eye/right eye streams are carried as
one signal but compressed as two parallel streams, preserving       Supporting BSkyB’s deployment is the ViBe eM3000 encoder
the full bandwidth of each view. in contribution applications it    which provides compatibility with the Sensio systems for
can be run at rates from 100 to 300 Mb/s and maintain perfect       MpeG-4 compressed 3D distribution.
synchronization between the two views.                              4
                                                                        store.smpte.org/productDetails.asp?productCode=tF3D

the final challenge is to take the 3D signal from the venue to      5
                                                                     www.mpegif.org/m4if/bod/working%20Groups/3DtV%20working%20Group%20
                                                                    index.php
the broadcasting center and from the broadcaster to the home.
at present, several frame compatible formats that support 3D
transport over the existing hD distribution infrastructure have
been proposed and are now being examined by standards bod-
ies. the SMpte task force has made its initial report4.

the MpeG industry Forum is actively promoting an extension
of the MpeG-4 aVC/h.264 standard, which will essentially
transmit one “eye” plus the metadata that will define the differ-
ences for the other eye. the estimate is that this will add about
50% to the bandwidth requirement over 2D high definition, or
conversely will reduce the bandwidth for a two-channel trans-
mission system by 25%5.




10                                                                                                           www.grassvalley.com
3D Television


Grass Valley’s 3D Workflow




                                                                  ViBE JPEG 2000 Contribution Codec



                                                                                                                                                                         ViBE 3D MPEG-4
                                                                                                                                                                         Emission Encoder




Conclusion
in the last couple of years 3D productions have had an enor-                                  in addition, some television content creators and distributors
mous impact on the movie industry, with creative and financial                                have begun to examine 3D as a new way to entice and retain
success allied to the technical triumphs. Many of these suc-                                  audiences. while it is too early to say whether consumers will
cessful movies have been entirely animated, but increasingly                                  want 3D in the home, with the need to wear glasses and avoid
there is a market for live action or mixed environments, with                                 the temptation of real-world 3D objects, it is clear that there
Avatar the leading example.                                                                   will be many opportunities to become involved in trial produc-
                                                                                              tions in the near future.
while movies are usually made in very controlled circum-
stances, where every element can be prepared in advance,                                      rather than invest heavily in new, 3D-specific technologies, it
there will be some occasions in which television style produc-                                is clear that many existing products are easily adapted to 3D
tion techniques will be used. Concert movies like the hannah                                  operation with minimal modifications. thus production compa-
Montana special are obvious examples.                                                         nies can, without significant capital expenditure, develop practi-
                                                                                              cal skills and experience which will enrich and empower them
                                                                                              as the market for 3D evolves in the coming months and years.




                              sales                                                                                              sUPPorT
        Local and regional sales contacts can be found by visiting                                      Local and regional support contacts can be found by visiting
                       www.grassvalley.com/sales                                                                       www.grassvalley.com/support




                                       © Copyright 2010 Thomson. All rights reserved. Grass Valley, ChannelFlex, Concerto, DoubleTake, Encore, Jupiter, Kalypso, Kayenne, Key Chaining, and
                                       Trinix are trademarks of Grass Valley, Inc. All other tradenames referenced are service marks, trademarks, or registered trademarks of their respective
                                       companies. Specifications subject to change without notice.                                                                                  GV-4089M

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3D television

  • 1. whitepaper 3D Television april 2010 Many existing Grass Valley products are easily adapted to 3D operation with minimal modifications. Thus production companies can, without heavily investing in new 3D-specific technologies, develop practical skills and experiences which will enrich and empower them as the market for 3D evolves in the coming months and years. www.grassvalley.com
  • 2. Contents Introduction 1 What is Stereoscopic 3D? 2 Cameras 7 Signal Routing and Production Switchers 9 Servers 9 Contribution and Distribution 10 Grass Valley’s 3D Workflow 11 Conclusion 11
  • 3. 3D Television Introduction Digital projection has enabled an old idea—stereoscopic 3D Consumer electronics manufacturers are excited by the pros- movies—to give the movies a new lease on life. Hannah pect as they see a way of revitalizing television receiver sales, Montana and Miley Cyrus: Best of Both Worlds Concert took which are currently depressed by the falling prices of flat panel the box office record for a Super Bowl weekend opening in displays and a drop in demand following the initial surge. in the 2008, and more recently Avatar has become the first movie to US, consumer electronics manufacturers are sponsoring some exceed $1 billion USD at the box office, both due to being 3D of the proposed channel launches. productions. there are both technical and creative reasons why 3D to the Seeing the success in theaters, television content producers home is very different than 3D in the movie theater. this paper and distributors have expressed interest in establishing their does not attempt to enter this debate (although some of the own stereoscopic 3D services. Channel launches for 2010 have technical issues will be touched on for context). it looks instead been announced in both North america and europe. at how today’s technologies can be used and adapted for 3D production, and what special considerations need to be made. Figure 1 – Cinema and gaming are driving 3D today; will live 3D sports be the next big winner? www.grassvalley.com 1
  • 4. 3D Television What is Stereoscopic 3D? when looking at real world objects, our eyes and brains use two sets of visual information to determine how far away an object lies. Convergence is the angle our eyes have to diverge from the parallel to bring the two images in line, and accommo- dation is the degree to which eye muscles have to change to bring the object into focus. in other words, for an object that is close to us, we converge our eyes by turning them in, and we accommodate a very close focus. For an object that is far away the difference in accommo- dation—the way the lens in the eye is modified—changes, and as the distance tends to infinity so the convergence tends to be parallel. Looking at close object Looking at distant object Figure 2 – Convergence. (Copyright Lenny Lipton) Note that in the real world there is never a need for conver- there are a number of ways of ensuring that the left and right gence to become divergence: our eyes never point outside of images reach the left and right eyes. the traditional colored parallel, a phenomenon that is extremely discomforting and one anaglyph glasses filter the view visible to each eye but this that must be avoided at all costs in the display of 3D images. technique is now largely abandoned for high-quality 3D presen- tations due to better technologies that provides a more con- to these muscular cues our brain adds other factors, including sistent and appealing 3D presentation to the viewer. Modern parallax, the way that nearer objects mask further ones, and systems use either polarization along with an on-screen polariz- experience: we know roughly how big a truck is, so if it appears ing overlay or active shuttering using LCD glasses that run each tiny it is probably far away. eye’s view on and off in sync with the on screen presentation. in stereoscopic 3D we attempt to present this depth informa- tion on a single screen, by presenting subtly different views of the scene to the left and right eye exclusively: hence the name stereoscopic. Figure 4 – Polarized 3D glasses (photo courtesy of REALD). Figure 3 – Simulation of a polarized 3D image viewed without polarized 3D glasses. 2 www.grassvalley.com
  • 5. 3D Television What is Stereoscopic 3D? (Cont.) Figure 6 – Active Shutter Glasses Figure 5 – Active shutter system showing display and glasses corresponding for proper sequencing of left eye and right eye viewing. it should be noted that polarized or LCD shutter glasses will if the left image is to the right of the right image, to converge reduce the light transmitted to the eyes, and this is an issue them the eyes will have to converge to a relatively large degree that can affect creative and production choices. this will be and the object will appear in front of the screen (negative paral- discussed later. lax). if left and right images coincide then the image appears on the plane of the screen. and if the left image is to the left the key dimension to keep in mind when shooting for 3D is of the right image (positive parallax), then the object appears the interocular distance, the measurement of how far apart behind the screen. the lenses of the eyes sit. this is generally taken to be 65 mm, although it does vary from person to person, and will be only if an image is to be portrayed a long way in front of the screen around 50 mm for children: there is an argument that the entire (extreme negative parallax)—the classic 3D effect of an object geometry of 3D should change for children’s television. leaping out at you—then it will cause the eyes to converge a great deal (making the observer appear cross-eyed) which will the fundamental principle of 3D, then, is that if there is a shift be extremely uncomfortable for any length of time. between the left and right images of an object—which will cause our convergence to follow it and therefore place it on the Conversely, if an object behind the plane of the screen requires Z axis—we will have perception of depth. positive parallax of more than the interocular distance (65 mm, or maybe 50 mm for children) then you will be forcing the eyes to separate which is extremely unnatural and may be one of the principle sources of nausea in 3D presentations. www.grassvalley.com 3
  • 6. 3D Television What is Stereoscopic 3D? (Cont.) PosiTive Parallax Interocular Distance Positive Parallax Figure 7 – Object at plane of screen. Figure 8 – Object at infinity Interocular Interocular Distance Negative Plus "D" Parallax Figure 9 – Object halfway between screen and spectator. Figure 10 – Divergence. (Drawings Copyright Lenny Lipton) 4 www.grassvalley.com
  • 7. 3D Television What is Stereoscopic 3D? (Cont.) b 3 a 1º total divergence Note that this limit is an absolute measurement on the screen, whatever b + Zone where the size of the screen and whatever 2 a parallax the viewing distance. with the viewing distance in the home typically a fraction – will be ±te of that in the movie theater, there is a greatly increased risk of causing uncom- 1 fortable divergence. Plane of screen Zone of difficult fusion due to excessive convergence C L L R Figure 11 – Zones of screen parallax. (Copyright Lenny Lipton) the shorter viewing distance in the home also increases the according to the work of David Seigle and John Sanders of angle of convergence just to focus on the screen: typically it is in-three in association with UC Berkeley1, the director is free to 0.8˚ at home, 0.2˚ in the movie theater. that, in turn, limits the place objects anywhere from infinity behind the screen to 2.4m amount of negative parallax that can be added, so restricts how (8 ft.) in front of it for movie theater exhibition. in the home, far in front of the screen objects can appear. this is restricted to 1.2m (4 ft.) behind the screen to 0.5m (1.8 ft.) in front, giving a more compressed view of reality. 1 www.in-three.com/3Dinthehomev2.html Movie Theater Comfortable Viewing Range = -8' - + infinity when IPD = 2.5" or +1'/-1' ∞= Furthest confortable position + -8'= Nearest confortable position -40' Distance from screen Figure 12 – With a typical larger screen, controlled environment, and seating placement, it is possible to have a wider latitude with 3D in the theater. (Drawing Courtesy: In-Three) www.grassvalley.com 5
  • 8. 3D Television What is Stereoscopic 3D? (Cont.) Home Theater Comfortable Viewing Range = -1.8' - +10' when IPD = 2.5" or +1'/-1' +4'= Furthest confortable position -1.8'= Nearest confortable position -6' Distance from screen Figure 13 – Because of a wider range of screen sizes, types, and viewing environment, proper 3D production for the home is more challenging. (Drawing Courtesy: In-Three) the final point to note is that stereoscopic 3D depends on the only solution to this, it would appear, is to make the convincing our brains to rely entirely on convergence cues and content so compelling that 3D tV viewers have no time to look ignore accommodation altogether: although our eyes are mov- away. Brian Lenz, of BSkyB in the UK, makes the point that the ing to bring the two images together, the lenses in the eyes do medium is most successful with event television2: big sports not need to refocus because everything is actually at the plane games, opera, and ballet—immersive experiences that are of the screen. enhanced by 3D production. in the movie theater this is not a problem because the room is having established the fundamentals of 3D tV, the remainder dark and there is nothing else to look at, so the eyes naturally of this paper will look at the technical challenges. By far the remain on the screen. in the home, however, the light level is biggest can be found in acquisition, so the next section consid- higher, meaning that other objects at other distances become ers cameras for 3D. visible, so there is a risk of conflict between accommodation 2 www.v-net.tv/video.aspx?id=89 and convergence. 6 www.grassvalley.com
  • 9. 3D Television Cameras as has been established, 3D depends on two separate image First, remember that the viewer will be watching the final result chains, representing the eyes of the viewer watching the through some sort of filter system, whether it is LCD shutter scene. it is logical, then, that the two cameras have to be sepa- glasses (which are never completely transparent) or polarized rated by the interocular distance of 65 mm. glasses (which reject all light except that in the defined polarity) so there is a loss of light. Before looking at the problems this raises, it is worth spending a moment considering what happens if they are set at a differ- we are all familiar with the fact that, as twilight falls, we lose ent distance apart. our color resolution. physiologically, this is because the eye has two types of light-sensitive elements: rods and cones. rods research suggests that the result is what you might expect: are very sensitive to low light levels, enabling us to see in the set the cameras further apart and the result looks like it was dark to survive: this is called scotopic vision. Our perception shot by a giant head so the images look miniaturized; set the of color comes from the cones, which come in three varieties optical centers closer than the interocular distance and objects (very broadly corresponding to red, green, and blue), but these will appear larger than normal. are much less sensitive3. this effect seems to be linear. a camera lens center distance of the cones give us color, and this is called photopic vision, but 130 mm—twice the interocular distance—will result in people that needs more light energy. it may be no coincidence that the and objects appearing to be half normal size. highly successful avatar is, in the main, shot in atmospherically dark settings. Sports fans, used to vibrant colors, tend to notice today’s broadcast cameras, and in particular high-quality that 3D is more muted. lenses, cannot be set side by side with their optical centers at a 65 mm separation. the optical mechanics of lens design alone to explain the second reason, let us consider the alternatives to prevent this: lenses need to be large to provide consistent mounting cameras at 65 mm centers. resolution across the full image, and to ensure accurate vertical and horizontal tracking when changing focal length. there are One solution is to mount two high-quality broadcast camera/ many ways to compromise, but each comes with penalties in lens systems side by side, then use electronics to reduce image performance or creative control of the image. their separation to the required width: in effect, use an image processor to move one view across the frame by the required Large lenses also capture and transmit more light, which is number of pixels. Side-by-side camera rigs, and this process, critical for a number of reasons. work best for objects that are greater than 20m (66 ft.) or more away from the camera, whereas mirror rigs are preferred for scenes where the action is playing much closer to the cameras. 3 www.colourware.co.uk/cpfaq/q2-3.htm Figure 14 – Grass Valley LDK 8000 cameras shooting a Figure 15 – LDK 8000 Elite Cameras on a new 3ality mirror project in Germany using a side-by-side camera rig. system rig (cameras at 90° to each other). www.grassvalley.com 7
  • 10. 3D Television Cameras (Cont.) this may well be the long-term solution. however, it does imply Noise, being random, will be different in each eye, again provid- another downstream process, which adds to the latency or ing a distraction, so the ideal 3D camera for television will have delay in the system. it also adds to the complexity of produc- a very low noise floor, allowing the electronic gain to be pushed tion: a recently announced 3D outside broadcast truck for the in difficult lighting situations. improvements in the Grass North american market has six seats for convergence opera- Valley™ LDK 8000 elite and the LDK 3000 cameras give them tors—a huge overhead at a time when budgets are ever tighter. a definite advantage of more than 6 dB over previous camera systems. the alternative is to use a mirror rig: an arrangement that uses a half-silvered mirror set at 45˚. One camera points straight the other implication of a mirror rig is that, while the signal ahead through the glass, the other is mounted above/below it a from the horizontal camera can be used directly, the vertical 90° angle pointing downwards/upwards, and sees the mirrored camera, which sees the scene reflected from the mirror, will reflection. need to be flipped in the X, Y, or even both axes depending on the configuration of the rig. this has the advantage that the interocular distance can be set to properly capture the image for each individual shoot, again, this can of course be achieved as a downstream mechanically, then the bolts are tightened with the interocular process, and once set up, need never be adjusted (although distance remaining the same throughout the shoot. accidentally routing around it would be disastrous). But there will be latency introduced if an external image processor is the disadvantage is that the half-silvered mirror splits the light required to be used, which will cause additional synchronization in two, so each camera gets half. this is why you need uncom- challenges, and keeping the two eyes in sync is enough of a promised lenses: you need to open each by an extra f-stop to challenge without adding to it. compensate for the light lost in the mirror. Grass Valley’s LDK 8000 elite and LDK 3000 cameras include that only applies if you have control over the lighting, and can the ability to directly output the image in the usual manner but ensure that there is sufficient light available to be able to com- you can internally select to output an inverted or flipped image pensate for an f-stop. in particular, you have to consider depth as well. therefore, it makes no difference to the amount of of field issues. increasing the aperture in a lens reduces the camera latency if the signal is normal, flipped, inverted, or both. depth of field proportionally. this eliminates a source of delay and potential serious errors downstream. this is not an issue in 2D, where the control of depth of field has become part of the creative process. Directors will use the final issue with a mirror rig is that the two optical paths depth of field as a tool to focus the audience’s attention, will inevitably have different characteristics. even given perfect whether it is on the critical reactions of the actors in a tense lenses—which do not exist in the real world—one light path will drama or on the skills of a star player in sports. that is part of have been through the half-silvered mirror, the other reflected the visual grammar commonly used in all high-quality cinema- by it. So there will be chromatic differences between the two tography, and that we have all grown to understand and accept. which must be corrected. 3D calls for a different visual grammar. if the audience is to Once those differences are established, though, the pair of perceive and enjoy the 3D stage, it needs to be able to explore cameras needs to be treated as a single device for subsequent it, so much more of the image must be in focus. the risk of the adjustments, for example to track changing light levels in an 3D illusion breaking down is even greater if the eye is forced outdoor environment. to converge somewhere other than the plane of the screen, only to find that the object at that point cannot be brought into the design of Grass Valley camera control units (CCUs), which focus. again, the result for many viewers will be headaches and communicate via ip over ethernet, allows a sophisticated nausea—certainly not what you want to encourage. master/slave relationship to be established. this ensures that the “differences” between the two camera/lens chains can be So in general 3D requires smaller apertures and therefore matched, then the CCUs locked together under a single opera- greater depth of field to give more in-focus objects to the tional control panel to allow the pair to be maintained in align- viewer. where the lighting cannot be controlled, or raised to a ment with the other 3D pairs of cameras on the production. sufficient level—an outdoor, night-time sports event, for exam- ple—then the camera gain itself has to be pushed by +6 dB. 8 www.grassvalley.com
  • 11. 3D Television Signal Routing and Production Switchers Synchronous switching of routers is a standard part of the one, under one button, but without reducing its capabilities. Grass Valley Jupiter™ and encore™ Facility Control Systems Solutions that halve the number of M/e banks available to product families, so distributing 3D signals as a parallel pair of achieve dual path operations are somewhat limiting. left eye/right eye digital feeds is not an issue, utilizing Grass Valley trinix™ NXt or Concerto™ Series systems. the Grass Valley Kalypso™ and Kayenne™ switchers were designed for flexible, multi-format production. a function called One interchange format that is gathering interest and is a very Doubletake™ is effectively a split M/e mode, which in this attractive way of simplifying infrastructures is to multiplex two partitioning application uses background and utility busses to 720p or 1080i hD signals into one SDi feed. this, of course, carry the two signals in parallel and perform the same effect doubles the bandwidth, but recent infrastructure products are in synchronization without sacrificing resources. Most other built with 3 Gb/s bandwidths in mind. in particular, the trinix switchers tend to gang M/e banks together for 3D, meaning NXt router supports long runs of 3 Gb/s circuits (in excess of that a 4 M/e switcher is reduced to 2 M/e when used for 3D 100m/328 ft.), which eliminates constraints in building truck productions. layouts and connecting production and server trucks. New in the Kayenne switcher is Key Chaining™, a feature that at the switcher there will definitely be a change in production parallels keyer resources and allows setup and control under a style, but in sports there will remain the expectation that mul- single set of buttons to manage keying for 3D graphic ele- tiple levels will be required. while there may be fewer cuts as ments. Keys may be adjusted separately for accurate conver- viewers explore the 3D world themselves, they will still expect gence. all settings are remembered each time a key is enabled. to see graphics and statistics to add additional depth to game coverage. the significance of this is that current Grass Valley switchers already installed will perform a great deal of the functional- So the first requirement for the production switcher is that it ity required for 3D production. in essence, they are 3D-ready should be able to handle the two left eye/right eye signals as today. Servers as with the rest of the production chain, the key requirement of UK-based OB company telegenic is very much at the forefront a server for 3D is that it should be able to maintain the pair of of outside broadcast technology, having recently been com- left eye/right eye files in perfect synchronization, together with missioned by BSkyB to build its first outside broadcast truck the ability, in a live production, to go to a start point and replay specifically for 3D production. the married files instantly. the truck will be used to produce live and recorded coverage of Grass Valley’s advanced server designs already feature the abil- sports and entertainment events for a dedicated 3D channel to ity to handle video and key channels, but this has been greatly be launched by Sky tV later in 2010. improved with the introduction of the K2 Summit production server and a new feature called ChannelFlex™. this adds the telegenic used the K2 Summit to provide 3D replay animations ability to record and play multi-channel feeds and, in the case of throughout the pilot transmissions and plan to use K2 Summit 3D, to manage and move the left eye/right eye 3D streams as or K2 Solo servers with the ChannelFlex option as a permanent a single file. ChannelFlex addresses the need for 3D recording solution in their 3D trucks going forward. and playback without sacrificing channels in the server, so that the K2 Summit server remains capable of playing and recording stereo pairs on each of its four channels. www.grassvalley.com 9
  • 12. 3D Television Contribution and Distribution all of the above discussion has focused largely on creating in the meantime, several popular formats have emerged to the content. we must also address challenges in moving live support 3D’s initial market deployment. BSkyB in the UK, for content over contribution links maintaining perfect synchroniza- example, is using a system which halves the number of lines in tion and pristine 10-bit 4:2:2 quality. these needs are met with each picture and sends both down a single hD channel with the the introduction of the new Va5004 codec for high-end video left eye in the top of the frame and the right eye in the bottom. contribution over ip networks, which can also be operated in this has the advantage of being transparent through the entire 3D mode. it’s a JpeG 2000 encoder using 10-bit 4:2:2 wavelet transmission network, including its installed base of 1.3 million compression for the highest picture quality. the Va5004 has a set-top boxes. 3G interface where the left eye/right eye streams are carried as one signal but compressed as two parallel streams, preserving Supporting BSkyB’s deployment is the ViBe eM3000 encoder the full bandwidth of each view. in contribution applications it which provides compatibility with the Sensio systems for can be run at rates from 100 to 300 Mb/s and maintain perfect MpeG-4 compressed 3D distribution. synchronization between the two views. 4 store.smpte.org/productDetails.asp?productCode=tF3D the final challenge is to take the 3D signal from the venue to 5 www.mpegif.org/m4if/bod/working%20Groups/3DtV%20working%20Group%20 index.php the broadcasting center and from the broadcaster to the home. at present, several frame compatible formats that support 3D transport over the existing hD distribution infrastructure have been proposed and are now being examined by standards bod- ies. the SMpte task force has made its initial report4. the MpeG industry Forum is actively promoting an extension of the MpeG-4 aVC/h.264 standard, which will essentially transmit one “eye” plus the metadata that will define the differ- ences for the other eye. the estimate is that this will add about 50% to the bandwidth requirement over 2D high definition, or conversely will reduce the bandwidth for a two-channel trans- mission system by 25%5. 10 www.grassvalley.com
  • 13. 3D Television Grass Valley’s 3D Workflow ViBE JPEG 2000 Contribution Codec ViBE 3D MPEG-4 Emission Encoder Conclusion in the last couple of years 3D productions have had an enor- in addition, some television content creators and distributors mous impact on the movie industry, with creative and financial have begun to examine 3D as a new way to entice and retain success allied to the technical triumphs. Many of these suc- audiences. while it is too early to say whether consumers will cessful movies have been entirely animated, but increasingly want 3D in the home, with the need to wear glasses and avoid there is a market for live action or mixed environments, with the temptation of real-world 3D objects, it is clear that there Avatar the leading example. will be many opportunities to become involved in trial produc- tions in the near future. while movies are usually made in very controlled circum- stances, where every element can be prepared in advance, rather than invest heavily in new, 3D-specific technologies, it there will be some occasions in which television style produc- is clear that many existing products are easily adapted to 3D tion techniques will be used. Concert movies like the hannah operation with minimal modifications. thus production compa- Montana special are obvious examples. nies can, without significant capital expenditure, develop practi- cal skills and experience which will enrich and empower them as the market for 3D evolves in the coming months and years. sales sUPPorT Local and regional sales contacts can be found by visiting Local and regional support contacts can be found by visiting www.grassvalley.com/sales www.grassvalley.com/support © Copyright 2010 Thomson. All rights reserved. Grass Valley, ChannelFlex, Concerto, DoubleTake, Encore, Jupiter, Kalypso, Kayenne, Key Chaining, and Trinix are trademarks of Grass Valley, Inc. All other tradenames referenced are service marks, trademarks, or registered trademarks of their respective companies. Specifications subject to change without notice. GV-4089M