Tuesday, December 15, 2009
Digital 3D Video
Given the release of the new Avatar film on Friday, I felt it a good discussion point to bring up 3D. 3D technology has definitely progressed a long way from the original days of red and blue glasses, yet it is still with its limitations.
Regardless, many producers have finally started jumping onto the 3D bandwagon - from sports segments to video games. Now don't get me wrong, I understand the point, the want, the need for 3D - I just feel that the illusion is being produced in the wrong manner.
Current technologies typically use polarized lenses - only allowing each eye to detect specific parts of the overall image. These parts are then combined into your brain, resulting in a final 3D composite. Yet the most common complaint is the inefficiency of the system. The images are not separated exactly how one's eyes would separate them, thus many complain of eye strain, headaches, discomfort, etc.
Replicating 3D, irregardless of medium, is always going to run into this problem. Yet there is of course a competing method - motion tracking. As I had discussed earlier, this is a method of altering the image with respect to your position, resulting in a 3D illusion.
I think motion tracking is our answer for gaming, for gaming typical calls for the active participation of the user - most user would not mind having to duck to dodge bullets, etc.
But for the film industry, and television, such an implementation does not seem quite as plausible. On top of the inability to actually move from your seats in a movie theatre, there are practical limitations to video render speeds. Also, motion tracking only really works with respect to a single user.
Ultimately, the answer for film seems to continue to allude. Some of the technologies in Avatar attempt to better replicate the eyes - typically focusing techniques - such as moving closer together and farther apart in reference to distance of object at focus. Regardless, one inevitable problem still remains. If you cannot control exactly where the user is looking and focusing at all times, how can you guarantee the effect.
This problem is inherent, and currently without a good answer. Video games have an option... Microsoft and Sony see this - thank goodness. The film industry, I still question.
Avatar is a huge push towards these technologies. I openly welcome anything that will better draw the viewer into the film - yet I also wildly disagree with any technologies that may impede the viewing process - ie headaches, annoying glasses, etc.
The final verdict? Remains unknown. Currently I feel that 3D has been pushed and remains, a gimmick, yet to be fully developed to its potential. But maybe, just maybe, Avatar impact will push the industry to more streamlined technologies.
We need someone studying eye tracking. These equations have been developed, I know of them first hand after all as a biomedical engineering major. Now let us employ these real human systems into our cameras... maybe then the experience will be a bit closer.
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