Category Archives: Exhibition

Artist’s Intent Exposed~! See it here first. Where? In the cinema, the temporary home provided by exhibitors.

CST 6th Day of Techniques…DCinema

The presumption is that a projector will be delivered, set-up and fit to the screen. But as the woman pointed out, more and more facilities are getting the projector dropped of, the picture is aligned to the screen and everything else is good to go…no colorimetry calibration.

She mentioned that many maintenance contracts lacked this initial colorimetry calibration. The odd part is that many of the maintenance agreements preclude engaging a 3rd party for this calibration.

The installation groups on the panel did point out that they include a yearly calibration.

[Fill in your own comments about DCI and SMPTE specs and how often light obeyed annual rules. How many bulbs are changed in that period of time? Did any of the bulbs get put in off-kilter? How often are higher rated bulbs swapped in to support 3D? Digital Cinema Initiatives (DCI) – DIGITAL CINEMA SYSTEM SPECIFICATION, VERSION 1.2]

Your author has been hearing this story for 5 years, at least. The first time he heard it, it really struck him as odd since all the systems that he was involved with setting up in the 2002-2006 era were all set up with an expensive spectroradiometer and a skilled operator. The digital world brings a lot of advantages, but in this area there are many things that are not objective.

Perhaps everyone is using the SMPTE DProVe system? DProVe | Digital Projector Verifier

This article is a work-in-progress since it is simple to go to a thousand tangential problem areas from these few facts. There is even talk of a breakthrough on the CNC silver screen problem.

There may be a lot of overtime for the SMPTE Police.

Reflections on the Growth of 3D

Posted by Barry B. Sandrew Ph.D.               Wednesday, February 1, 2012

Copied from his Blog BSandrew.blogspot.com, with permission

Engaged in 2D and Immersed in 3D

This month, the multiple 3D films being recognized by the 84th Academy Awards cement the fact that 3D is here to stay. On the heels of the Best Visual Effects nominations for Hugo and Transformers: Dark of the Moon, Legend3D Founder, President, CCO/CTO Barry Sandrew dissects the appeal of 3D for the moviegoer in this two-part blog series on the neuroscience of 2D and 3D feature films. Relying on our current understanding of stereopsis, as described in scientific literature, Sandrew contemplates how our brains differentially perceive images and activate emotional responses when viewing a 2D movie versus a 3D movie.

The group dynamics of the 2D experience

When we attend a 2D movie, the group dynamics of the audience come into play as we direct our collective attention as observers to the images on the screen. Our personal space is infringed upon only tangentially by the other audience members that are sitting on either side of us, as well as by those behind and in front of us. The tangential influence upon us of the surrounding audience is a reminder that we are in a theater with strangers, all watching images being projected on the screen. However, in a 2D movie, our fellow audience members typically do not detract from the experience.  In fact, the audience in a 2D movie is intended to be an integral part of the total feature film experience and has been presented as one of the selling points of attending a 2D move in a theater rather than watching it on DVD or Blu-ray at home. As we become engaged in the movie, we can introspectively sense surprise, anger, sadness and happiness based on the perceived action on the screen and to a lesser degree, through the reactions of the audience members around us. We can empathize and sympathize with the characters being portrayed and we can experience anxiety and fear as we follow the storyline.

Disparity—A key element in the perception of stereo

Our brains receive 2D information in a theater as images presented sequentially at 24 frames per second. In a 2D theater experience, motion is perceived as changes in the up, down and sideways position of one object in relation to other 2D objects.  We perceive three dimensions in a 2D movie via single eye or monocular cues such as occlusion, motion, shading, size, parallax, texture gradient, perspective, saturation and brightness. However, lacking in a 2D movie is the most powerful 3D influence on the brain—disparity. Due to the separation of our eyes and the distance between them, we see a slightly different image from each eye.  This separation causes a horizontal displacement between the images, which is referred to as disparity. The best way to test this is to put your thumb in front of your eyes and alternately close one eye and then the other. You will see two separate perspectives of your thumb displaced horizontally and your thumb will appear to jump from side to side. When these separate images from our left and right eye reach our visual cortex, they are directed to highly specialized neurons that are tuned to critical parameters of disparity.  As a consequence, the two images are fused into one uniquely different image that exhibits the appearance of depth and volume. The result is 3D perception.

A lack of disparity contradicts monocular cues

In a 2D movie, each of our eyes receives precisely identical images from the movie screen with no horizontal displacement. When the two sets of identical images reach the visual cortex of our brain, they are directed primarily to neurons tuned to zero disparity. There, they are “fused” together into a single image that is exactly identical to each of the two images that originally comprised it. Other than the existence of monocular stereo cues, mentioned above, the audience does not perceive depth and volume due to the absence of disparity. This lack of disparity in a 2D movie creates a cue conflict situation that prevents us from being fully immersed in the story in the same manner as a 3D movie. The monocular cues in a 2D movie are telling us there is depth, but the lack of disparity contradicts the monocular cues—forcing the brain to try and reconcile the conflict.

The absence of disparity “pushes” the screen away from us

For some monocular cues, like motion and occlusion, there is a further complication that acts to distance us from the movie screen. As mentioned above, in a 2D movie the relative motion of objects on the screen (one 2D object moving relative to and possibly occluding another 2D object) can indicate depth in the absence of disparity. However, in the real world when there is this kind of relative motion in the absence of disparity, our brains normally interpret that information as indicating that the objects are far away. That’s because disparity in human vision drops off significantly at distances of several hundred yards.  You can prove this if you try the thumb trick above, alternately closing one eye and then the other, but this time, try the trick looking at a tree that is several hundred yards away.  You’ll see that the tree will not appear to jump from side to side like your thumb did. This is because the perspectives from our two eyes at that distance are identical. Our eyes do not converge on the tree, but rather are set to infinity.  The father away things are from us the less horizontal displacement we experience.  So our brain “comes up with” a solution in which we are literally “distanced” from the action on the screen. This distancing and lack of disparity in a 2D movie renders the spatial areas in front of and behind the theater screen irrelevant to the story and therefore irrelevant to each member of the audience. The storytelling, in its entirety, happens on the white screen at the end of the theater.

Skillful use of disparity in a 3D movie will always enhance the experience

In spite of the contradictions our brain must reconcile, a 2D movie is almost always comfortable to watch and with proper directing, cinematography and storytelling, it can evoke very strong emotions. Indeed, many of us remember the outpouring of emotions while watching the sinking of the Titanic or the building terror of T-Rex in Jurassic Park, as both movie experiences were presented in 2D. However, the influence of disparity on the audience in a 3D movie cannot be trivialized as a fad or unnecessary. Whether a 3D movie is captured with two cameras or converted from 2D-to-3D, disparity that is properly and skillfully stereographed will always enhance the storytelling experience by significantly amplifying the responses of disparity-tuned neurons and therefore more closely simulating reality.

3D a higher resolution medium

In the visual system, the absolute number of neurons activated in the brain is not as significant as the ratio of activation between subpopulations of neurons responding to zero disparity and those responding to a wide spectrum of tuned disparities, including zero.  This is analogous to an audio amplifier where the ratio between subpopulations of audio frequencies can vary and increasing the gain on the system increases the overall fidelity of the audio experience, meaning it becomes closer to the original source in resolution.  In the same manner, the ratio of activated zero disparity and disparity-tuned subpopulations of neurons in a 3D movie can vary, but it’s the intensity of the relative responses of those subpopulations that create a more accurate and higher resolution stereo image.  It appears that our brains interpret this higher resolution information as more closely simulating reality (“fidelity”) and therefore it immerses us in the movie to a greater degree, creating a heightened emotional investment in the story.  This is, of course, an oversimplification of an exquisitely complex process that has evolved from the earliest primates. However, the theater going experience is something we can all relate to and many of us recognize the profound difference between being engaged in a 2D movie versus being immersed in a 3D movie.

3D movies are a uniquely personal experience

Dynamic disparity (i.e. the relative amount of disparity, changes in disparity over time and the rate of disparity change) transforms the movie screen from a projection screen into a window that has both an interior and an exterior. Consequently, the storytelling environment is projected throughout the entire theater, actively becoming a unique part of the personal space of each member of the audience and resulting in the space both in front of and behind the screen becoming an integral part of the story. For example, an object that might fly out of the screen at us, traveling through what is called negative parallax, becomes very personal for each member of the audience because it affects and/or “intrudes” each audience members’ personal space equally.  Surround sound has an analogous effect in that we are “in it” rather than simply listening to stereo audio in front of us.  As a result, unlike the 2D movie experience, a 3D movie is more personal and the group dynamics of the larger audience are no longer in play to the same extent.  In fact, it’s my opinion that 3D glasses actually have the positive effect of helping to separate us from the other audience members, containing the experience as a more personal one for each of us, thereby potentially amplifying the immersive nature of the experience.

The Bottom Line

When we are engaged in a 2D movie, we are doing so as passive observers, watching the story take place “over there”, on the screen in front of us. However, when we are immersed in a 3D movie, we are doing so as active participants and the action can be happening behind and in front of us—as far as infinity. This is where the central difference lies. We cannot discount the uniquely active physical and emotional reactions that we have in the 3D feature film experience which are not experienced in our more passive reception of 2D movies. I believe, this is one of the reasons why we have seen 3D continue to flourish and be adopted so enthusiastically by both national and international movie exhibitors, as well as by the entertainment and consumer electronics industries at large. Consumers and moviegoers are hungry for visuals that offer a significantly greater sense of engagement and for visuals that spark an immersive, emotional response that has the ability to transport them into the heart of the action.  This year, we will have the opportunity to test the differential 2D and 3D theatrical experiences with three iconic movies that were originally released in 2D, being released in 3D. Top Gun has been converted by Legend3D and will be re-released on its 25th anniversary by Paramount on the heels of 3D converted re-releases of Titanic and Star Wars.  I am confident that all three films will be very successful at the box office, as each was already a proven success in 2D. Depending on how skillfully each of these films was converted, now in 3D they will give those who saw them originally in 2D an immersive and refreshingly unique experience; an experience that will hopefully help to solidify 3D as an essential part of filmmaking.

Next, we will continue to look at the neuroscience of 3D movies and further explore the uniquely tuned structures and neurons in the brain that respond selectively to dynamic disparity. We’ll look at concepts of visual processing that remain contentious within the scientific community, involving differential pathways within the brain that signal separately “where something is” and “what something is.” The evolutionary survival value of binocular vision will be discussed in the context of 3D movies and we will touch upon more primitive structures in the brain that are likely triggered by disparity to elicit powerful physical emotions and ‘flight’ or ‘fight’ reactions. For more detailed information and technical reviews on stereopsis, as well as in-depth information on the uniquely tuned disparity neurons in many parts of the brain, please see the following references:

(1) Cumming BG, De Angeles GC. (2001). The Physiology of Stereopsis. Annual Review of Neuroscience. 24, 203-238.

(2) Howard, IP, Rogers, BJ. (1995). Binocular Vision and Stereopsis.  New York: Oxford University Press.

(3) Poggio, GF, Poggio, T. (1984). The Analysis of Stereopsis.  Annual Review of Neuroscience. 7, 379-412.

(4) Born, R., Bradley, D. (2005). Structure and Function of Visual Area MT. Annual Review of Neuroscience. 28, 157-189.

I wish to acknowledge the review and insightful suggestions of my neuroscience colleague, David Heeger, Ph.D., Professor at New York University (http://www.cns.nyu.edu/~david/) where he is a member of the Center for Brain Imaging. The son of Nobel laureate and chemist, Alan J. Heeger, David Heeger is a contemporary neuroscientist who has been at the forefront in the field of functional magnetic resonance imaging (fMRI). Dr. Heeger was the first to bring together two separate and largely unrelated disciplines—cognitive neuroscience and film studies, opening the way for the exciting new interdisciplinary field of “Neurocinematic” Studies.

 

About the author (from his site):

This is the first in a series of blogs by Barry Sandrew, Ph.D., founder and CCO/CTO of Legend3D. Sandrew received his doctorate in neuroscience from State University of New York at Stony Brook in 1977. After winning a two year NIH Fellowship at Columbia University, College of Physicians and Surgeons, he joined the staff at Mass General Hospital and Harvard Medical School as staff Neuroscientist. In 1987, he left his academic and scientific career to found American Film Technologies, and invent the first all-digital colorization process for colorizing black and white feature films. He took that company public while converting hundreds of movies for clients such as Turner, Disney, Warner Bros., Fox, Gaumont, TF1, ABC, and CBS, among many others. Sandrew left colorization to start two new companies, one of which included Lightspan, one of the largest educational software companies in the world. That company went public and was later acquired by Plato Learning. In 2000, Barry then founded Legend Films and began the process of re-inventing colorization and developing a proprietary restoration process. Over the course of the next seven years, Legend Films converted approximately 145 black and white titles to color as well as several TV series. In 2006, he recognized that the future of entertainment would be 3D and, leveraging his proprietary colorization pipeline, he modified the entire R&D direction and business model to embrace 2D-to-3D conversion, changing the name of the company to Legend3D. Today, as the most innovative company in the conversion industry, Legend3D continues to lead the field, delivering the highest quality product with the fastest turn around time, at the most competitive pricing.


Reflections on the Growth of 3D

Posted by Barry B. Sandrew Ph.D.               Wednesday, February 1, 2012

Copied from his Blog BSandrew.blogspot.com, with permission

Engaged in 2D and Immersed in 3D

This month, the multiple 3D films being recognized by the 84th Academy Awards cement the fact that 3D is here to stay. On the heels of the Best Visual Effects nominations for Hugo and Transformers: Dark of the Moon, Legend3D Founder, President, CCO/CTO Barry Sandrew dissects the appeal of 3D for the moviegoer in this two-part blog series on the neuroscience of 2D and 3D feature films. Relying on our current understanding of stereopsis, as described in scientific literature, Sandrew contemplates how our brains differentially perceive images and activate emotional responses when viewing a 2D movie versus a 3D movie.

The group dynamics of the 2D experience

When we attend a 2D movie, the group dynamics of the audience come into play as we direct our collective attention as observers to the images on the screen. Our personal space is infringed upon only tangentially by the other audience members that are sitting on either side of us, as well as by those behind and in front of us. The tangential influence upon us of the surrounding audience is a reminder that we are in a theater with strangers, all watching images being projected on the screen. However, in a 2D movie, our fellow audience members typically do not detract from the experience.  In fact, the audience in a 2D movie is intended to be an integral part of the total feature film experience and has been presented as one of the selling points of attending a 2D move in a theater rather than watching it on DVD or Blu-ray at home. As we become engaged in the movie, we can introspectively sense surprise, anger, sadness and happiness based on the perceived action on the screen and to a lesser degree, through the reactions of the audience members around us. We can empathize and sympathize with the characters being portrayed and we can experience anxiety and fear as we follow the storyline.

Disparity—A key element in the perception of stereo

Our brains receive 2D information in a theater as images presented sequentially at 24 frames per second. In a 2D theater experience, motion is perceived as changes in the up, down and sideways position of one object in relation to other 2D objects.  We perceive three dimensions in a 2D movie via single eye or monocular cues such as occlusion, motion, shading, size, parallax, texture gradient, perspective, saturation and brightness. However, lacking in a 2D movie is the most powerful 3D influence on the brain—disparity. Due to the separation of our eyes and the distance between them, we see a slightly different image from each eye.  This separation causes a horizontal displacement between the images, which is referred to as disparity. The best way to test this is to put your thumb in front of your eyes and alternately close one eye and then the other. You will see two separate perspectives of your thumb displaced horizontally and your thumb will appear to jump from side to side. When these separate images from our left and right eye reach our visual cortex, they are directed to highly specialized neurons that are tuned to critical parameters of disparity.  As a consequence, the two images are fused into one uniquely different image that exhibits the appearance of depth and volume. The result is 3D perception.

A lack of disparity contradicts monocular cues

In a 2D movie, each of our eyes receives precisely identical images from the movie screen with no horizontal displacement. When the two sets of identical images reach the visual cortex of our brain, they are directed primarily to neurons tuned to zero disparity. There, they are “fused” together into a single image that is exactly identical to each of the two images that originally comprised it. Other than the existence of monocular stereo cues, mentioned above, the audience does not perceive depth and volume due to the absence of disparity. This lack of disparity in a 2D movie creates a cue conflict situation that prevents us from being fully immersed in the story in the same manner as a 3D movie. The monocular cues in a 2D movie are telling us there is depth, but the lack of disparity contradicts the monocular cues—forcing the brain to try and reconcile the conflict.

The absence of disparity “pushes” the screen away from us

For some monocular cues, like motion and occlusion, there is a further complication that acts to distance us from the movie screen. As mentioned above, in a 2D movie the relative motion of objects on the screen (one 2D object moving relative to and possibly occluding another 2D object) can indicate depth in the absence of disparity. However, in the real world when there is this kind of relative motion in the absence of disparity, our brains normally interpret that information as indicating that the objects are far away. That’s because disparity in human vision drops off significantly at distances of several hundred yards.  You can prove this if you try the thumb trick above, alternately closing one eye and then the other, but this time, try the trick looking at a tree that is several hundred yards away.  You’ll see that the tree will not appear to jump from side to side like your thumb did. This is because the perspectives from our two eyes at that distance are identical. Our eyes do not converge on the tree, but rather are set to infinity.  The father away things are from us the less horizontal displacement we experience.  So our brain “comes up with” a solution in which we are literally “distanced” from the action on the screen. This distancing and lack of disparity in a 2D movie renders the spatial areas in front of and behind the theater screen irrelevant to the story and therefore irrelevant to each member of the audience. The storytelling, in its entirety, happens on the white screen at the end of the theater.

Skillful use of disparity in a 3D movie will always enhance the experience

In spite of the contradictions our brain must reconcile, a 2D movie is almost always comfortable to watch and with proper directing, cinematography and storytelling, it can evoke very strong emotions. Indeed, many of us remember the outpouring of emotions while watching the sinking of the Titanic or the building terror of T-Rex in Jurassic Park, as both movie experiences were presented in 2D. However, the influence of disparity on the audience in a 3D movie cannot be trivialized as a fad or unnecessary. Whether a 3D movie is captured with two cameras or converted from 2D-to-3D, disparity that is properly and skillfully stereographed will always enhance the storytelling experience by significantly amplifying the responses of disparity-tuned neurons and therefore more closely simulating reality.

3D a higher resolution medium

In the visual system, the absolute number of neurons activated in the brain is not as significant as the ratio of activation between subpopulations of neurons responding to zero disparity and those responding to a wide spectrum of tuned disparities, including zero.  This is analogous to an audio amplifier where the ratio between subpopulations of audio frequencies can vary and increasing the gain on the system increases the overall fidelity of the audio experience, meaning it becomes closer to the original source in resolution.  In the same manner, the ratio of activated zero disparity and disparity-tuned subpopulations of neurons in a 3D movie can vary, but it’s the intensity of the relative responses of those subpopulations that create a more accurate and higher resolution stereo image.  It appears that our brains interpret this higher resolution information as more closely simulating reality (“fidelity”) and therefore it immerses us in the movie to a greater degree, creating a heightened emotional investment in the story.  This is, of course, an oversimplification of an exquisitely complex process that has evolved from the earliest primates. However, the theater going experience is something we can all relate to and many of us recognize the profound difference between being engaged in a 2D movie versus being immersed in a 3D movie.

3D movies are a uniquely personal experience

Dynamic disparity (i.e. the relative amount of disparity, changes in disparity over time and the rate of disparity change) transforms the movie screen from a projection screen into a window that has both an interior and an exterior. Consequently, the storytelling environment is projected throughout the entire theater, actively becoming a unique part of the personal space of each member of the audience and resulting in the space both in front of and behind the screen becoming an integral part of the story. For example, an object that might fly out of the screen at us, traveling through what is called negative parallax, becomes very personal for each member of the audience because it affects and/or “intrudes” each audience members’ personal space equally.  Surround sound has an analogous effect in that we are “in it” rather than simply listening to stereo audio in front of us.  As a result, unlike the 2D movie experience, a 3D movie is more personal and the group dynamics of the larger audience are no longer in play to the same extent.  In fact, it’s my opinion that 3D glasses actually have the positive effect of helping to separate us from the other audience members, containing the experience as a more personal one for each of us, thereby potentially amplifying the immersive nature of the experience.

The Bottom Line

When we are engaged in a 2D movie, we are doing so as passive observers, watching the story take place “over there”, on the screen in front of us. However, when we are immersed in a 3D movie, we are doing so as active participants and the action can be happening behind and in front of us—as far as infinity. This is where the central difference lies. We cannot discount the uniquely active physical and emotional reactions that we have in the 3D feature film experience which are not experienced in our more passive reception of 2D movies. I believe, this is one of the reasons why we have seen 3D continue to flourish and be adopted so enthusiastically by both national and international movie exhibitors, as well as by the entertainment and consumer electronics industries at large. Consumers and moviegoers are hungry for visuals that offer a significantly greater sense of engagement and for visuals that spark an immersive, emotional response that has the ability to transport them into the heart of the action.  This year, we will have the opportunity to test the differential 2D and 3D theatrical experiences with three iconic movies that were originally released in 2D, being released in 3D. Top Gun has been converted by Legend3D and will be re-released on its 25th anniversary by Paramount on the heels of 3D converted re-releases of Titanic and Star Wars.  I am confident that all three films will be very successful at the box office, as each was already a proven success in 2D. Depending on how skillfully each of these films was converted, now in 3D they will give those who saw them originally in 2D an immersive and refreshingly unique experience; an experience that will hopefully help to solidify 3D as an essential part of filmmaking.

Next, we will continue to look at the neuroscience of 3D movies and further explore the uniquely tuned structures and neurons in the brain that respond selectively to dynamic disparity. We’ll look at concepts of visual processing that remain contentious within the scientific community, involving differential pathways within the brain that signal separately “where something is” and “what something is.” The evolutionary survival value of binocular vision will be discussed in the context of 3D movies and we will touch upon more primitive structures in the brain that are likely triggered by disparity to elicit powerful physical emotions and ‘flight’ or ‘fight’ reactions. For more detailed information and technical reviews on stereopsis, as well as in-depth information on the uniquely tuned disparity neurons in many parts of the brain, please see the following references:

(1) Cumming BG, De Angeles GC. (2001). The Physiology of Stereopsis. Annual Review of Neuroscience. 24, 203-238.

(2) Howard, IP, Rogers, BJ. (1995). Binocular Vision and Stereopsis.  New York: Oxford University Press.

(3) Poggio, GF, Poggio, T. (1984). The Analysis of Stereopsis.  Annual Review of Neuroscience. 7, 379-412.

(4) Born, R., Bradley, D. (2005). Structure and Function of Visual Area MT. Annual Review of Neuroscience. 28, 157-189.

I wish to acknowledge the review and insightful suggestions of my neuroscience colleague, David Heeger, Ph.D., Professor at New York University (http://www.cns.nyu.edu/~david/) where he is a member of the Center for Brain Imaging. The son of Nobel laureate and chemist, Alan J. Heeger, David Heeger is a contemporary neuroscientist who has been at the forefront in the field of functional magnetic resonance imaging (fMRI). Dr. Heeger was the first to bring together two separate and largely unrelated disciplines—cognitive neuroscience and film studies, opening the way for the exciting new interdisciplinary field of “Neurocinematic” Studies.

 

About the author (from his site):

This is the first in a series of blogs by Barry Sandrew, Ph.D., founder and CCO/CTO of Legend3D. Sandrew received his doctorate in neuroscience from State University of New York at Stony Brook in 1977. After winning a two year NIH Fellowship at Columbia University, College of Physicians and Surgeons, he joined the staff at Mass General Hospital and Harvard Medical School as staff Neuroscientist. In 1987, he left his academic and scientific career to found American Film Technologies, and invent the first all-digital colorization process for colorizing black and white feature films. He took that company public while converting hundreds of movies for clients such as Turner, Disney, Warner Bros., Fox, Gaumont, TF1, ABC, and CBS, among many others. Sandrew left colorization to start two new companies, one of which included Lightspan, one of the largest educational software companies in the world. That company went public and was later acquired by Plato Learning. In 2000, Barry then founded Legend Films and began the process of re-inventing colorization and developing a proprietary restoration process. Over the course of the next seven years, Legend Films converted approximately 145 black and white titles to color as well as several TV series. In 2006, he recognized that the future of entertainment would be 3D and, leveraging his proprietary colorization pipeline, he modified the entire R&D direction and business model to embrace 2D-to-3D conversion, changing the name of the company to Legend3D. Today, as the most innovative company in the conversion industry, Legend3D continues to lead the field, delivering the highest quality product with the fastest turn around time, at the most competitive pricing.


Showbiz Podcast

Showbiz Sandbox LogoThere are many who know more about movie equipment than they do about all the fluff and glamor which pays for it all. Showbiz Sandbox is the kind of podcast that a technical insider needs to hear just to get a little balance.

Subscribe in iTunes – Highly Recommended~!

Many will already know Sperling Reich from the ISDCF, Celluloid Junkie and DTS. He and New York associate Michael Giltz give intelligent statistics and observations that fill an interesting hour each week.

Showbiz Podcast

Showbiz Sandbox LogoThere are many who know more about movie equipment than they do about all the fluff and glamor which pays for it all. Showbiz Sandbox is the kind of podcast that a technical insider needs to hear just to get a little balance.

Subscribe in iTunes – Highly Recommended~!

Many will already know Sperling Reich from the ISDCF, Celluloid Junkie and DTS. He and New York associate Michael Giltz give intelligent statistics and observations that fill an interesting hour each week.

Laser Projection Group Introduction

The Laser Illuminated Projector Association (LIPA) has released a pdf that outlines their purpose. Generally speaking, there are many international rules that require laser-based equipment to go through regulatory agencies which might make sense for other products (which might use focused light in the output), but don’t make sense for laser-based projectors (which use a diffuse light that substitutes for the xenon bulb.)

The pdf is here: Introducing LIPA

The LIPA website with much more information is: LIPA Website

Laser Projection Group Introduction

The Laser Illuminated Projector Association (LIPA) has released a pdf that outlines their purpose. Generally speaking, there are many international rules that require laser-based equipment to go through regulatory agencies which might make sense for other products (which might use focused light in the output), but don’t make sense for laser-based projectors (which use a diffuse light that substitutes for the xenon bulb.)

The pdf is here: Introducing LIPA

The LIPA website with much more information is: LIPA Website

Laser Projection Group Introduction

The Laser Illuminated Projector Association (LIPA) has released a pdf that outlines their purpose. Generally speaking, there are many international rules that require laser-based equipment to go through regulatory agencies which might make sense for other products (which might use focused light in the output), but don’t make sense for laser-based projectors (which use a diffuse light that substitutes for the xenon bulb.)

The pdf is here: Introducing LIPA

The LIPA website with much more information is: LIPA Website

Light Levels In Cinema – From the Screen’s Viewpoint

Register Now for Harkness Webinar

 

THE IMPORTANCE OF SCREEN DESIGN IN ACHIEVING CORRECT LIGHT LEVELS IN CINEMA

A FREE WEB SEMINAR FROM HELD ON 29th FEBRUARY 2012, 15:00 GMT, (10:00 EST).


The first thought is that one wonders where they get these numbers and why are they in the inelegant and less granular Foot Lamberts (fL) instead of the primary international specification unit (SI unit) of candelas per square meter. To the first, perhaps 4.5fL (14.5 candela per square meter) is taken from the typical mastering, or ‘color timing’ level. But countless stories and interviews and presentations make the point that 3 – 3.5 fL (10.3 – 12 cd/m2) is more typical – actually the “target”, and…it must be pointed out, that this number is for the one tested point in the auditorium. High gain screens have such a disastrous roll-off that the light level if 50% less a few seats away, both horizontally and vertically. This takes the light levels from the photopic state well into the intermediate mesopic and probably into the scotopic levels as the screen continues to roll off as one goes further from the measured position.

Red geranium in photoic, mesopic, scotopic conditionsCertainly, the Harkness seminar will go through this. Perhaps they’ll even describe how to actually tweak a room for 3D because this seems to be a mystery for even the most experienced of technicians, or how the hot spots and splotchiness of silver screens don’t violate SMPTE and DCI specifications.

Here is what they describe as what we’ll learn:

During this FREE web seminar from Harkness Screens, you will learn about:

Methods for achieving the correct brightness levels for 2D and 3D cinema
The importance of screen selection in achieving desired light levels
How screen choice can optimise operating costs
How to measure screen brightness


Historically, the DCI studios have looked the other way when a technology was being used that didn’t comply with the spec, that is, until a company was able to show that a shipping product was out there which could meet the spec. So, MPEG lived until Doremi showed a working JPEG product, then a date-certain was set. Now that SMS devices are finally getting their certification papers from DCI authorized testing labs, one suspects that a certified projector/SMS (or IMB) pair will become de rigueur.

Last week Barco and Qube showed high-frame rate 3D at the Wide Screen Event. Barco also showed their laser-based system that was able to deliver 79 candelas per square meter onto a 70 foot screen. (That’s 23fL in obscure talk.) How that would traduce into 3D isn’t known. But one guesses that there is a lot of potential to reach the real SMPTE/ISO/DCI specification of 48 candela per square meter, plus or minus 10.2 cd/m2…in other words, 58 to 38cd/m2.

There is no exemption from this number for 3D. Could there be a day, perhaps when IMAX introduces their Laser Light Engines, LLC-powered laser projectors which actually meet this spec, that SMPTE and DCI and ISO helicopters hover over cinema auditoriums with lower light levels, especially 3D?

Is it just a coincidence that 50% of 79 is very close to 38? Pass the tin foil.

 

 


Work in process…please return

Light Levels In Cinema – From the Screen’s Viewpoint

Register Now for Harkness Webinar

 

THE IMPORTANCE OF SCREEN DESIGN IN ACHIEVING CORRECT LIGHT LEVELS IN CINEMA

A FREE WEB SEMINAR FROM HELD ON 29th FEBRUARY 2012, 15:00 GMT, (10:00 EST).


The first thought is that one wonders where they get these numbers and why are they in the inelegant and less granular Foot Lamberts (fL) instead of the primary international specification unit (SI unit) of candelas per square meter. To the first, perhaps 4.5fL (14.5 candela per square meter) is taken from the typical mastering, or ‘color timing’ level. But countless stories and interviews and presentations make the point that 3 – 3.5 fL (10.3 – 12 cd/m2) is more typical – actually the “target”, and…it must be pointed out, that this number is for the one tested point in the auditorium. High gain screens have such a disastrous roll-off that the light level if 50% less a few seats away, both horizontally and vertically. This takes the light levels from the photopic state well into the intermediate mesopic and probably into the scotopic levels as the screen continues to roll off as one goes further from the measured position.

Red geranium in photoic, mesopic, scotopic conditionsCertainly, the Harkness seminar will go through this. Perhaps they’ll even describe how to actually tweak a room for 3D because this seems to be a mystery for even the most experienced of technicians, or how the hot spots and splotchiness of silver screens don’t violate SMPTE and DCI specifications.

Here is what they describe as what we’ll learn:

During this FREE web seminar from Harkness Screens, you will learn about:

Methods for achieving the correct brightness levels for 2D and 3D cinema
The importance of screen selection in achieving desired light levels
How screen choice can optimise operating costs
How to measure screen brightness


Historically, the DCI studios have looked the other way when a technology was being used that didn’t comply with the spec, that is, until a company was able to show that a shipping product was out there which could meet the spec. So, MPEG lived until Doremi showed a working JPEG product, then a date-certain was set. Now that SMS devices are finally getting their certification papers from DCI authorized testing labs, one suspects that a certified projector/SMS (or IMB) pair will become de rigueur.

Last week Barco and Qube showed high-frame rate 3D at the Wide Screen Event. Barco also showed their laser-based system that was able to deliver 79 candelas per square meter onto a 70 foot screen. (That’s 23fL in obscure talk.) How that would traduce into 3D isn’t known. But one guesses that there is a lot of potential to reach the real SMPTE/ISO/DCI specification of 48 candela per square meter, plus or minus 10.2 cd/m2…in other words, 58 to 38cd/m2.

There is no exemption from this number for 3D. Could there be a day, perhaps when IMAX introduces their Laser Light Engines, LLC-powered laser projectors which actually meet this spec, that SMPTE and DCI and ISO helicopters hover over cinema auditoriums with lower light levels, especially 3D?

Is it just a coincidence that 50% of 79 is very close to 38? Pass the tin foil.

 

 


Work in process…please return

Managing Digital Formats: Choosing the Right Lens

Photo of 3 lenses on Christie Film Projector
35mm Christie Projector equipped with motorized 3 lenses system.

In the d-cinema world of 2 K and 4 K, every format is defined by a specific resolution. Therefore, when the digital image is formed on the chips inside each projector, it takes a greater or lesser size. In 1.85, the image occupies almost the entire surface of the chips:

2K photo with pixel explanation
2 K: 2048 x1080 = 2.21 million pixels. – 1.85: 1998 X 1080 = 2,150,000 pixels

2.39 in Cinemascope, as the resolution is less in the vertical direction (2048 X 858), the image is “letterboxed” which means black bands are present on the top and bottom of the screen.)

Scope Image with dimentions
2.39 Cinemascope image (red) fits into the format of the DMD (blue frame) is 1.89.

During projection, so that the image fits perfectly on the screen in any format, the installer must select the right lens. For each projector, there is a wide range of optics. To determine the appropriate lens, the technician takes into account the properties of the room to be equipped as follows:

– The base of the screen. Example: 20 meters.

– The distance between the projector and the screen.) Example: 35 meters.)

Projector

Divide the projection distance (35 meters) from the bottom of the screen (20 meters) with a result of 1.75.

From this calculation, the installer can select the target whose range corresponds to that number:

Image showing chip size in projector

1.2 refers to the size of the chips installed in the projector. Different series of projectors have different sizes of chips.

The numbers “1.6 – 2.35: 1” means that this is a zoom lens, meaning that the zoom lens has a range of ratios, and thus it has the ability to cover different screen perspectives. In cases where a wrong lens is installed, the image may extend beyond the screen or, on the contrary, it will be surrounded by black bars. This is due to the zoom range that does not match the proportions of the room to be equipped.

Lens showing zoom lens ratio numbers

For the lenses of d-cinema, the numbers of the lens ratio must be applied. 

To managing format changes, we must necessarily take into account the screen size of the room. Manice details in the two articles below for the technical solutions:)

The management of optics in the case of 1.85 screens.

The management of optics in the case of 2.39 screens.

 


The article above was taken from an article at Manice.org named Gestion des formats numériques : comment choisir le bon objectif?, written by Frederick Lanoy. The translation was done by dcinematools.com, not Manice, though it is done with their permission. Suggested changes and comments should be addressed to [email protected]

 

Managing Digital Formats: Choosing the Right Lens

Photo of 3 lenses on Christie Film Projector
35mm Christie Projector equipped with motorized 3 lenses system.

In the d-cinema world of 2 K and 4 K, every format is defined by a specific resolution. Therefore, when the digital image is formed on the chips inside each projector, it takes a greater or lesser size. In 1.85, the image occupies almost the entire surface of the chips:

2K photo with pixel explanation
2 K: 2048 x1080 = 2.21 million pixels. – 1.85: 1998 X 1080 = 2,150,000 pixels

2.39 in Cinemascope, as the resolution is less in the vertical direction (2048 X 858), the image is “letterboxed” which means black bands are present on the top and bottom of the screen.)

Scope Image with dimentions
2.39 Cinemascope image (red) fits into the format of the DMD (blue frame) is 1.89.

During projection, so that the image fits perfectly on the screen in any format, the installer must select the right lens. For each projector, there is a wide range of optics. To determine the appropriate lens, the technician takes into account the properties of the room to be equipped as follows:

– The base of the screen. Example: 20 meters.

– The distance between the projector and the screen.) Example: 35 meters.)

Projector

Divide the projection distance (35 meters) from the bottom of the screen (20 meters) with a result of 1.75.

From this calculation, the installer can select the target whose range corresponds to that number:

Image showing chip size in projector

1.2 refers to the size of the chips installed in the projector. Different series of projectors have different sizes of chips.

The numbers “1.6 – 2.35: 1” means that this is a zoom lens, meaning that the zoom lens has a range of ratios, and thus it has the ability to cover different screen perspectives. In cases where a wrong lens is installed, the image may extend beyond the screen or, on the contrary, it will be surrounded by black bars. This is due to the zoom range that does not match the proportions of the room to be equipped.

Lens showing zoom lens ratio numbers

For the lenses of d-cinema, the numbers of the lens ratio must be applied. 

To managing format changes, we must necessarily take into account the screen size of the room. Manice details in the two articles below for the technical solutions:)

The management of optics in the case of 1.85 screens.

The management of optics in the case of 2.39 screens.

 


The article above was taken from an article at Manice.org named Gestion des formats numériques : comment choisir le bon objectif?, written by Frederick Lanoy. The translation was done by dcinematools.com, not Manice, though it is done with their permission. Suggested changes and comments should be addressed to [email protected]

 

Appeals Judgement in DCN VPF…

The case is, in one sense, rather straight forward and is well described in the attached press release regarding the Federal appeals court finding. A full reading of the court document is interesting as well since it describes more of the story as the appeals judge had to review the entire proceeding in only a few pages. The case law doesn’t sound that much different than what one would expect from most ‘Western” countries. The official court link to this case can be found at:

http://www.austlii.edu.au/au/cases/cth/FCAFC/2011/166.html

On the other hand, as the industry turns the corner toward full implementation of digital around the world, this still leaves a mess of a negotiation for settlement by OmniLab with digitAll [not DCN – correction from earlier draft–Ed], then a return to the table of the independent exhibitors to strike a deal with the studios still offering VPF deals. So, there is still more to the story to pay attention to.