Computer Graphics World

MARCH 09

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March 2009 26 n n n n Stereoscopy Since the 1950s, moviemakers have strug- gled to give viewers a 3D experience that leaves them begging for more. Yet, this is easier said than done. at's because stereo movies have been plagued with problems that stem from many directions: content creation has its own set of rules, which were only vaguely understood; camera systems were bulky and problematic; delivery sys- tems were not standardized, and each had its own problems; and there were never enough theaters equipped to show 3D. All in all, these issues were overwhelming, and 3D quietly faded away for a time, only to be resurrected again in the 1980s with much the same result. Here we are in 2009, on that edge again. However, there are indications that this time the situation is different, as 3D appears to have reached a tipping point (see "Rethink- ing Moviemaking," November 2008). ere are a number of factors that appear to be pushing our acceptance of 3D over the edge, and the groundswell of interest in 3D has opened up a number of new direc- tions for the technology—one of which is 3D gaming. Getting in the Game Benefiting from the recent developments in 3D hardware, software, and content creation, a group of manufacturers has re- cently launched a number of approaches to 3D gaming that are creating a buzz. With an eye to careful pricing structures and sta- ble delivery systems, a wide range of games that can be played in 3D are now available on several systems. Most of these systems are totally new, but what seems to be different is a shift in approach–these are not toys. Learning from past experiences and carefully analyz- ing the market, four companies in particu- lar are marketing various combinations of hardware and software in the upper end of the gaming market for achieving stereo gameplay. ese systems are targeted at the hard-core, high-end gamer and promise an ever-widening base of gaming experiences. One of the main issues these vendors have been confronting head-on is an asser- tion held by many that 3D gaming would never be accepted by players if they had to wear glasses. at belief proved unfounded in a recent online survey by Meant to be Seen 3D (http://www.mtbs3d.com), which represents the interests of end users and pro- viders of stereoscopic solutions, and claims to be "the world's first and only stereoscopic 3D Certification and Advocacy Group." When asked, 64.41 percent of the re- spondents found 3D with glasses intriguing, and 26.68 percent felt they had to have this technology now; in contrast, only 5.08 per- cent found the glasses to be uncomfortable, and 3.63 percent believed the stereo/glasses combination to be tacky. When 2D gamers were asked how willing they were to wear glasses based on content type, there was a clear willingness to use glasses for stereo- scopic content—88 percent said they were willing to wear glasses to play video games, 84 percent were willing to wear glasses to watch a movie on Blu-ray, and 72 percent would do so to watch broadcast TV. ose numbers jumped higher when gamers, who are already using 3D stereo glasses, were asked the same questions, with 97 percent willing to use them to play video games, 96 percent willing to watch Blu-ray movies, and 82 percent willing to watch broadcast TV. When questioned regarding the suitability of stereo 3D for gaming, 87.41 percent of 2D gamers found it suitable, while 95.68 percent of 3D gam- ers were in favor. A further question, which asked if game developers should support stereo 3D, was answered by an overwhelm- ing "yes" from 93 percent of 2D gamers and 99 percent of stereo 3D gamers. Clearly these statistics show willingness and an excitement about this transition to 3D, but the issues surrounding the imple- mentation of 3D gaming are not quite so straightforward. ere are a number of factors that must be addressed in order to achieve a high level of immersion in 3D games, and many of these were discussed recently at the Electronic Imaging confer- ence in San Jose, California. Participating on a panel were leaders in the field of 3D gaming, included Bob Eminian, chief marketing officer for iZ3D; Andrew Fear, senior product manager for Nvidia; Julian Flack, CTO of Dynamic Digital Depth (DDD); and Chris Ward, president of Lightspeed Design. Leading the group was Neil Schneider, president of Meant to be Seen 3D, who probed the pan- elists for their thoughts on the next steps. Several key issues emerged from that discussion, including the need for all gam- ers to have a great out-of-the-box experi- ence, from setup (which should be easy) Once simply a novelty, stereoscopy has become a dynamic medium that can enhance the entertainment value of games, movies, and so forth. Recognizing this, iZ3D has developed a 2D/3D switchable monitor that works with polarized glasses to give gamers stereo play.

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