Mar
28
Written by:
3/28/2011 5:19 AM
James Doddington is Chief
Technical Officer for Three
Media Associates.
Following the success of
movies such as
Avatar and
Toy Story 3 there is a movement
to bring stereoscopic 3D to
television. There are now
channels dedicated to 3D, but
while many of the technical
issues have already been
addressed, there is still a long way
to go before it can be regarded
as a practical proposition.
A search through the
scientific journals found more
than 240 papers and
commentaries on 3D,
many of them based
on work completed
as part of military
simulation systems.
They suggest that, for
a significant part of
the audience, there are
intractable challenges.
It is well known
that a significant part
of the audience simply
cannot appreciate
stereo 3D content,
either because of
deficiencies in one eye
or because their brains
struggle to process it.
A further 10-15% of
the audience will have
distinct physiological
symptoms as a result of watching
3D, most typically headaches,
which can progress to migraines.
About 10% of the audience
can be expected to have
symptoms similar to motion
sickness. This is thought to be
because of the conflict between
vergence – the angle between
the eyes, which is what gives
stereoscopic 3D imagery its sense
of depth – and accommodation,
the change of focus point of the
eyes, which varies in real life but
not when all the images are on
the plane of the screen.
Even more seriously, there
is anecdotal evidence – from
respected sources, but not
scientifically proven – that
this disorientation can lead
to the triggering
of schizophrenia,
and even to the
development of
mental disorders
wherein one
were previously
diagnosed. This
is thought to be
because the illusion
of depth creates
a conflict in the
perception of what
is ‘real’. That is likely to
be a bigger issue in
the home than in the
cinema where there
is nowhere to look
but at the screen.
If given these
concerns , you
want to pursue
stereoscopic 3D television, how
can you do it as well as possible?
Comments so far have
focused chiefly on the pictures,
and rules such as no fast cuts,
no crossing the line, and no big
zooms are well known. What
is less frequently commented
upon is the importance of audio.
SMPTE research attempted
to quantify its importance and
suggested that, “44-48% of
the viewing experience was
enhanced by the audio”. Given
that the 3D illusion is fragile
anyway, it makes sense to use
any hooks you can get, and the
accurate placement of sounds to
match the visual elements is one
additional tool.
The challenge is that, even
with good attention to detail
in 5.1 or even better, surround
sound, the producer has no
control over what happens in
the home. Users may not set up
a home cinema correctly, or sit
in the ideal spot every time, and
for broadcast television they may
not even turn on the system at
all, relying on the integral (stereo)
speakers in the television set.
In terms of the television
set, there is a real risk of a
standards war that could hinder
the prospects of 3D in the
home. Consumer electronics
manufacturers are faced with
either the choice of sequential
frame displays (which can be
added to modern televisions
for virtually no cost but to be
viewed with expensive active
glasses) or polarized displays
that add an additional $1k to
the manufacturing cost, but
which use glasses an order
of magnitude less expensive.
Auto stereoscopy is a long way
off at the moment.
The solution most choose
is sequential frame displays
with often none, or at most
two pairs of active glasses, with
the box. If each manufacturer
uses a different protocol for
synchronization that means you
cannot take your glasses to watch
a friend’s television. Looking at
it the other way, inviting a few
friends around to watch the
big match might involve you
buying US$100 of beer and
US$1,000 of new 3D glasses.
And of those eight friends, one is
likely to have a migraine and one
motion sickness…
In conclusion, then,
stereoscopic 3D television in the
home is inevitably an illusion
that will be hard to maintain.
The screen is not completely
immersive so there will be real
world 3D objects in the visual
field that will stress image
processing in the brain. Good,
accurately placed audio helps
to a very large degree, but this
is hard to do in production and
even then there is no control over
its reproduction in the home.
There are medical issues, as
well as the purely optical ones
with viewers who cannot see the
illusion at all. And there are social
disadvantages: many people do
not feel comfortable with the
idea of wearing ‘geek’ glasses in
the home. If you tune in to a 3D
channel everyone has to wear
the glasses, whether they want
to or not.
Finally, there is the question
of cost. CE manufacturers have
an interest in making 3D the
new premium product, of
course, because it allows them
to restore the healthy margins
that have been eroded as flat
panel televisions have become
commodity items. The need
for glasses is an insoluble issue,
though, and economies of scale
will only have a limited impact
on prices.
Given all these concerns –
and the fact that it is still only a
small fraction of the audience
that is watching HD, as opposed
to owning an HD-ready
television, and the fact that the
3D cinema audience declines
with every new 3D blockbuster
film – we see stereoscopic 3D
television remaining very much
a niche product. Take up will be
slow, and the business case for
broadcasters will be difficult to
make.