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Originally Posted by mart.stokes I'm not normally a negative soul, quite upbeat most of the time, but this looks VERY proprietary all the way along the chain, from recording the picture to "active" glasses. |
I disagree that it's proprietary. Like most new technologies, the first companies to market attempt to define certain standards, but I don't think "3D" as such can be ranked alongside the BD/HD-DVD or VHS/Betamax debacles of the past. Certainly not in the sense that the recording method is dictated, and probably not in the case of the how the glasses work.
All you need in order to see something in 3D is to present distinct left- and right-eye perspective images to the left and right eyes. There are several ways to do this, in order of difficulty and effectiveness:
1. use colour and filters (the cheapest and crappiest method a la Creature From The Black Lagoon). Each filter filters out image data intended solely for the other eye.
2. use polarised light and polarising filters. Here the horizontally aligned light reaches only the eye that is behind the horizontally aligned filter, and same for vertical. Preserves the colour, at the expense of some brightness, tricky to implement.
3. use shutter glasses. Alternate L-R-L-R frames are displayed and the synchronised glasses black out, usually using LCD technology. Requires extra refresh rate since a complete frame of L-R data has to be displayed as an L frame followed by an R frame.
4. Holography. The nirvana of 3D, to be enjoyed by your kids' grandkids.
The focus is on method 3.
This method has the advantage that all that is required is a sufficiently fast refresh rate, which many displays are capable of already, and a trigger for the glasses from the display (plus a bit of labelling of the frame data). None of this is particularly proprietary. Or rather, it may start off this way but is cheap/easy enough to develop that a standard should emerge quite painlessly, I think (unlike BluRay where the design of the LASERs, circuitry and storage medium is at stake).
As for the content, you can either shoot with a 3D camera (two lenses which record images for both eye viewpoints), or, in the case of CGI films such as those made by Pixar, merely remaster at double the frame rate with alternating views (these films are modelled in a 3D virtual world to begin with, so this is comparatively trivial). So this isn't proprietary either; nobody says how one must come up with the L and R viewpoints, the hardware of the display won't know or care.
I think the only proprietary bit is in the driver support for 3D games and possibly the hardware support for the shutter glasses trigger. NVidia might dominate the 3D games market for a while primarily thanks to their definition of the former and their support for the latter (and good for them for getting the ball rolling), but in general the technology for the display of 3D is quite generic IMO.
edit: oops, I thought this was a newly-added forum, just noticed I'm replying to an 18 month-old post