How Big Will 3D Be?

Non-working prototype of Panasonic 3D camera
And I’m still a big fan of 3D. I’ve trained my eyes over the years to easily fuse side-by-side stereo images (like those seen here). I love experiments with pseudo-3D techniques, like wobbly animated GIFs or the parallax-shift technology developed by V3. The U23D concert film is one of the coolest things I’ve ever seen. But 3D is like good scotch. If you opt for fine-quality bottles, and if you moderate your intake, it will enrich your life. But if you decide that everything goes better with scotch and just go on a bender, sooner or later somebody’s going to have to put you in detox.
Simply put, 3D techniques strain not only the ingenuity of production and post-production teams. They demand a dedication and investment on the part of audiences as well, who have to don a pair of glasses in order to make sense of the images on screen. And, despite some assertions to the contrary, they still provoke some physical discomfort. I was, frankly, relieved when Daniel Engber wrote a provocative article for Slate that highlights this problem — having consumed months and years of industry hype claiming that 3D no longer hurts your eyes or gives you headaches, I was starting to think that maybe I was the only one who invariably started to feel a bit punch-drunk in the second hour of a 3D feature movie.
Those glasses and a little bit of eyestrain are inconveniences that audiences will happily put up with in exchange for being dazzled. But assuming that cinemagoers will prefer that every new movie experience takes place in that highly demanding 3D realm is dangerous. Everyone in the business is pointing to the expected success of James Cameron’s Avatar right now, but Avatar is not the issue. If ever a movie demanded to be conceived, photographed and released in 3D, a megabudget science-fiction adventure film by a thoughtful techno-maven like Cameron is the one. On the opposite end of the spectrum is something like Jonas Brothers: The 3D Concert Experience, which stole a whole bunch of 3D screens from the leggy, well-liked Coraline and tanked anyway. Maybe that proves mainly that ‘tween groupies are unpredictably fickle, but it also suggests that it’s already too late in the life cycle of digital 3D to make easy money on quick cash-ins.
And 3D broadcasts to the home? Don’t get me started. Standards for home delivery of stereoscopic images are still under discussion. But while I can certainly imagine the appeal of a stereoscopic version of a big football game, I have a hard time imagining a group of fans gathered around a big screen with beers and chicken wings engrossed in the TV’s depth effects. I certainly wouldn’t expect the guests at my Super Bowl party to wear those funky glasses for three hours plus. (Might be fun to put them on for the halftime show and/or some highlights reels — it’s a terrific shortform technology.) The one market segment where I think living-room 3D could be a slam-dunk is videogaming. Aside from the risks of eyestrain noted earlier, I can’t really see a downside to playing Killzone 2 in 3D for an hour or so at a time.

Opening ceremony, Beijing Olympics
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Tags: 3D, digital workflow, General, nab
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