Personally, I think the HDR screen described, with HDR videos, would be more interesting and immediately useful than the ever-so-commonly-advertised but ever-so-rarely-purchased "3D" screens.
Didn't a pair of guys do this last year using a pair of DSLR's and a beam splitter?
Also,unless someone is building a HDR display this is all pretty academic, HDR images have to have their range compressed and then tone mapped in order to be displayed via conventional means, this is normally terribly unsubtle and results in an image that looks not entirely unlike it was rendered using 3d modelling. If we are going to see another big shift in display (read: TV) technology in the next decade I would much rath
I mean, we have 1080p 3D stereovision with full-micron surround color effects, and yet, movies still stutter like mad on a fast pan because that damn 24 fps capture rate just can't keep up. Is it really so much harder to capture 60 fps and encode than it is to do a working 3D effect? I'd pay more for movies that have reliable framerates in the 60 Hz range than I would for 3D.
I think there's a couple reasons. The first, and probably most significant, is nostalgia by film makers. They love the motion blur of 24fps. It helps evoke the "feeling" of film. Every film student I know either wants to shoot or convert their footage to 24fps. There is a noticeable difference. When you start increasing the resolution and frame rate, you lose motion blur and it starts t
Traditionally games render the world and keep it between 0 and 1 (zero being black/completely dark and 1 being white). HDR is computing values above and below and clipping so things that are blown out (like reflections and highlights) are super white. I think it was an update to Half Life 2 that first did this in a commercial g
Personally, I think the HDR screen described, with HDR videos, would be more interesting and immediately useful than the ever-so-commonly-advertised but ever-so-rarely-purchased "3D" screens.
Didn't a pair of guys do this last year using a pair of DSLR's and a beam splitter?
Also ,unless someone is building a HDR display this is all pretty academic, HDR images have to have their range compressed and then tone mapped in order to be displayed via conventional means, this is normally terribly unsubtle and results in an image that looks not entirely unlike it was rendered using 3d modelling. If we are going to see another big shift in display (read: TV) technology in the next decade I would much rath
I mean, we have 1080p 3D stereovision with full-micron surround color effects, and yet, movies still stutter like mad on a fast pan because that damn 24 fps capture rate just can't keep up. Is it really so much harder to capture 60 fps and encode than it is to do a working 3D effect? I'd pay more for movies that have reliable framerates in the 60 Hz range than I would for 3D.
Roger Ebert asked the same thing (on page 4)
http://www.newsweek.com/2010/04/30/why-i-hate-3-d-and-you-should-too.html [newsweek.com]
I think there's a couple reasons. The first, and probably most significant, is nostalgia by film makers. They love the motion blur of 24fps. It helps evoke the "feeling" of film. Every film student I know either wants to shoot or convert their footage to 24fps. There is a noticeable difference. When you start increasing the resolution and frame rate, you lose motion blur and it starts t
I find it kind of funny that HDR means the opposite thing in photography versus video games
http://img194.imageshack.us/img194/7391/1244894383293.jpg [imageshack.us] (pulled from some old digg post)
Traditionally games render the world and keep it between 0 and 1 (zero being black/completely dark and 1 being white). HDR is computing values above and below and clipping so things that are blown out (like reflections and highlights) are super white. I think it was an update to Half Life 2 that first did this in a commercial g