Search

MTBS3D RT @IntelSoftware: Register for The @IFCSummit today to meet content creators, innovators, and educators! Get exclusive access to education…
7hreplyretweetfavorite
MTBS3D RT @IFCSummit: Melissa Brown, Senior Director of Developer Relations for @ultra_io will be speaking on our upcoming #Crypto and #Blockchain
MTBS3D RT @IFCSummit: Ernestine Fu is a Venture Partner at @alsoplouie and will be joining the #IFCSummit investment panel. #venturecapital #cloud
MTBS3D RT @IFCSummit: New ticket option available for independent studios, small businesses and start-up companies. It’s a full access ticket sell…
MTBS3D RT @IFCSummit: #IFCSummit is thrilled to welcome Jen MacLean, Head of Worldwide Business Development for Small and Mid-Sized Studios in the…
MTBS3D RT @IFCSummit: #IFCSummit ticket sales end October 31, 2019 at 5:00PM PST or when tickets are sold out. If possible, new block may become a…
MTBS3D RT @IFCSummit: Christopher Croteau, Executive in Residence at @intel Capital is speaking at #IFCSummit. He has 25+ years of experience in t…
MTBS3D RT @IFCSummit: .@AccelByteInc builds and operates large scale online game publishing platforms via cloud technologies. Kevin Robertson, the…
MTBS3D RT @IFCSummit: .@CintooCloud converts data in the #Cloud. Dominique Pouliquen, CEO of Cintoo, will discuss their unique problem-solving cli…
MTBS3D RT @IFCSummit: Nick Thomas is the Vice-President of Commercial Partnerships for @playhatchglobal and is speaking at #IFCSummit. #playhatch
MTBS3D RT @IFCSummit: #VR/#AR industry spokesperson and thought leader,@tipatat Chennavasin of the Venture Reality Fund is speaking at #IFCSummit.…
MTBS3D RT @IFCSummit: .@Dell’s Director of Virtualization and Commercial #VR and #AR is speaking at #IFCSummit. https://t.co/aBSSFDfmE6
MTBS3D RT @IFCSummit: .@tifcagroup’s International Future Computing Summit ushers in #clientocloudrevolution. #IFCSummit #PC #cloud #XR #VR #AR #A
MTBS3D RT @IFCSummit: Dr. Ali Khayrallah, Engineering Director for @ericsson speaking at #IFCSummit. #clientocloudrevolution #cloudcomputing #futu
MTBS3D RT @tifcagroup: TIFCA releases new #ClienttoCloud Vision Document and a $200 off code for @IFCSummit tickets. #TIFCA #IFCSummit #cloud #cli
MTBS3D RT @IFCSummit: .@tifcagroup releases new #ClienttoCloud Vision Document and a $200 off code for #IFCSummit tickets. #TIFCA #cloud #clientot
MTBS3D RT @MTBS3D: Interview with Shawn Frayne, CEO of @LKGGlass, #3D footage included. Alex Hornstein, CTO of Looking Glass Factory, will be spe…
MTBS3D Interview with Shawn Frayne, CEO of @LKGGlass, #3D footage included. Alex Hornstein, CTO of Looking Glass Factory,… https://t.co/sMLRxLd7eE
MTBS3D RT @IFCSummit: #IFCSummit is proud to announce @intel as a Platinum Sponsor! #Intel #futurecomputing #cloud #gamedev #AI #AR #VR https://t.…

GDC 2012 Part III - The Art of 3D


Stereography: The Art of 3D
http://schedule.gdconf.com/session/13473457/Stereography%3A_The_Art_of_3D
Ian Bickerstaff
Simon Benson
Buzz Hays
L-R: Buzz Hayes, Simon Benson, Ian Bickerstaff (Team Sony!) at GDC 2012 The day wrapped up with a presentation from the guys at Sony about Stereography - for the first time at GDC (I think) a stereoscopic session was presented in the Art track, not programming.  I believe this is significant, and a good indicator of getting stereoscopic game development moving into the creative space for artists and designers to work with rather than simply an exercise in technology.

Ian Bickerstaff and Simon Benson started the presentation with a series of interactive demonstrations of how the parameters for stereography work.  A key part of the presentation was the 3D projector and polarized glasses that were distributed to the audience.  Often in sessions about stereoscopic stuff, the presenters discuss the topics and show 2D slides to describe what it means but the audience has to imagine what that could possibly look like.  Having a large high quality 3D image for the presentation makes a huge difference.

The talk went through the basics of setting a scene that looked reasonably "correct" from a technical perspective and then moved into demonstrations of how the conventional camera properties like focal length and camera position worked when you were also adjusting stereo parameters like the interaxial distance and horizontal image translation.  Then they moved into multi-rig/multi-cam approaches that showed how you can compose foreground and background elements together so that each has the settings that make them look best.

The automatic calculation of parameters was also presented as a way to bend some of the rules, particularly when the player has control over the camera.  It's fine for the art director to tweak the camera to get the shot they want, but what happens when the player takes over and starts moving things around?  Setting up heuristics and adjusting things intelligently when proximity thresholds are crossed is essential to presenting the player with good 3D under all circumstances.

The second half of the presentation, "Telling Stories in Three Dimensions" was done by Buzz Hays who is the Senior Vice President and Executive Stereoscopic 3D Producer for Sony Pictures.  Buzz is deeply involved with master classes that Sony does with Hollywood luminaries and had tremendous information to share with game developers about what film has been learning about story telling and emotional connections in 3D.  Concepts like depth scripting and the impact of subjective vs. objective views produced by parallax decisions have significant impact on the viewers of movies, and games can benefit significantly from learning how to utilize them as well.


Conclusion

Looking back at the day it kind of feels like a blur book-ended by the Uncharted 3 camera talk in the morning and the Sony stereography session in the afternoon with some really cool stuff on the expo floor in between.  It's been great to have more sessions this year talking about stereoscopic 3D than ever before, and particularly to have them in the Game Design and Art tracks.  The potential for 3D to engage players and provide innovative gameplay experiences is something that a lot of the members at MTBS are already excited about, and I'm really encouraged to see the game developers embracing it as well.