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Breaking the Stereoscopic 3D Paradox

Author - Neil Schneider


In CG graphics circles, there is often confusion about what the difference is between 3D and stereoscopic 3D (S-3D).  In the graphics world, 3D is the volumetric 3D that includes X, Y, and Z depth information.  Stereoscopic 3D refers to the image capture of a volumetric object or scene from two camera perspectives, and the ability to display and view it with true 3D depth using special 3D monitors, glasses, HMDs, or projectors.

While enthusiasts have been excited about this technology for decades at least, it is only within the last year that inevitable commercial success with S-3D technologies is kicking in.  Unfortunately, even though the benefits are very obvious for most, it has been an uphill battle to make it a success in all applicable markets.

For both the artist and the viewer, the core benefits behind stereoscopic 3D technology is it offers superior immersion, more visual beauty, and is an effective tool to help tell interesting stories.  We know this from surveys done with MTBS members to determine what drives their interest in stereoscopic 3D technologies.

The movie industry has had a relatively easy time jumping on board the S-3D bandwagon.  There is a learning curve in getting S-3D technology to work properly as demonstrated by Beowulf 3D, Journey to the Center of the Earth 3D, and U23D among others, but the exciting nature of S-3D content and the roll-out of 3D movie theaters by Real D, Dolby 3D, and IMAX 3D are securing the audience venues needed to make 3D an easy access medium.  The business case is clear with 2:1 and 3:1 revenues earned in S-3D theaters compared to 2D theaters.

What I find most interesting about the movie industry’s success with S-3D is that it isn’t native to the industry.  Unless producers are working with 3D animation, film as an S-3D media is still experimental.  Leading directors and filmmakers are students again, and speaking figuratively, movie releases are as much student project presentations as they are critical blockbuster hopefuls.

In contrast, the gaming industry isn’t nearly as far ahead as it should be – even though it has all the advantages and will make the most money given the opportunity.

First, modern video games are already rendered in volumetric 3D complete with X, Y, and Z coordinates.  In the PC gaming world, video games are so close to being natively S-3D compatible, stereoscopic 3D software drivers are able to capture the DirectX or OpenGL information and extrapolate the S-3D information needed to create a left and right camera view for true 3D game playing.

While there is a PC in nearly every household, it’s the hardcore high spending gamers that take an interest in S-3D technologies, and they have the skill to adopt S-3D technologies in these early adoption years.  With computers requiring 20% to 30% more processing power to play in S-3D, the technology will be a revenue driver for regular upgrades and is indeed the justification for gamers to spend more money on PC equipment versus consoles.

However, all is not well in the S-3D gaming world.  S-3D drivers are translators after all, and if a game isn’t rendered with a 3D mindset, there can be visual anomalies or performance issues with stereoscopic 3D drivers that don’t quite mesh with the game engine.

Also, unlike the movie industry which can grow its potential audience by tens of thousands of people at a time just by making a theater 3D-ready, the gaming industry is grown one household at a time via 3D monitors, HDTVs, HMDs, etc.  The growth is significant with millions of 3D display units already in the market via Mitsubishi, Samsung, iZ3D, TDVision and more - but it’s still not enough to get all the game developers on board.

The price of success is a requirement to answer to shareholders, and game developers are no different.  The gaming industry can only be moved through present day justification – and so exists the 3D Paradox; our “chicken or the egg” challenge.

This is why I and a growing team of S-3D hardware manufacturers founded Meant to be Seen (mtbs3D.com).  To make S-3D a success, we had to break this paradox by giving game developers clear benefits for acknowledging and participating with S-3D technologies in one form or another – even before the hardware has been adopted on a mass scale.

The most important benefit is superior game immersion and visual beauty, and until the mass adoption is in place, we give game developers S-3D community interaction, complementary advertising on our site when S-3D compatibility is confirmed via free MTBS certification, and regular PR benefits that span far beyond the MTBS website.  We also connect game developers with the different stereoscopic 3D hardware and software developers to ensure the best results.

Our members’ efforts are beginning to show success.  Native stereoscopic 3D support has already been arranged with some leading game engine developers, and Mark Rein, VP and Co-Founder of Epic Games has gone on record as being supportive of S-3D technologies and will be speaking alongside myself at Siggraph this year.  Outside of certification, we are regularly reviewing modern games from a stereoscopic 3D point of view, and we have exciting ideas and plans for the near future.

Then there are the game developers who are ahead of the curve through their own recognizance.  Electronic Arts Korea has a co-marketing deal with Samsung’s 3D Plasma HDTV line, and Ubisoft is actively working on a stereoscopic 3D game alongside James Cameron with an anticipated release in the summer of 2009.

To help our growth efforts, we are very excited that Dr. Robert Cailliau, Co-Developer of the World Wide Web has joined our advisory board.  Similar to the WWW, S-3D gaming will be a mass scale media, and our industry will benefit from Dr. Cailliau’s insight.  You can find our interview with Dr. Cailliau in this newsletter along with his personal stereoscopic 3D photo library.

In summary, the industry is what we make it.  Unlike the S-3D cinema space which is a top down approach through private partnerships and consortium standards bodies, the S-3D gaming industry can only be moved with a three way relationship between the S-3D manufacturers, the game developers, and most importantly the customers and end users interested in stereoscopic 3D technology – not just users who have already purchased S-3D equipment.

About the Author


Neil Schneider

is the President & CEO of Meant to be Seen, the world's 
first and only stereoscopic 3D certification and advocacy group.  Neil is the "go-to guy" for all things stereoscopic, and is best known for 
building the industry through rapid community growth, business 
relationships, and unmatched personal enthusiasm. 

Neil's roots are in multimedia production.  His career started as a 
television producer, and was later known for being the first to 
broadcast live internet radio in Canada.  Neil became a pioneer in 
continuing medical education by producing the first Internet radio 
series for family physicians called "The Doctors' Online Radio Network"
 and interviewed hundreds of guests including the great heart surgeon and inventor Dr. Michael DeBakey.

 With gaming being his guilty pleasure and true passion, Neil founded “
Meant to be Seen” (mtbs3D.com) to bolster and grow the consumer
 stereoscopic 3D industry.  It is by far the largest stereoscopic 3D
community and advocacy group in the world, and has built working 
relationships with the leading game developers to draw more attention
 and involvement with this exciting technology.


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