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Sintel 1080p Stereoscopic 3D YT3d:Enable=True

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Uploaded by on Jan 28, 2012

http://xdef.tv Stereoscopic Conversion of the Creative Commons Film "Sintel"

The Xdef.tv conversion process was developed by Brandon Wirtz after years of studying how the eye and brain work to interpret depth from images. Combining this information with motion analysis a process was developed that creates stunning 3D with a low head-ache factor, suitable for cinema viewing.

Each 1 second of video takes 5 minutes to render. This rendering took roughly 3 days.

"Sintel" is an independently produced short film, initiated by the Blender Foundation as a means to further improve and validate the free/open source 3D creation suite Blender. With initial funding provided by 1000s of donations via the internet community, it has again proven to be a viable development model for both open 3D technology as for independent animation film.
This 15 minute film has been realized in the studio of the Amsterdam Blender Institute, by an international team of artists and developers. In addition to that, several crucial technical and creative targets have been realized online, by developers and artists and teams all over the world.

"Sintel" commenced in May 2009, with producer Ton Roosendaal establishing a core team consisting of Colin Levy (director), David Revoy (concept art), Martin Lodewijk (story) and Jan Morgenstern (composer). In August script writer Esther Wouda was approached as a consultant, which resulted in her taking the responsibility for the entire screenplay. Esther then worked in close cooperation with Colin, David and Ton to deliver the final script early November. Meanwhile, Colin and David realized the first storyboards.

Based on a public call for artists -- with over 150 respondents -- the Durian artist team got established in July 2009. They first met in a pre-production week in Amsterdam in August, and all decided to join the project per October 1st. With the final movie budget still unknown, the target then still was to finish the film within 7 months, with a team of 6 artists and 2 developers. At that time the team still had the hopes to be able to realize the script in a 6-8 minute film.

In november, the Netherlands Film Fund approved on a substantial subsidy for Sintel, enough to extend the project to 10 months, with possible 1 or 2 extra artist seats in the final months. It was also by this time that breakdowns and animatic edits showed that the script had to be revised to become more compact, with a story structure using a flashback.

In the months after, Colin's work on the Director's Layout -- 3D animatic shots -- and final designs on the grand finale gradually made the movie longer, from 9 minutes in november, to almost 12 in May. Proper story telling, to absorb an audience with convincing characters and action just takes time!

With the highly anticipated extra funding from the Amsterdam Cinegrid -- also funding a 4k resolution version -- Ton finally could extend the team with 5 artists and a developer in March 2010. With 14 people the film then was completed for a first screening on July 18th in cinema Studio K in Amsterdam.
Three artists then stayed in Amsterdam working on final shot edits, lighting design, compositing, and on the impressive 2 minute film credits. The movie ended up with a total duration of 14m:48s, 888 seconds!

Sintel will premiere on September 27th 2010, in Utrecht on the Netherlands Film Festival.

The movie itself, and all of the work of the Durian team in the past 18 months will be released under the Creative Commons Attribution license, free for everyone to distribute, learn from or re-use. The 4-disc DVD set will provide all data to be able to recreate and rerender the film in its entirety.

Project targets
As usual -- like previously for Orange, Peach, Apricot -- the Blender Foundation's interest is to organize projects that will help Blender further:

Stimulate development of advanced features.
Validation of Blender by great artists
Use and improve an open source creation pipeline
Deliver good publicity and PR for Blender
Create useful presentation and educational material in Open Content
Last but not least, provide a fun and inspiring experience for the entire Blender community!
We do this by inviting the best of the talents from the Blender community to work in Amsterdam for half a year or more, in the studio of the Blender Institute. They get excellent working conditions, and full coverage for travel and housing, including a reasonable fee. All of tools we use here for the film are open source, and everything we create, including the final result, is being delivered as free and open content under Creative Commons Attribution.

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  • @BlackwaterOpsDotCom I'm sorry, bur regardless of what you might have done with software, you can't claim to have anything to do with iZ3D or any tech I've used.

  • @BlackwaterOpsDotCom ? 3D has been around for a long time. The camera I was using was an old Russian camera. The technology used now is virtually the same. Are you telling me you make lenses or something?

  • @kryptonbornson Dude. Google Me and Check my Xdef dot tv I pioneered the space I know more about 3D and 3d Conversion than all but about 8 people on the planed (James Cameron at the top of the list) And he has used my conversion tech.

  • @BlackwaterOpsDotCom If you've never tried it, just try it. I'm not trying to argue. There is a significant difference between real and simulated. Resolution helps trick the eye as well. That's why this Sintel one works better than the Space Shuttle one. Resolution alone, even without stereo vision increases the sense of depth. When Flickr let you view higher res images for free, I used to frequent the crosseye and anaglyph groups.

  • @kryptonbornson Not the same thing. and iz3d does a minimum of 4x the depth so things do "pop" but they don't look real. I can do that too, but again screen size matters too much.

  • @BlackwaterOpsDotCom I don't know what kind of horsepower you have, but download a driver like the iZ3D driver and try it on a PC game like Tomb Raider. Even as old as that game is, it will pop very differently than this. The two slightly offset perspectives is what creates that effect. You have the same camera, but separated at eye distance is what created the flat, Viewmaster effect. And you would need to readjust the convergence shot-by-shot. Otherwise it's like you're watching it normally.

  • @kryptonbornson Also remember these aren't 3D textures "for real" when you look at the scene on the roof Mine has real sense of texuture, the 2 eye rendering is still flat.

  • @kryptonbornson You are using Cross eye? That doesn't work. Cross eye doesn't do a True "3D" because your brain knows your eyes are not where they are supposed to be. I have to encode differently for cross eye, and since no one should do that to their eyes I won't.

    Watch on a Real 3D tv 37inches or larger. Check Xdef dot TV for some explanations of why screen size matters.

    I appreciate your feed back.

  • @BlackwaterOpsDotCom I've tried it full resolution. I've just notice Youtube resolution problems are very apparent with 3D, even using cross-eye. I rescanned through the movie and some part are more impressive than others. But even when there is good depth, the characters appear as flat planes like viewmaster. When you use true 3D one left camera, one right camera you can see actual texture in skin and rocks that shouldn't be there since the texture maps are flat 2D.

  • @kryptonbornson What mode are you watching it in on what size display.

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