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This article needs additional citations for. Unsourced material may be challenged and removed.Find sources: – ( August 2013) Digital 3D is a non-specific standard in which films, television shows, and video games are presented and shot in digital 3D technology or later processed in digital to add a 3D effect.One of the first studios to use digital 3D was. In promoting their first CGI animated film, they trademarked the phrase and teamed up with in order to present the film in 3D in the United States. A total of over 62 theaters in the US were retrofitted to use the system. The 2008 animated feature was the first movie which was animated and rendered for digital 3D whereas Chicken Little had been converted after it was finished.Even though some critics and fans were skeptical about digital 3D, it has gained in popularity. Now there are several competing digital 3D formats including,.
The first home video game console to be capable of 3D was the in which a limited number of titles were capable of delivering 3D. Main article:A first wave of 3D film production began in 1952 with the release of and continued until 1955, a period known as. It was among several gimmicks used by movie studios (such as and ) to compete with television.
A further brief period of 3D movie production occurred in the early 1980s.After announcing that would be their last hand drawn feature and in fear that would not re-sign for a new distribution deal, Disney went to work on. The RealD company suggested that Disney use their 3D system and after looking at test footage Disney decided to proceed. In 2005, Chicken Little was a success at the box office in both 2D and 3D screenings. Two more films followed in their classic feature animation - and - along with several others. Since then many film studios have shot and released films in several digital 3D formats.
In 2010, became the first feature film shot in digital 3D to win the and was also the first feature film shot using 3D technology nominated for. Main article:In the case of 2D films that were generated from 3D models (as with CGI animated films), it is possible to return to the models to generate a 3D version.For other 2D films, different techniques must be employed. For example, for the 3D re-release of the 1993 film, Walt Disney Pictures scanned each original frame and manipulated them to produce left-eye and right-eye versions. In 2011, Disney became the first studio to convert 2D hand-drawn animation to 3D with the 1994 film, and the 1991 film. Dozens of films have now been converted from 2D to 3D.
There are several approaches used for, most notably depth-based methods. Main article:The standard for shooting live-action films in 3D involves using two cameras mounted so that their lenses are about as far apart from each other as the average pair of human eyes, recording two separate images for both the left eye and the right eye. In principle, two normal 2D cameras could be put side-to-side but this is problematic in many ways. The only real option is to invest in new stereoscopic cameras. Moreover, some cinematographic tricks that are simple with a 2D camera become impossible when filming in 3D. This means those otherwise cheap tricks need to be replaced by expensive CGI. For example Oz the Great and Powerful.In 2008, became the first live-action feature film to be shot with the earliest released in Digital 3D.
This film was later followed with several other films shot in Live-action. The 2009 release of Avatar was shot in a 3D process that is based on how the human eye looks at an image. It was an improvement to a currently existing 3D camera system. Many 3D camera rigs still in use simply pair two cameras side by side, while newer rigs are paired with a or both camera lens built into one unit.
Digital Cinema cameras are not really required for 3D but are the predominant medium 99% of what is photographed. Film options include IMAX 3D. Further information:can be rendered as stereoscopic 3D version by using two virtual cameras. Because the entire movie is basically a 3D model, it only takes twice the rendering time and a little effort to properly set up stereoscopic views.In 2004 was the first stereoscopic 3D computer animated feature film. In November 2005, Walt Disney Studio Entertainment released in digital 3D format. The first 3D feature by followed in 2009 and used a new digital rendering process called which is a process developed by to create more realistic 3D images despite the fact that they are animated.
InTru3D is not a way that films are exhibited in theaters in 3D, the films created in this process are seen in either RealD 3D or IMAX 3D. Main article:In June 1986, Sega released the, part of the of gaming consoles.
The system had a card slot that provided power to a single pair of, allowing certain games to be viewed in 3D; however, only 8 3D-compatible games were ever released, and when the system was redesigned in 1990 in order to cut down on manufacturing costs, it lost the ability to support 3D. It was the first known electronic device released in North America to use LCD shutter glasses.In July 1995, Nintendo released the, built around a 3D viewer held closely to users' eyes, acting like a pair of. Both left and right eye images were red, and put strain on players' eyes; the system was a failure and was discontinued the following year. In December 2008, several third party developers for the announced they would work toward bringing Stereoscopic 3D gaming to major gaming consoles using their own technology. In the coming months, both the and the PlayStation 3 will be capable of 3D imaging via 3D TV and system/hardware updates.
On June 15, 2010 at the E3 Expo, Nintendo unveiled the, the successor to the series of handheld consoles. It is the first gaming console to allow 3D viewing without the need for 3D glasses or an equivalent. Main article: Television After the unexpected box office success of Avatar and a record number of 20 3D films released in 2009, TV manufactures saw the demand for 3DTVs go up dramatically and went further into research and development. Samsung launched the first 3D TV in February 2010. Each TV manufacturer would make their own 3D glasses. Released a 3D starter kit which included the purchase of 3 items with a discount at select retailers; the starter kit would include a Samsung model 3D TV, a Samsung brand 3D-capable Blu-ray3D player, and a box with two pairs of Samsung brand 3D glasses which included an exclusive 3D Blu-ray edition of Monsters vs. Specifications for 3D also include the standards.
Some of these TVs can also convert 2D into 3D, but such features are limited as to how much depth can be generated. In June 2010 announced Coraline and as bonus 3D Blu-ray titles with the purchase of any of their 3DTVs. On June 22, 2010, became the first 3D Blu-ray title to be released without any requirements to buy any new electronic hardware but free copies of this title will be included in 3D entertainment packages. In 2010 the only option was and in 2011, TV manufacturers notably and will offer passive circular polarized glasses in mid to late 2011 as well as Sony to offer glasses free technology for 3D content. In 2015 Samsung unveiled an 8K display with glasses free 3D making it the largest 3D TV and the highest resolution to date Home video Several and Blu-ray releases have already tried their hands at releasing the 3D versions of films by using an format. One noted release prior to the advent of digital cinema is the 1982 film, but other such films actually shot digitally like were released on DVD and Blu-ray.
Both included 2D and 3D versions and both were packaged with pairs of 3D glasses. Ordered a new standard for presenting 3D content on Blu-ray that would also be with all 2D displays. In December 2009, it was announced that they had adopted the Multiview Video Codec, which would be playable in all Blu-ray disc players even if they could not generate a 3D image. The codec contains information that is readable on a 2D output plus additional information that can only be read on a 3D output and display.
A future extension for Blu-ray 3D is currently in development for the codec Broadcasting In 2008, the BBC broadcast the world's first live sporting event in 3D, transmitting an England vs. Scotland rugby match to a London cinema. On April 3, 2010, broadcast a Chelsea vs. Manchester United match to around 1,000 pubs in the U.K.
Launched on June 11, 2010. On July 1, 2010, became the world's first 24-hour 3D channel. 25 matches of in the tournament were broadcast in 3D.
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The Polar Express is about a young boy on Christmas Eve who is hoping for belief in the true spirit of Christmas. After falling asleep, a magical train called the Polar Express pulls up in front of his house and he is invited to journey to the North Pole. After reaching the North Pole, the boy is handpicked by Santa Claus to receive the first present of Christmas. He chooses a bright silver bell from Santa's sleigh which makes a beautiful sound. As the years go by, people around him notice that they can no longer hear the beautiful sound, even his parents and sister. But there are those who still can, those who still truly believe.
So it was with much trepidation and even utter fear in my heart that I went to see this movie. After all, the last time I went to see a full-length adaptation of a favorite Christmas story, what I got was Ron Howard's absolutely God-awful 'The Grinch'.
Having grown up with the book 'The Polar Express' (according to my mom, I cited it as my favorite Christmas present when I was seven), I did not want to see this story bastardized in any way. Honestly, I was prepared for 'Polar Express' to be a complete wreck.
But instead It soared. What makes the film such a success is not so much even the story itself, but an execution which somehow manages to inject every frame of the film with a feeling of childlike wonder and exuberance. In addition, there are so many clever touches and details added throughout that a feeling of mystery and excitement just fills the viewer. Among these are the waiters dancing and singing while serving hot chocolate to the kids on the train (a very funny scene, as well), the factory where the presents are prepared, and a ghost-like hobo who is never really explained, but is incredibly crucial to the feel of the film. At one point, three of the children wander lost through the empty streets of Santa's North Pole town. As they wander, various old Christmas recordings are heard playing on phonographs throughout the town. The music provides a pleasant and nostalgic ambiance to the scene.
It's touches like this that absolutely make the film. I'll never understand why films seem to be required to be at least 90 minutes long. I would pay money to see a 40-minute film, as long as it were good. And even if it sucked, I would have at least wasted less time. What I'm getting at is I have no idea why a 32-page picture book needed to be a 99-minute movie.
What this means is that the original story is VASTLY expanded upon. However, what is added in actually fits quite well with the essence and spirit of the book. Some of it is just sheer entertainment; the train track is like a roller coaster, characters ski on top of the cars, danger lurks around every step of the journey to the North Pole (but admittedly fun danger).
Other aspects further illuminate and expand upon the book's basic theme of the virtue of belief in the implausible. So I have no idea why this was made into a full-length, but in the end, I'm glad it was. It didn't even feel too long (and I think everything is too long). Much criticism has fallen on the look of the characters in the movie. I can agree to a point.
While there is incredible visual detail in the faces, they usually seem void of expression. In general, a lot of the motion seems rather wooden, as well. The scenery, on the other hand, is gorgeous. Overall, the minor problems in animation (which really boil down to a matter of taste anyway) are certainly not enough to diminish what is an overwhelmingly successful movie.