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Market Research Report

3D Video

Published by IDATE
Published November, 2009 Product code 104732
Content info 68 pages
Price
US $ 3500 PDF by E-mail (1-5 User License)


3D Video published by IDATE in November, 2009. This report consists of 68 pages and the price starts from US $ 3500.

Introduction

Abstract

Currently attracting a great deal of attention, 3D video is a market that is emerging as a driving force behind innovation and growth for TV and film industry players. This report provides a complete inventory of the current state of the market - presenting technical solutions, trials that are underway and pioneer commercial developments. It also offers 3D rollout scenarios up to 2015.

Key questions

  • What are the implications of having multiple picture and screen formats? Is a 3D standard needed? Where are we in that area?
  • What markets are driving 3D video: TV, cinema, video games, Internet?
  • Is there a market in the short term for 3D video outside of cinemas?
  • What opportunities are there for players along the video distribution chain: content producers, packagers/aggregators, network operators, device manufacturers?
  • What is the actual level of 3D video service deployment, outside of trials and announcements?
  • What are the likely development scenarios for 3D video?

Table of Contents

1. Executive Summary

  • 1.1. Principal findings
  • 1.2. Native 3D
  • 1.3. Cinema is the current 3D market driver
    • The number of 3D films and theaters is rapidly increasing
    • Early 3D TV initiatives
    • Video games expected to be a growth engine for 3D
    • Digital signage
  • 1.4. The audiovisual chain will need to adapt to 3D
  • 1.5. 3D does not offer the same opportunities for every player in the sector Content operators
    • What editorial policy will 3D TV broadcasters decide on?
    • Major challenges for players in the technical distribution chain
    • Cinema operators
  • 1.6. Three development scenarios for 3D

2. 3D Formats

  • 2.1. Overview of 3D
    • Background
    • Dual-stream stereoscopy allows for native 3D content
    • Why formats?
  • 2.2. Image formats
    • 2.2.1. Color coding (anaglyph process)
    • 2.2.2. Spatial encoding
      • Top & Bottom
      • Side-by-side (Left/Right)
      • Line interleave
      • Column interleave
      • Checkerboard
    • 2.2.3. Temporal encoding
    • 2.2.4. 2D + Metadata
  • 2.3. Screen formats
    • 2.3.1. Stereoscopic technology
      • Television sets
      • Monitors are already available
    • 2.3.2. Autostereoscopic technology
  • 2.4. Summary

3. 3D Deployment

  • 3.1. Cinema
    • 3.1.1. Growth in the number of 3D movie theaters worldwide
      • 3D base doubled in 2008 worldwide
      • RealD: global leader in 3D movie screens
      • More than 15,000 3D screens in 2015
    • 3.1.2. 3D film production is booming
      • Rollout propelled by animation and Hollywood
      • Development of alternative 3D content in theaters
  • 3.2. Television and video
    • 3.2.1. Pioneer 3D TV initiatives
    • 3.2.2. 3D video: market holding off for “real” 3D
      • 3D DVD and Blu-ray still bound to the anaglyph process
      • 3D VOD: objectives vary by operator
  • 3.3. Video games
    • 3.3.1. Few native 3D titles available
    • 3.3.2. Compatibility of existing consoles before the release of native 3D consoles
  • 3.4. Digital signage

4. Impact of 3D on the technical chain

  • 4.1. Production
    • Equipment must be adapted
    • Different filming conditions
  • 4.2. Post-production
    • More images to process
    • 3D is loaded with special effects
  • 4.3. Distribution
    • 4.3.1. Cinema
      • Equipment must meet the standards for digital cinema
      • Contribution: lower costs for distributors
    • 4.3.2. Television
      • Higher data rate: a balance between quality and compression
      • Capacity of a 3D channel and network fill rates
  • 4.4. Devices and consumption
    • 4.4.1. At home
    • 4.4.2. In cinemas
      • Projectors
      • Glasses
      • General facilities
  • 4.5. Summary

5. Challenges for Players along the Distribution Chain

  • 5.1. 3D video content
    • A new market?
    • Which type of content?
    • Will partnerships become necessary?
    • Individual distribution
    • 2D programs from 3D images?
    • An absence of standards
  • 5.2. Packaging
    • 5.2.1. Positioning of TV operators
      • Television channels
      • Pay-TV platform operators
    • 5.2.2. What format for 3D TV services?
      • A la carte services: VOD and PPV
      • A dedicated channel?
  • 5.3. Consumer electronics manufacturers and suppliers
    • 5.3.1. The challenge for players along the technical chain
      • Need to use existing HD infrastructure
      • Yet 3D can leverage HD infrastructure
    • 5.3.2. Compatibility of 3D viewing equipment is key
      • Resolving screen-related issues
      • Questions surrounding 3D glasses
    • 5.3.3. Challenges for device manufacturers
      • Benefiting from an upgrade market
      • Winning the battle for the living room
  • 5.4. Network aspects
    • 5.4.1. Capacity needed
      • Satellite: becoming the primary source of 3D TV
      • Cable: not to be outdone by satellite
      • IPTV: Can 3D be a way to recoup investments in fiber optics?
      • 3D on the open Internet?
    • 5.4.2. 3D: a mobile market?
  • 5.5. Cinema operators
    • 5.5.1. 3D: a way to revive the industry and spur growth
      • 3D movies generate more revenue at the box office than 2D
      • 3D gives meaning to investing in digital
      • 3D bolsters exhibitors' diversification strategies
    • 5.5.2. The value of 3D for cinema operators depends on the agreements they strike with rights holders
      • Ticket premiums are not guaranteed to pay for the cost of 3D
      • How should the 3D supplement be split between rights holders and cinema operators?

6. 3D Rollout Scenarios

  • 6.1. Determining factors
    • Lessons learned from HDTV
    • 3D TV could benefit from the development of HD
    • Drivers and obstacles to the development of 3D video
    • Trends per market segment
  • 6.2. Three development scenarios for the 3D video market
    • Scenario 1: A “special event cinema” market
    • Scenario 2: 3D TV
    • Scenario 3: Multi-platform 3D

Index of Figures

  • Figure 1: Number of upcoming 3D releases scheduled by US studio
  • Figure 2: 3D TV technical chain and transition from SD to HD to 3D
  • Figure 3: Three development scenarios for 3D
  • Figure 4: Illustration of the anaglyph process
  • Figure 5: Example of an anaglyph image
  • Figure 6: Illustration of spatial encoding
  • Figure 7: Illustration of the "Top & Bottom" technique
  • Figure 8: Illustration of the "Left/Right" technique
  • Figure 9: Illustration of the "Line interleave" technique
  • Figure 10: Illustration of the "Column interleave" technique
  • Figure 11: Illustration of the Checkerboard technique
  • Figure 12: Illustration of temporal encoding
  • Figure 13: 2D + Illustration of metadata encoding
  • Figure 14: Example of passive 3D glasses
  • Figure 15: Number of annual 3D releases (actual and planned) in theaters in the United States
  • Figure 16: Number of 3D releases planned per US studio
  • Figure 17: Number of annual IMAX-only releases (actual and planned)
  • Figure 18: Ad campaign for the broadcast of DreamWorks' 3D TV spot
  • Figure 19: Red/cyan and green/magenta glasses for anaglyph 3D video
  • Figure 20: Prototype of Telefonica' s Imagenio 3D application
  • Figure 21: An outdoor advertisement in autostereoscopic 3D for Snickers
  • Figure 22: 3D animation projected by Alioscopy' s autostereoscopic screen installed in the Autodesk Gallery San Francisco
  • Figure 23: Overview of the 3D value chain
  • Figure 24: Illustration of the Panasonic camera (in development) and the two-camera HD assembly used by Orange (3D Opera in Rennes)
  • Figure 25: International Datacasting value chain
  • Figure 26: Encoding levels for 3D TV
  • Figure 27: Evolution of HD compatibility for IPTV households, 2008-2013
  • Figure 28: Performance of xDSL
  • Figure 29: 3D TV technical chain and transition from SD to HD to 3D
  • Figure 30: Interest in 3D content by genre
  • Figure 31: Technical chain for Sky' s 3D tests
  • Figure 32: Technical chain for Sensio' s 3D offering
  • Figure 33: Overview of NVIDIA' s offering
  • Figure 34: DMB and 3D
  • Figure 35: Comparison of 2D/3D screens and 2D/3D box office split, United States
  • Figure 36: Comparison of average movie ticket price in 2008, for a 3D movie and a 3D projection of a Hannah Montana concert in the US
  • Figure 37: 3D drivers, rollout trend
  • Figure 38: Three development scenarios for 3D

Index of Tables

  • Table 1: Compatibility between image formats and screen types
  • Table 2: Compatibility between image formats and screen types
  • Table 3: Screen types available and compatibility with image formats
  • Table 4: Formats favored by the leading screen manufacturers
  • Table 5: Breakdown of all 3D screens worldwide by region
  • Table 6: Leading countries with RealD-equipped 3D screens worldwide in 2009
  • Table 7: Growth in the number of 3D screens worldwide, 2009-2013
  • Table 8: 3D productions released in the United States in 2008 (excluding IMAX)
  • Table 9: Types of movies preferred in 3D
  • Table 10: Technical specifications for the movie Ice Age 3
  • Table 11: Compatibility of 3D TV in MPEG-4 AVC, satellite (36 MHz-repeater)
  • Table 12: Compatibility of 3D TV in MPEG-4 AVC, cable (8 MHz frequency)
  • Table 13: Compatibility of 3DTV in MPEG-4, DTT (8 MHz frequency)
  • Table 14: Satellite compatibility of 3D TV in MPEG-4 AVC, DVB-S vs. DVB-S2
  • Table 15: DVB-S2 specification
  • Table 16: Capacity gains with DVB-C2
  • Table 17: Cable compatibility of 3D TV in MPEG-4 AVC, DVB-C vs. DVB-C2
  • Table 18: Results for the opening weekend of Monsters vs. Aliens in the US
  • Table 19: Obstacles and drivers in the development of the 3D market
  • Table 20: Factors that would trigger the "3D Cinema" scenario
  • Table 21: Factors that would trigger the "3D TV" scenario
  • Table 22: Factors that would trigger the "Multi-platform 3D" scenario
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