NEW YORK, Dec. 1 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:
http://www.reportlinker.com/p0166810/3D-Video.html
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?
Contents
1. Executive Summary .... 9
1.1. Principal findings . 9
1.2. Native 3D .......... 10
1.3. Cinema is the current 3D market driver ............... 10
The number of 3D films and theaters is rapidly increasing .. 10
Early 3D TV initiatives ....... 11
Video games expected to be a growth engine for 3D .......... 11
Digital signage .................. 11
1.4. The audiovisual chain will need to adapt to 3D ... 12
1.5. 3D does not offer the same opportunities for every player in the sector ................ 13
Content operators ............. 13
What editorial policy will 3D TV broadcasters decide on? ... 13
Major challenges for players in the technical distribution chain.............................................. 13
Cinema operators ............. 14
1.6. Three development scenarios for 3D ................... 14
2. 3D Formats ................ 16
2.1. Overview of 3D . 16
Background ...................... 16
Dual-stream stereoscopy allows for native 3D content ........ 16
Why formats? ................... 16
2.2. Image formats ... 17
2.2.1. Color coding (anaglyph process) ......................................... 17
2.2.2. Spatial encoding ............... 18
Top & Bottom ................... 18
Side-by-side (Left/Right) ... 18
Line interleave .................. 19
Column interleave ............. 19
Checkerboard ................... 20
2.2.3. Temporal encoding ........... 20
2.2.4. 2D + Metadata .................. 20
2.3. Screen formats .. 21
2.3.1. Stereoscopic technology ... 21
Television sets .................. 21
Monitors are already available ............................................. 22
2.3.2. Autostereoscopic technology ............................................... 22
2.4. Summary ........... 23
3. 3D Deployment .......... 24
3.1. Cinema .............. 24
3.1.1. Growth in the number of 3D movie theaters worldwide ....... 24
3D base doubled in 2008 worldwide .................................... 24
RealD: global leader in 3D movie screens ........................... 25
More than 15,000 3D screens in 2015 ................................. 25
3.1.2. 3D film production is booming .............................................. 26
Rollout propelled by animation and Hollywood .................... 26
Development of alternative 3D content in theaters .............. 28
3.2. Television and video ............................................ 29
3.2.1. Pioneer 3D TV initiatives .. 29
3.2.2. 3D video: market holding off for "real" 3D ............................ 30
3D DVD and Blu-ray still bound to the anaglyph process .... 30
3D VOD: objectives vary by operator .................................. 31
3.3. Video games ..... 32
3.3.1. Few native 3D titles available .............................................. 32
3.3.2. Compatibility of existing consoles before the release of native 3D consoles.......................... 32
3.4. Digital signage .. 32
4. Impact of 3D on the technical chain ........................... 34
4.1. Production ......... 34
Equipment must be adapted ................................................ 34
Different filming conditions 35
4.2. Post-production . 35
More images to process ... 35
3D is loaded with special effects .......................................... 36
4.3. Distribution ........ 36
4.3.1. Cinema ............................ 37
Equipment must meet the standards for digital cinema ....... 37
Contribution: lower costs for distributors .............................. 37
4.3.2. Television ......................... 38
Higher data rate: a balance between quality and compression .............................................. 38
Capacity of a 3D channel and network fill rates ................... 39
4.4. Devices and consumption .................................... 42
4.4.1. At home ........................... 42
4.4.2. In cinemas ........................ 43
Projectors ......................... 43
Glasses ............................ 43
General facilities ............... 43
4.5. Summary ........... 44
5. Challenges for Players along the Distribution Chain.................................................. 45
5.1. 3D video content .................................................. 45
A new market? .................. 45
Which type of content? ..... 45
Will partnerships become necessary? ................................. 46
Individual distribution ........ 46
2D programs from 3D images? ............................................ 46
An absence of standards .. 46
5.2. Packaging ......... 47
5.2.1. Positioning of TV operators ................................................. 47
Television channels .......... 47
Pay-TV platform operators 48
5.2.2. What format for 3D TV services? ......................................... 48
A la carte services: VOD and PPV ....................................... 48
A dedicated channel? ....... 49
5.3. Consumer electronics manufacturers and suppliers .............................................. 49
5.3.1. The challenge for players along the technical chain ............ 49
Need to use existing HD infrastructure ................................ 49
Yet 3D can leverage HD infrastructure ................................ 50
5.3.2. Compatibility of 3D viewing equipment is key ...................... 51
Resolving screen-related issues .......................................... 51
Questions surrounding 3D glasses ...................................... 52
5.3.3. Challenges for device manufacturers .................................. 52
Benefiting from an upgrade market ...................................... 52
Winning the battle for the living room ................................... 53
5.4. Network aspects .................................................. 54
5.4.1. Capacity needed ............... 54
Satellite: becoming the primary source of 3D TV ................. 54
Cable: not to be outdone by satellite ................................... 55
IPTV: Can 3D be a way to recoup investments in fiber optics?.............................................. 56
3D on the open Internet? .. 57
5.4.2. 3D: a mobile market? ........ 58
5.5. Cinema operators ................................................ 60
5.5.1. 3D: a way to revive the industry and spur growth ................ 60
3D movies generate more revenue at the box office than 2D ................................................ 60
3D gives meaning to investing in digital ............................... 61
3D bolsters exhibitors' diversification strategies .................. 61
5.5.2. The value of 3D for cinema operators depends on the agreements they strike with rights
holders ............................. 62
Ticket premiums are not guaranteed to pay for the cost of 3D............................................... 62
How should the 3D supplement be split between rights holders and cinema operators?....... 62
6. 3D Rollout Scenarios 63
6.1. Determining factors .............................................. 63
Lessons learned from HDTV ................................................ 63
3D TV could benefit from the development of HD ............... 63
Drivers and obstacles to the development of 3D video ........ 63
Trends per market segment ................................................. 65
6.2. Three development scenarios for the 3D video market.......................................... 66
Scenario 1: A "special event cinema" market ...................... 66