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Sunday, March 25, 2012

Stereoscopic Filmmaking

Autodesk
Stereoscopic Filmmaking
Whitepaper
The Business and Technology of Stereoscopic Filmmaking.

This whitepaper examines the S3D business case, the current state of the industry and the technical and creative considerations faced by those looking to make compelling stereoscopic movies. The reader is also given background information on stereopsis and perception, which should strengthen his or her understanding of the science underlying stereosocopy. It is hoped that increased knowledge of the science and technology of S3D will empower the reader to create effective and compelling movie entertainment.
The Business Cases
It is clear that S3D productions have a strong potential to generate revenue and invigorate the box office. Both attendance rates and average ticket prices tend to be higher for 3D screenings. On average animated movies such as Meet the Robinsons earn two to three times the box-office receipts – per screen and per theatre – if shown in S3D .
There are additional benefits to production companies and distributors. With HDTV and surround sound in an increasing number of homes (25% in the US ) S3D is a means of drawing audiences away from home and back into the movie theatre. A recent report by Screen Digest indicates that, based on past releases, an exhibitor can expect to make additional revenue of about US$10,000 per S3D movie release and could expect to generate a profit by the third release.
While as yet there are not enough S3D films being released to solidify the S3D business and not enough theaters to support wide or simultaneous releases, this scenario is rapidly changing. Not only is S3D production piggybacking the adoption of digital-cinema projection technologies, S3D’s momentum is helping those same display technologies to proliferate across an increasing number of theaters.
Aiding this phenomenon is the fact that stereoscopic projection technology is only marginally more expensive than standard digital projection systems. Likewise, the fact that more film studios are planning stereo versions of their upcoming releases is encouraging theatres to adopt the new stereoscopic projection technology.
New, affordably priced stereo camera rigs and other tools are also being developed that will make S3D production accessible to independent producers on limited budgets. At the present time, however, most S3D productions are simply stereo versions of computer graphics (CG) animated movies because, of course, the medium lends itself naturally to the creation of compelling stereo effects. However, the number of planned live-action stereo projects is significant and shows the support studios have for the format. Some of the live-action S3D features in production include Avatar, Horrorween, and a remake of The Stewardess (Stewardesses 4D).
Studios like Disney are showing a particularly strong interest in the S3D format. Not only has Disney made the largest number of S3D animated projects to date, the company is investigating the possibility of producing films in S3D natively. Recently, Disney shot, produced, and released Hannah Montana/Miley Cyrus: Best of Both Worlds Concert Tour exclusively in S3D. The Hannah Montana film was released on Superbowl weekend and, despite the curious timing, averaged a per-screen gross of over US$45,000 .
However another S3D film released that same weekend, U2 3D, did not fare as well. The limited number of available S3D-capable theatres, and competition with Hannah Montana for those theatres, meant that the film failed to yield expected results.
There were an estimated 20 S3D projects in the works at the time this whitepaper was written, including Avatar (James Cameron), Battle Angel (James Cameron), Monsters vs Aliens (DreamWorks), and Tintin (three films by Peter Jackson and Steven Spielberg). Filmmakers have obviously discovered that using depth as part of the storytelling process—from design to development through production—gives them the opportunity to develop an entirely new creative experience.
The stereoscopic cinema renaissance is upon us.
Fuelled by a convergence of economic need and technical possibility, more and more studios are releasing animated and live-action feature films in stereoscopic 3D (S3D) format.
Stereoscopy, or stereoscopic imagery, uses the characteristics of human binocular vision to create the illusion of depth, making objects appear to be in front of or behind the cinema screen. The technique relies on presenting the right and left eyes with two slightly different images which the brain automatically blends into a single view. Subtle right-left dissimilarities in the images create the perception of depth and can be manipulated to creative advantage. Therein lies the art of stereoscopic filmmaking.
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Background:
Stereopsis, Perception, and the Real World
Stereopsis is the ability of the brain to perceive depth and relief from stereoscopic vision. However it is not easy to accomplish, and is made all the more difficult by people’s lifelong familiarity with 2D images and deriving depth perception from monocular cues on traditional, planar displays. Those cues include light and shade, relative size, aerial perspective, motion parallax (a visual cue created by movement whereby nearby objects move farther across the field of view than more distant objects), and, most importantly, occlusion interposition (objects on top of or behind other objects) and perspective. All these effects also play key roles in stereopsis.
S3D cinema presents the viewer’s eyes with two separate images to create the perception of depth. When looking at an object in a stereo image pair, the viewer’s eyes will move to converge in front of, at, or behind the screen plane depending on the degree of horizontal disparity between the two images. However the brain will always focus the eye on the screen plane. This creates an incoherence that is fundamental to how we perceive objects in S3D as opposed to how we perceive the real world. In the real world, our eyes focus and converge coherently. Looking at S3D imagery breaks this learned, habitual response and is the source of much S3D-induced discomfort. While most people can adapt to sudden discrepancies between focus and convergence to see the illusion of depth, others are more sensitive to it and become disoriented. However, if S3D material is poorly edited, viewers will be presented with sudden, unexpected onscreen changes in perceived depth inconsistent with our real-world experience and the discrepancy becomes noticeable to all.
It is therefore crucial to understand the fundamental differences between real world and S3D perception in order to create compelling stereo experiences and avoid unpleasant results. The following concepts form a basic understanding of Stereoscopy essential to any professional stereoscopic cinema production:
Figure 1. The Pyramid is an object with negative parallax and appears in viewer space (in front of the screen). The cube is an object with zero parallax and appears on the plane of the screen. The cylinder has positive parallax and appears behind the display screen. Below: The three objects as seen by the left and right eyes.
5 Contributions to the Physiology of Vision.—Part the First. On some remarkable, and hitherto unobserved, Phenomena of Binocular Vision. By CHARLES WHEATSTONE, F.R.S., Professor of Experimental Philosophy in King’s College, London. June 21, 1838.
In the real world human beings have horizontally separated eyes and therefore we favor horizontal parallax when it comes to the perception of depth. However in filmed material, lens distortions, misalignments, or processing can cause vertical parallax. Vertical parallax causes eyestrain and should be avoided or corrected. In the following paragraphs we will only refer to horizontal parallax and disparity unless explicitly stated.
The position in depth (relative to the screen plane) of an object in the scene determines the amount and the kind of parallax that it will have in the stereo pair.
An object is said to have zero parallax when it is placed at the same depth as the screen, and causes the two images to lie directly on top of each other while the viewers’ eyes converge at the screen plane. Objects with zero parallax appear to be at the same distance as the screen. Parallax
Stereoscopic images rely on binocular vision. That is, S3D images need to be seen with both eyes to appear three-dimensional. British scientist Charles Wheatstone discovered, in 1838, that the mechanism responsible for human depth perception is the distance separating the retinas of our eyes . Viewers looking at stereoscopic displays without the appropriate goggles (passive polarizers, tinted lenses or active shutter glasses) will see two superimposed images that appear to be out of alignment, such that objects appear to be displaced horizontally to a greater or lesser degree. This displacement between the left and right eye images is known as parallax. When the two images are shown simultaneously, one to each eye, parallax produces a retinal disparity causing stereopsis or the perception of depth. The distinction between parallax and retinal disparity is important. Parallax is a measure of the (horizontal) displacement of an object at the source (e.g. on a display device), whereas retinal disparity is its affect at the destination (i.e. the eye).
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In S3D an object is said to have positive parallax when its parallax is greater than zero parallax—the image of the object presented to the right eye is further to the right than the image presented to the left eye—but less than or equal to the interocular distance.
Positive parallax causes the object to appear behind the screen plane and can be infinite in distance. In this latter case —infinite parallax— the parallax is equal to the distance between the eyes (interocular distance), causing the eyes’ axes to remain parallel so that the object will appear to be placed at infinity.
Past the point of infinite parallax we have divergent parallax, which occurs when the parallax value is greater than the interocular distance, causing the eyes’ axes to diverge (the right eye tries to look right, while the left eye looks left). This condition doesn’t occur in real world vision and requires odd muscle movements. While some viewers claim to be able to adapt to the sensation, it is recommended that strongly divergent parallax be avoided in S3D entertainment productions.
Negative parallax occurs when the axes of the viewer’s eyes converge in front of the screen, since the image presented to the left eye is further right than the image presented to the right eye, causing the object to appear to be placed between the screen and the viewer. Objects with negative parallax are said to be “in viewer space.” (See figure 2)
Interaxial separation
Producing stereo images requires two real or virtual cameras. The distance between lenses as referenced by the optical center of each lens is called the interaxial separation (or baseline). Perceived depth is directly proportional to the interaxial separation—that is, as the lenses get farther apart, parallax and the corresponding sense of depth increases. When the interaxial distance is larger than the interocular distance, the effect is called hyperstereoscopy and results in depth exaggeration in the scene.
The opposite effect, where the interaxial separation is smaller than the interocular distance, produces a flattening effect on the objects in the scene, and is called hypostereoscopy or cardboarding. These effects can be used creatively to adjust the S3D layout and appearance of the various parts of the scene.
Screen Surround
When watching an S3D movie, whether it is in a theater or on a computer or television screen, the stereo window normally coincides with the screen. The left-right vertical sides of the window and the north-south horizontal edges of the window are called the screen surround. When objects with negative parallax touch or are occluded by the left or right edges of the window, there is a perceptual conflict that the brain cannot resolve: The eyes see an object with negative parallax as being in front of the screen, but the stereo window, coinciding with the screen, also appears to be in front of the object (since it is obstructing it). As a result the brain has to try and resolve two conflicting visual cues – one telling it that the object is in front of the screen and the other that it is behind it. This situation should be avoided and requires diligent production practices to ensure correct composition. If faced with this situation the composition should be fixed, if possible, by moving objects backwards or away from the borders. If this is not possible the stereo window can be moved into the theater space by blanking a side portion of each image, creating a virtual stereo window or floating window, which is placed closer to the viewer, solving the perceptual conflict (see figure 3). This has the same effect as building a physical mask in front of the screen itself.
Figure 2. When the left-right images in a pair lie directly atop one another (A), the object has zero parallax and appears on the plane of the screen. When the parallax is bigger than zero, but smaller than the interocular separation, the object has positive parallax and appears to be behind the screen. A particular case happens when the parallax is equal to the interocular separation. This is called infinite parallax and objects appear to be at infinite distance (B). When the eyes’s axis cross in front of the screen (C), negative parallax occurs. When parallax is greater than the interocular distance (D), the lines of sight diverge. This is called divergent parallax and never occurs in the real world.
A
C
B
D
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ZPS and HIT
Zero Parallax Setting, or ZPS, is strongly tied to Horizontal Image Translation, or HIT. As previously described, objects with zero parallax appear to reside on the plane of the screen. HIT refers to changing the horizontal distance between the two images in a stereo pair, thus changing their parallax values to put a specified object (or series of objects) at ZPS. Because HIT affects the entire image at once, this can very easily result in divergent parallax for some other parts of the image.
Viewer Space Effects
Effects created with negative parallax reside in viewer space and are referred to as viewer space effects. Extreme negative parallax effects, such as the spear in your face from Andy Warhol’s Frankenstein (1973), are the culprits responsible for many S3D induced headaches in early movies. Mainstream audiences, however, still react most strongly to effects that take place in viewer space. Robust perspective cues, expert stereographers suggest, are more effective and better attained with wide horizontal views rather than large parallax values. There are certainly examples of beautifully executed extreme negative parallax settings, such as those used in Space Station 3D, but given that technology has solved most of the outstanding technical hurdles, extreme depth effects can now be reserved for use where appropriate – either as a narrative tool or to create specific audience experiences.
State of the Industry: Types of Stereo Production
There are various kinds of S3D production, each with its own unique challenges and benefits. Understanding them can help simplify production, improve quality and increase the popularity of the format.
The following is not intended to be comprehensive description. S3D filmmaking is evolving at a rapid pace. We expect the creative process to continue to evolve as the format becomes increasingly widely adopted.
CG Movies Created Natively in S3D
CG animated features are the natural place for S3D production to develop, given the total control over the camera, environments, acting, etc. Many recent S3D projects have been full-CG movies: Chicken Little, Meet the Robinsons, Shrek 4D, Monster vs Aliens, Fly Me to the Moon, to name a few. Because of these successes, many associate S3D with animated features, however recent advancements in S3D live action have enabled other kinds of production.
Live Action Movies Shot in Stereo
Previously, live-action movies were shot with a single camera and the S3D segments added using post-production techniques, e.g Superman Returns, Harry Potter and the Order of the Phoenix, The Polar Express and Monster House. However, with the advent of portable and flexible S3D cameras manufactured by Vince Pace and others, there have been live-action features shot and released in stereo (most notably Journey to the Center of the Earth 3D), with others coming soon. Additionally, there have been some very interesting developments around using S3D to shoot live events, as evidenced by Hanna Montana and U2 3D.
Sports broadcasting to theatres seem to be an area where S3D is gaining wide acceptance judging by the BBC’s live rugby broadcast in S3D and the numerous trials across the globe for almost every sport. The 2007 NBA All Stars game was shot and broadcast live over a closed-circuit system to rave reviews and the BBC has also unveiled plans to cover both the 2008 Summer Olympics in Beijing and the upcoming soccer World Cup in South Africa in S3D, and then display them in theaters.
Stereoscopic Transformation of Flat Movies
This process has been very extensively and successfully applied to many movies and accounts for the largest number of projects released thus far. The Polar Express, Robert Zemeckis’ feature-length CG film was completely re-rendered for stereo display a few months before its 2D opening. The reworking included some stereoscopic layout to accommodate the wider field of view of IMAX® screens. Other 2D conversions to S3D include Monster House and Beowulf (although director Robert Zemeckis knew from the outset he was going to produce a stereo version). Other early high-profile live-action 2D feature films released with segments converted to S3D include Superman Returns and Harry Potter and the Order of the Phoenix: though these films are considered to have been less technically successful as they exhibited problems such as ghosting and parallax values that caused viewers physical discomfort.
Currently, many techniques –mostly derived from visual effects (VFX) are used to convert 2D to 3D. Since the goal is to derive depth information, where there isn’t, many tricks need to be used. Amongst the most common are re-projecting the original image on 3D models and rendering a second-eye view; using depth maps, time-shifting camera pans, etc.; and recreating environments.
State of the Industry: S3D Camera Models
There are three basic stereoscopic camera configurations: parallel, toe-in and image-shifted. The three differ in the way they determine where the Zero Parallax Setting (ZPS) is.
Parallel and Toe-In
When the images of a specific element in the scene are aligned in the left- and right-projected images, they will have zero parallax and appear to be exactly at the screen plane. Parallel configurations will normally generate images where the zero parallax point will be at infinity giving every object negative parallax (the entire imaged scene will appear in theatre space). This is less than ideal in most situations and in order to set the ZPS in practical productions, stereographers often rotate camera heads inward, so that they converge on a specific element in the scene in order to achieve the desired ZPS. This is called toe-in.
Toe-in is useful in situations when the objects in the scene are very close to the camera and to avoid a flattening effect. For example, if parallel cameras cannot get close enough to shoot the object in question, then toe-in is the easiest solution.
A moderate amount of toe-in is acceptable, however, using toe-in causes trapezoidal distortion—keystoning and depth plane curvature; effects which create vertical disparities between the images. Some toe-in artifacts can be corrected in post-production. For live S3D events, however, excessive toe-in could be problematic due to the aforementioned trapezoidal distortion (keystoning) and the difficulty of correcting it live.
Figure 3. Above: The cylinder is occluded by the left edge of the stereo window, a condition that creates perceptual conflict the brain cannot resolve. Below: A floating window created by blanking a side portion of each frame moves the virtual window into theater space and solves the perceptual conflict.
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Image-Shifted
One way to achieve toe-in results without the distortion is to keep the cameras’ axes parallel while shifting the lenses or the cameras’ image sensors horizontally to achieve the desired zero parallax. While this is quite easy with CG cameras, it is of course very complicated with real ones, but digital tools allow us to reach the same effect by shifting the images to produce the desired Zero Parallax Setting with no keystoning or depth-plane curvature artifacts.
In CG S3D projects and in planar-to-S3D film conversion, multiple virtual cameras with a variable interaxial separation and/or camera configuration are often used to render the left and right images. This is a very powerful and sophisticated creative tool that can of course only be used by animation or VFX movies. In the production of Beowulf, for example, reportedly up to eight cameras per rig were employed.
State of the Industry: Standards
Today, there are no published standards for S3D though there are some recommendations. The Digital Cinema Initiatives (DCI), a joint venture between the major studios Disney, Fox, Paramount, Sony Pictures Entertainment, Universal and Warner Bros. Studios, has developed technical recommendations for both digital cinema and S3D cinema. In 2007 they published a short document defining high-level technical requirements for the mastering, distribution and theatrical playback of stereoscopic digital cinema content. The DCI is working on integrating their S3D recommendation into their Digital Cinema System Specification . The Society of Motion Picture and Television Engineers (SMPTE), an independent industry standards organization, also created the DC28-40 working group to establish published standards for S3D in conjunction with the studios (DCI), exhibitors and technology providers. The expectation is that they will arrive at a recommendation by the end of 2008. SMPTE also recently established a Task Force to define parameters of S3D mastering standard for home display. This activity will set the ground for future standardization efforts and provide a solid foundation for the efforts of several companies which have already developed a range of different products designed for home consumption of S3D content.
The Technical Challenges
For S3D cinema to be successful the viewer experience must be compelling. Technical problems can cause fatigue and eyestrain, and reduce the overall 3D experience to the point where the viewer prefers to see the planar version. The human eye has very little tolerance for discrepancies in color, geometry, and brightness between the left and right eye images and it is essential that they be identical in every way except for the horizontal parallax differences that create the 3D effect.
Today, most of the technical challenges of displaying S3D have been solved by digital cinema technologies and single-projector systems. Digital cinema has eliminated the film projection glitches – such as out of sync projection, and scratched and damaged frames – that plagued 3D cinema viewers in the past; and single projector systems have eliminated problems due to differences in lamp intensity and image alignment. Display challenges that remain revolve around the following:
Viewer Distance
An important consideration to keep in mind when laying out a stereo scene is that stereo effects are a function of the viewer’s distance and appear more pronounced when viewers are farther away from the screen. Distant objects seem farther away; objects in viewer space seem to protrude farther. This is because any given parallax value produces a lower retinal disparity value when viewed from farther away, but parallax and disparity values remain proportionate as viewer distance to the screen changes. That is, 0.33 inches (8.4 mm) of parallax will produce the same disparity at three feet (~1 m) as 0.66 inches (16.7 mm) of parallax at six feet (~2 m). See figure 5.
Ghosting and Crosstalk
Since there is no perfect separation in the real world, all stereo displays that rely on active or passive eyewear leak, allowing one eye to see a remainder of the image intended for the other eye. This condition is called crosstalk. Visible crosstalk is called ghosting. Ghosting will be most noticeable in high-contrast images. In order to reduce ghosting two valuable strategies are to stick to the lowest possible parallax value to achieve the desired effect and to avoid high contrast image elements as much as possible (especially for elements with very high or very low parallax).
Display Challenges: Screen Size
Screen size is another issue that needs to be considered. The larger the screen the greater the stereoscopic effect will be, but also the larger the risk for divergent parallax. Films formatted for theaters will look shallow on a TV set. Until multi-view, auto-stereoscopic screens are commonplace, the wide range of possible screen sizes introduces an additional layer of complexity in the stereo grading process.
Further complicating the issue of screen size is that IMAX production is fundamentally different from Real D or single-camera, normal-sized theatrical screen stereo production. IMAX relies on cameras whose lenses never toe-in, and a display that does not appear as a window through which the audience looks to watch a film. Rather, the assumption is that the screen fills the audiences’ entire field of view.
Pipeline Challenges
In the past few years, digital technologies have blurred the lines between many parts of digital filmmaking, but nothing has challenged the notion of a linear production pipeline more than S3D production. Producing stereoscopic content differs from traditional planar, 2D production in
Figure 4. In this illustration, the parallel cameras in the rig below give an undistorted pair of stereo images, but without image shifting no positive parallax is produced (all objects appear in front of the screen). The camera heads in the one above have been toed-in, allowing to choose the point of Zero Parallax, but producing the trapezoidal distortion (keystoning) shown.
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numerous ways. Stereo cameras – whether physical cameras used on set or virtual cameras used in CG production pose a variety of challenges to most traditional cinematographers and post-production specialists; the challenge goes well beyond the need ensure that any action is properly applied to both media streams (i.e. both cameras/eyes).
In 2D production, revision cycles occur at each step, but rarely require returning to previous steps in the process. In stereo workflows, everything is so interdependent that some revisions ripple across the entire workflow and may require modifications in processes as far back as camera layout. Thus, from layout to editing through compositing and shot finalizing, S3D pipelines must account for stereo processes.
The following is a list of other common issues that any person involved in S3D content creation should be aware of.
Pre-Production
Traditional planar film pre-production starts with storyboards. Stereoscopic pre-production requires a depth script created by a stereographer to accompany the storyboards. The depth script acts as an invaluable tool for visualization, making decisions about each scene’s stereo depth, and as a tool to communicate the creative intent. The use of the depth script to set the stage and frame the scenes is very helpful in generating comfortable and readable stereo images, shots, and sequences.
Production: CG
Artists working on a stereo production require workstations that are stereo-enabled in order to accurately visualize their work. That said, artists might not wish to always see stereo. In the same way audio mixing over long stretches of time results in aural fatigue, looking at stereoscopic images day-in, day-out can cause eyestrain and fatigue. Making critical visual decisions is best handled when the eyes are rested. This is especially true given that decisions made in any one phase of production have an impact on every subsequent phase. Effective stereo pipelines take this into consideration across the entire workflow.
3D VFX techniques will no doubt evolve quickly now that a new generation of digital tools is emerging to facilitate the creation of S3D CG content. Digital stereographer Bernard Mendiburu envisions a new vocabulary of visual effects based on depth consisting of, for example, Z-axis wipes, depth compression, intentional retina rivalry, and depth ghosting.
Production: Live Action
Since physical-world filming is bound by physical limitations, live-action projects have to deal with issues stemming from the fact that no two cameras are exactly alike. In live-action S3D productions, the slightest inconsistencies in alignment, distortions and aberrations from lenses, zoom breathing, lens flare, and spherical reflections can produce discomfort or break the stereo illusion of depth.
Modern specialized S3D camera rigs are designed to maintain the best possible alignment, virtually eliminate pitch, yaw, and roll between cameras, as well as to make sure that lens length, focus, zoom, and iris are linked as closely as possible. Timecode references are genlocked and computer-control is established over zoom, interocular distance, and lens length, while each camera’s respective metadata is saved. Each of these parameters, however, can still have small inconsistencies due, for example, to chromatic and spherical aberrations and zoom breathe. In order to achieve the best results, these need to be addressed in a post-production environment that allows tracking of metadata throughout the entire pipeline. Furthermore, natural differences between frames, like flare and specular reflections in the scene, will often be present and require correction. Continuous access to the available metadata is crucial and could greatly optimize this process.
While most corrections can be applied in post-production environments and in context of the linear narrative, many decisions will be made on-set. Although there is still a debate over whether to leave convergence decisions for post-production, it is clear that since most S3D productions will go through digital processing, preserving information—of the choices, technical parameters, and image layers—is critical to a good result.
Post-Production
Compositing and effects work in general require artists to rethink what they know, because techniques that work well in 2D do not work at all in stereo. This is because even the smallest nuance of difference between left-right images is a cue for the brain to sense depth. If those subtle differences are lost, so is the illusion of depth.
Standard 2D particle effects and layered effects can’t simply be set on the left and copied on the right, because the images will be exact copies of each other and will therefore appear flat at the screen plane. As for lens flares, these are best applied as a post process since the minimum differences in the optical characteristics of lenses and their positions will cause mismatches between the flares that will render them inconsistent with each other and hence break the stereo illusion. Stereo grading is essential for achieving smooth transitions between shots and maintaining stereoscopic continuity, which reduces eye fatigue.
The aforementioned issues with screen size also pose a challenge at the post-production stage. While an experienced stereographer can make judgments inferring the effect on the big screen from what he or she sees on the workstation’s small display, it is always advisable to have a continuous revision process on screens comparable to the target screen size.
Other Issues
There are a number of other challenges inherent in the S3D pipeline: controlling light levels consistently between stereo image pairs, designing for different eye separation technologies (such as active shutter glasses or polarizing lens glasses), managing left-right assets and assembling them before editing,
Figure 5. Stereo effects appear more pronounced the farther viewers are from the screen. Parallax and disparity values, as shown here, remain proportionate as viewer distance to the screen changes.
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to name but a few. Some industry professionals also argue that different digital masters should be created for different screening sizes such as TV, IMAX, Real D, and other theatrical exhibition formats. These issues must be addressed systematically for stereoscopic production to transition from the experimental to the routine, freeing filmmakers to focus on storytelling and creative intent.
Creative Challenges
Since the inception of cinema, filmmakers have strived to tell stories in the most compelling manner possible. Pioneering masters of the medium sought the best technology their budgets would allow as a means to push past the limits and achieve their creative vision. Sound, color, lighting, lenses, cameras, projection, and other specialized equipment have enjoyed relatively rapid development and adoption, propelled by groundbreaking films that used revolutionary technologies to tell great stories or recount cultural or historic events.
Stereoscopic cinema has taken longer than any other technology to come into its own as a storytelling tool. To date, stereoscopy has been used to recreate three-dimensional reality on a 2D screen. There is plenty of opportunity, however, to experiment with hyper-depth images to evoke new cinematic experiences and emotions. Artistically speaking, most 2D rules need not apply.
In fact, experience has shown that some monoscopic conventions simply do not work when carried into the stereo realm. For instance, cues that create the impression of depth in 2D counteract the illusion of depth in stereo. Using depth of field to throw a background out of focus is a common 2D technique used to draw an audience’s attention to anything in-focus placed against that background. Stereopsis, however, is based on binocular pattern matching. A blurred wall behind a character will appear flat in stereo. If characters are set behind the screen plane, the audience will see them as being behind the wall when projected in stereo.
Filmmaking is a collaborative craft that requires powerful and intuitive tools that help creative people tell compelling stories. The convergence of digital display technologies, emerging digital tools and standards, as well as economic considerations has enabled filmmakers to concentrate their efforts on the creative side. Knowledge of the new medium, well-crafted tools and confidence with a new language is what will drive the success of S3D.
The Case for a Unified Stereoscopy Pipeline
The fact that each step in the stereoscopic workflow is so interdependent presents quite a challenge for those planning an S3D production. To improve the quality, efficiency and success of S3D projects, control over the stereoscopic parameters must be maintained over the entire process and allowances made for very wide revision cycles, and for a workflow made of many parallel, iterative steps.
While there is no “one right way” of creating an S3D film, production should be stereoscopic from the start. A depth script should accompany the actual script. Storyboards should be produced in a CG stereoscopic-enabled previs toolset. Depth grading should be checked at each step of the workflow—previs, digital dailies shot with camera rigs or rendered CG, edits, and effects—on actual theatrical stereoscopic screens in whatever stereoscopic format and master size the target screen will be. Effects should be designed on the same nonlinear platform in which the rest of the production is being handled.
To facilitate such an integrated approach to the stereoscopic creation process, tools that maintain and track new classes of metadata specific to S3D images, and their corresponding layers, should be used as they allow visualization of S3D information in-context and permit the modification of all relevant parameters throughout the entire production process. A standard file format to support transporting of data across such a pipeline will be required. Such tools could automate most of the processes that require no creative input, leaving creative individuals free to focus on getting the most out of an exciting new, yet century-old, medium.
Summary
Developments in digital-projection technologies, combined with declining attendance driven by a number of alternate forms of entertainment technology, are at the heart of a renaissance in stereoscopic cinema.
But is S3D here to stay? Judging by the number of projects currently in the works and today’s technical and economic conditions, S3D is clearly not just a fad. Just how pervasive S3D will become, however, hinges as much on creative considerations as it does on technical or economic ones. S3D can enhance the movie-going experience, and if filmmakers are willing to use S3D as an immersive storytelling medium with a creative vocabulary all its own, S3D projects will likely enjoy continued box-office success.
Filmmakers willing to embrace S3D must, however, bear in mind that many S3D processes do not have an equivalent in traditional planar, 2D production. Indeed, the very interconnectedness of these processes poses unique challenges; changes made at any stage of the S3D production process may ripple across the entire process. Moreover, even without the depth variable, today’s post-production landscape is complex. It is therefore imperative that a unified production pipeline be used to minimize potential problems.
Well-crafted, integrated tools give creative people command over technology, making it one of many colors in their creative palette. Stereoscopic 3D imagery will succeed when the production tools harness its power, giving filmmakers command over depth as a means to enhance their stories. As history has shown, if the tool chain is limiting, it takes control of the creative process.
Autodesk is investing in building top-tier tools that address S3D content creation from early pre-production stages, through post-production to mastering, in a holistic manner. These tools are being designed for interoperability and ease of integration so that filmmakers can have at their disposal a pipeline that gives them creative command of stereo imaging as a storytelling device.
References:
StereoGraphics® Developers’ Handbook, Background on Creating Images for CrystalEyes® and SimulEyes
The Business Case for Digital 3D Cinema Exhibition, June 2007, Screen Digest
The Stereoscopic Digital Cinema in 2007: Dimensions and Future of the “Digital 3-D Revolution”
by Bernard Mendiburu, Digital Stereographer Los Angeles, USA (©2007 Autodesk, Inc.)
A Second Chance for 3-D, Wired magazine, Nov. 2007 issue, by Frank Rose
A Systematized Visual Pipeline Brief Final LEFT SMPTE Version reduced.pps (LightspeeD Design, Chris Ward, Robert Mueller)
Prospects for 3D Digital Cinema, Matthew Brennesholtz, Insight Media Authoring in Stereo: Rewriting the rules of visual story telling.
September 18, 2007, Jim Mainard, DreamWorks Animation
Lenny Lipton’s blog: http://community.reald.com/blogs/real_d_blog/
www.wikipedia.org
www.boxofficemojo.com
Autodesk is a registered trademark or trademark of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries. All other brand names, product names, or trademarks belong to their respective holders. Autodesk reserves the right to alter product offerings and specifications at any time without notice, and is not responsible for typographical or graphical errors that may appear in this document.
© 2008 Autodesk, Inc. All rights reserved.
7

Animation in India scope


Animation in India.

The Indian animation market, fairly "static" until a few years ago, is suddenly waking up to a host of global opportunities that promise a lot of "action" for the country's leading design specialists. The demand for animation production services from international animation studios spurred in large part due to India's lower costs of animation production and technical manpower to meet 2-D and 3-D animation requirements is drawing Indian companies into the animation framework, compelling them to view this emerging market with seriousness.

During the 1996-99 period, in fact, the share of the Asia Pacific region in the global computer animation production market has increased significantly, based on some of the above mentioned strengths.

North American film and television program producers (that boast worldwide networks) are finding it viable to sub contract animation production activities to independent studios overseas, and thus focusing instead on areas like film distribution. Indian companies are naturally partaking of this expanding potential.

The Indian domestic segment: a hot home market

The Indian domestic market too is throwing up revenue generation prospects for ICT solutions providers specializing in this market. The requirement by the burgeoning Indian television segment for animation and special effects related work is also giving a fillip to this segment. Recognizing this potential, a number of Indian software players are turning their attention to animation. Animation studios now dot the country and the industry is also witnessing the arrival of training houses that are dedicated to building skilled manpower for this market.

Cities in India such as Mumbai (which houses India's movie industry ), Chennai, Bangalore, Hyderabad and Trivandrum are playing host to some of the country's leading animation houses. Companies such as Crest Communications, Films Division, Maya Entertainment, Silvertoon Studio, UTV Toons, Zee Institute of Creative Arts (ZICA), 2NZ Studios, Prasad Studios, Acropetal, jadooWorks, Color Chips, Toonz Animation, Heart Animation, are just a few of the ventures that have dedicated themselves to the world of animation and special effects.

Animation market: size is just right!

A recent study on the animation industry by NASSCOM shows that the global animation production market is set for major growth. The study, which is based on multiple statistical projections on the market, from segments such as industry sources, Pixel Inc. and Arthur Andersen (Study on the Entertainment and Media sector) forecasts that the global animation market will generate revenues worth US$ 50-70 billion by 2005.





Total Global Animation Production
($ billion)
2000
2001
2002E
2003F
Estimate 1
16.0
-
-
50.0
Estimate 2
31.5
38.0
45.0
-
Estimate 3
-
25.0
-
70.0
Figures from Pixel Inc. show that the estimated market size of the global animation production market by the end of 2002 will be around US$ 45 billion
Total Animation Production by Indian Producers
($ billion)
2000
2001
2002E
2003F
Estimate 3
6.0
-
-
1.3
E: Estimate F: Forecast
Source: Estimate 1: Industry source 'A' , Estimate 2: Pixel, Inc.; Estimate 3: Arthur
Andersen's study on the Entertainment and Media Sector
Total animation production by Indian producers meanwhile is expected to touch US$1.5 billion by 2005 (Arthur Andersen's study on the Entertainment and Media sector).
Global Entertainment: Demand for Animation Production Services
($ billion)
2000
2002E
2003F
Estimate 1
30.0
-
-
Estimate 2
22.7
32.4
37.0
E: Estimate F: Forecast
Source: Estimate 1: Industry source 'B' , Estimate 2: Pixel, Inc.
Some of the other estimates of the NASSCOM report on animation indicate the following:
  • The global entertainment market will generate a demand for animation production services of the order of US$ 37 billion by 2003 (forecasts by Pixel Inc.)
  • In the non-entertainment segment the demand for animation production services will touch US$ 14.7 billion by 2005 (forecasts by industry source).
Global Non-Entertainment: Demand for Animation Production Services
($ billion)
2000
2002E
2003F
Estimate 1
8.8
12.6
14.7
E: Estimate F: Forecast
Note: Non-entertainment comprises the industrial & commercial applications of animation.
Source: Estimate 1: Pixel, Inc.
  • The global film/TV program production market will create a US $ 17.5 billion revenue opportunity for animation production houses (forecasts by Pixel Inc.)
  • On the gaming side, according to an ICT industry leader, the demand for animation production services was of the order of US$ 5 billion in 2000

Global Film/TV Programme Production: Demand for Animation Production Services
($ billion)
2000
2002E
2003F
Global
Asia
India
Estimate 1
30,000
24,000
30
-
-
Estimate 2
1,000
250-350
3-5
-
-
Estimate 3
10,500
-
-
15.0
17.5
India: the animation hub?

India is gradually positioning itself as a significant provider of animation production services. The country's strengths and edge in the market
include the following:
  • A vast base of English speaking manpower: animation, which requires a familiarity with the English language, benefits when the work is outsourced to India. Besides, a number of initiatives are underway in the country targeted at creating skill manpower for the animation market
  • Presence of animation studios: a number of Indian cities already boast hi-tech animation studios (equipped with state-of-the-art hardware and software) which are successfully completing projects from overseas companies
  • Low cost of animation services: India's edge in terms of pricing is stated to be unmatched. Compared to other countries, Indian animation houses charge extremely low rates
  • India's large entertainment sector: Owing to a prolific entertainment segment, India has a ready supply of content developers
The road ahead

While India appears well positioned to play an important role in the global animation production market, the NASSCOM study suggests that much more needs to be done. In its recommendations to animation industry leaders and the Government, the study states that the country needs to take the following steps:
  • increase the level of interest of audiences in the domestic market in animation
  • enter into co-production tie-ups with countries such as Canada to develop animation content
  • increase the range of applications for animation such as documentaries, etc.
  • develop a "national brand identification" in animation
  • strengthen the interface between local studios and producers
  • have a representation in major international animation markets and festivals
  • create assured offtake of locally produced original animation productions by domestic broadcasters
  • provide relevant funding and infrastructure for animation product development
  • set up animation parks on the lines of STPs
  • take a series of strategic initiatives to build a body of manpower talent to fuel the growth of this market
India has the capabilities to make it big in the global animation production market. Even though activity in this segment is currently low key, action is expected to hot up over the next few years as more and more Indian software development companies take to the market and set up facilities dedicated to animation production services.
Source: NASSCOM


Tuesday, March 13, 2012

Animation Industry Growth


The global animation market (demand perspective) was estimated at USD 59 billion in 2006. This market is expected to grow at a CAGR of nearly 8 percent over 2006- 2010, to reach USD 80 billion by 2010. Of the total revenue earned in the segment, approximately 40-45 percent is attributed to the cost of development. Consequently, the global market for animated content and related services (developer’s perspective) is estimated at USD 25-26 billion and is forecast to cross USD 34 billion by 2010.

Within animation, the entertainment segment will continue to remain the major contributor, accounting for nearly three-fourth of the total market through the forecast period.


Indian Animation Industry Expected to Reach USD 869 Million by 2010
The Indian animation industry was estimated at $354 million in 2006 and is forecast to reach $869 million by 2010, representing a CAGR of 25 percent over 2006-2010. The Indian gaming industry was estimated at nearly $48 million in 2006 and is expected to cross $424 million by 2010, representing a CAGR of 72 percent over 2006-2010.


ACCEL Placement Cell
Accel provide 100% Placement assistance for students who complete their courses successfully to find suitable employment at leading animation Studios. For this purpose an exclusive placement cell is established to assist the students. Accel students are given preference for recruitment in ACCEL ANIMATION STUDIOS which is one of the fastest growing animation studios in India.

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Graphics and Multimedia FAQ

Graphics & Multimedia FAQ


Graphics FAQ

Q. What is the difference between .gif and .jpeg?

A. GIF is short for Graphics Interchange Format. GIF's advantages is that it is supported by practically all web browsers, can include transparent backgrounds, supports interlacing (providing a low-resolution preview of the graphic to the viewer while it downloads), and can be used as an image map (allowing the viewer to click on the graphic as they would a regular link to another site.) GIF's disadvantages are that it can only support 8-bit color (or a palette no greater than 256 colors). It may also handle dithering poorly, which is the result of pixels in a graphic that try to mix themselves up to emulate different colors. Photographs saved as GIFs can also lose their detail and a wide range of values.

JPEG is short for Joint Photographers Experts Group. JPEG is superior in rendering color and detail found in photographs or graphics using blends, gradients, and other tonal variations. It also provides for greater compression options (Low, Medium, High, and Maximum) allowing the the artist the perfect balance between quality and file size. The disadvantages of JPEG files are that they cannot be saved in index-color mode, meaning that many people who view the images with 8-color monitors may experience unusual dithering patterns. JPEG files also do not allow for transparent backgrounds, so you are stuck with either leaving the background of the image the same color as the background of your page, or having to settle for a border around your image.

Metallic images (gold, silver, copper, steel, bronze) are created using different types of gradients. Some of the gradients can be quite complex. For this reason, most metallic images should be exported or saved as JPEGs rather than GIFs. A JPEG is much better at displaying a wide range of tones, which is what a gradient is.

Use a GIF format if your graphic consists primarily of line art or flat colors without gradients. JPEG-converted graphics are best for photographs or images with fine tonal variations in colors, such as images with gradients or metallic images. Choosing the right file format is not only important for the quality, but for keeping your image's file size to a minimum.


Q. What is Dithering?

A. Dithering is the most common means of reducing the color range of images down to the 256 (or fewer) colors seen in 8-bit GIF images. Most images are dithered in a diffusion or randomized pattern to diminish the harsh transition from one color to another. But dithering also reduces the overall sharpness of an image, and it often introduces a noticeable grainy pattern in the image. This loss of image detail is especially apparent when full-color photos are dithered down to the 216-color browser-safe palette.


Q. What is Bit Depth?

A. Bit depth--also called pixel depth or color depth--measures how much color information is available to display or print each pixel in an image. Greater bit depth (more bits of information per pixel) means more available colors and more accurate color representation in the digital image. For example, a pixel with a bit depth of 1 has two possible values: black and white. A pixel with a bit depth of 8 has 28, or 256, possible values. And a pixel with a bit depth of 24 has 224, or roughly 16 million, possible values. Common values for bit depth range from 1 to 64 bits per pixel.


Q. What is the standard dpi (dots per inch) resolution for print?

A. minimum 150 dpi


Q. What is the standard ppi (pixels per inch) for web design?

A. 72 ppi


Q. What is the difference between vector and raster objects?

A. Raster objects are made up of pixels and are considered resolution dependent because they contain a fixed number of pixels that are used to create the image. They will lose quality if enlarged beyond the number of pixels needed in a particular use. Since there is a fixed and therefore a limited number of pixels, the image becomes fuzzy as it is enlarged. Raster images are the best choice for creating subtle gradations of shades and color, such as in a photograph or in a computer-generated painting.

Vector objects are made of lines and curves that are defined mathematically in the computer. A vector graphic is resolution-independent. They can be made larger or smaller without any loss of quality to the image. Vectors can be printed at any size, on any output device, at any resolution, without losing detail and without altering the resolution of the image.


Q. What is RGB?

A. A color model that consists of red, green, and blue; the primary colors that are mixed to display the color of pixels on a computer monitor. Every color of emitted light can be created by combining these three colors in varying levels. RGB is often used in color coding on web pages, particularly for GIF files.


Q. What is CMYK?

A. A color model that describes each color in terms of the quantity of each secondary color (cyan, magenta, yellow), and "key" (black) it contains. The CMYK system is used for printing. For mixing of pigments, it is better to use the secondary colors, since they mix subtractively instead of additively. The secondary colors of light are cyan, magenta and yellow, which correspond to the primary colors of pigment (blue, red and yellow). In addition, although black could be obtained by mixing these three in equal proportions, in four-color printing it always has its own ink. This gives the CMYK model. The K stands for "Key' or 'blacK,' so as not to cause confusion with the B in RGB.


Q. What is Lab Color?

A. In the Lab color model, L defines the lightness of the color, and a and b define the color along a red/green and blue/yellow axis, respectively. The Lab model comprises all colors in the visual spectrum and is device-independent. It is useful for converting colors between other color models -- for example, from an RGB model to a CMYK model. It also can preserve original color values from one color reproduction device to another.


Q. What is Indexed Color?

A. Indexed color is a term describing a graphic that contains 256-colors or less. All .gif images are made of indexed colors. The colors are stored in a palette, that is sometimes referred to as a color lookup table. The indexed image's palette contains only the colors that are needed for the image, so it takes up less space on the webpage.


Q. What is Multichannel Color?

A. Multichannel mode uses 256 levels of gray in each channel. Multichannel images are useful for specialized printing.


Q. What is Duotone?

A. Duotones are used to increase the tonal range of a grayscale image. Although a grayscale reproduction can display up to 256 levels of gray, a printing press can reproduce only about 50 levels of gray per ink. This means that a grayscale image printed with only black ink can look significantly coarser than the same image printed with two, three, or four inks, each individual ink reproducing up to 50 levels of gray.

Sometimes duotones are printed using a black ink and a gray ink--the black for shadows and the gray for midtones and highlights. More frequently, duotones are printed using a colored ink for the highlight color. This technique produces an image with a slight tint to it and significantly increases the image's dynamic range. Duotones are ideal for two-color print jobs with a spot color (such as a PANTONE Color) used for accent.



Stock Photography FAQ

Q. What is the difference between Rights Managed and Royalty Free in purchasing Stock Photography?

A. RIGHTS MANAGED IMAGES are "rented" for a specific purpose at a specific price. Once you negotiate a fee with the agency (or photographer) for the specific use you have in mind, any other use is subject to an additional fee.

ROYALTY FREE IMAGES are purchased outright, either as single images or on disc volumes in bulk, and can be used any way you want, with certain restrictions.

Note: Each stock agency has it's own set of guidelines for Rights Managed and Royalty Free image purchasing but this is the basic rule of thumb.



Multimedia FAQ

Q. What exactly is "streaming media"?
A. "Streaming media" refers to listening to or viewing digital media-mainly audio or video-on your computer in real-time as it comes across the Internet. In the past, you had to wait up to an hour to hear or see a few minutes of downloaded audio and video. But with streaming media you can view content and information instantly-on anything from an ordinary telephone line to a broadband connection or office LAN.

Q. What's the difference between "download-and-play" versus "real-time" streaming?
A. Experiencing Internet media via the download-and-play method means exactly that-your computer downloads a compressed media file, such as MP3, from the Internet to your hard drive. Once that file has downloaded completely, the media starts to play. With real-time streaming, on the other hand, the media is broadcast directly to your computer from a server and played back as the information is received from the server.

HTTP Streaming (download-and-play)
Also known as progressive streaming, this method takes a compressed media file and downloads it to your computer's hard drive before playback using any Web server such as Apache, Roxen, Microsoft Internet Information Server or Netscape.

Real Time Streaming
Real-time streaming is broadcast to your computer directly from a server and played back as the information is received from the server, without waiting for the file to download. Real-time servers include the RealSystem Server and QuickTime's Darwin streaming server.

Q. What do I need to begin streaming?
A. To stream media via the Internet you first need some "content," such as audio or video, images, text or animation. You'll need to convert it to digital format (e.g., .avi for video or .wav for audio) using a capture card. Next you must compress that media with an encoder so it can travel efficiently over the Internet. And lastly you need a server to send the media to a player upon request.

These definitions will be helpful as you learn more about streaming media:

Capture Card
This is a special piece of hardware, such as the Osprey 100, installed on a computer that can translate video and audio input from a video source, such as a camcorder, into digital format and write it to the hard disk in a number of formats, some of which can be compressed and streamed. A sound card-you probably already have one on your computer-is usually sufficient for converting the signal from an audio source (like a microphone or tape recorder) into a .wav file that can be compressed for streaming.

Encoder
High-quality audio and video files can be very large. In order for the data to stream efficiently over the Internet to a range of targeted bandwidths, it must be compressed into small information packets. This compression is done with encoding software, often called an "encoder," such as RealSystem Producer.
Note: RealSystem Producer Plus includes a bandwidth simulator that lets you see what your audience sees at each specified connection rate.

Server
"Server" can refer to both hardware and software. A server is a computer (hardware) that contains the files (sometimes called "content") to be delivered. This server also houses the technology (software) to deliver these files over a network such as the Internet.

Player
A player is any software application-such as RealPlayer-that receives streaming (digital) media from a Web or intranet server, decodes it and plays it back on your computer.

Q. What kinds of files can be streamed?
A. The streaming server software determines the types of digital media-such as WAV or AVI files-it can stream. RealSystem Server can stream over 45 different data types, mainly different formats of video and audio:

Video Content
RealVideo, AVI, QuickTime

Audio Content
RealAudio, WAV, AU, MPEG-1, MPEG-2, MP3

Others
RealPix, RealText, GIF, PNG, JPEG, SMIL, Flash

Q. What do "broadband" and "narrowband" mean?
A. "Broadband" and "narrowband" are terms used to describe the type of connection you have to the Internet, based on your connection speed. Broadband usually refers to high-speed connections of 200Kbps or higher (such as DSL or cable-modem connections), and narrowband refers to connections of less than 200Kbps (e.g., a regular dial-up modem using your phone line).

Q. What are codecs?
A. Whenever you encode some content, you're utilizing a codec. "Codec" is an abbreviation for compression/decompression. A codec can be either a software application or a piece of hardware that processes media through complex algorithms, which compress the file for streaming and then decompress it for playback. Unlike other kinds of file-compression packages that require you to decompress a file before viewing or listening, codecs decompress the media on-the-fly, so your audience can view or listen to a file from its original compressed format. Your audience sees your content immediately with minimal loss of quality from the original.

Q. How can I make my streaming presentations more dynamic?
A. Using a technology called SMIL (Synchronized Multimedia Integration Language, a W3C standard for Web media) you can combine different media types-audio, video, text, still images, Flash, etc.-in the order you want them to appear, and place them where you want them to appear in your player. It's one thing to simply show a video on the Web, but much cooler when you can create a fully interactive presentation featuring multiple media types.




list of animation studios in india


India
2nz Animation Co. ............................................2
Acropetal ...........................................................6
Acropetal Animedia Ltd. ..................................6
AMM Studio ....................................................9
Animation India .............................................12
Animedia ....................................13
Aum Creations ............................19
Base 77 .......................................22
Benz Infotech .............................24
Color Chips India ........................41
Connoiseur Media ......................42
Crackerworkz Media ..................43
Digikore Studios Ltd. ..................49
E-3Dimensions Pvt. Ltd. .............54
Escotoonz Animation Studio .......57
Eternal Illusions Graphics ..........58
Graphiti Multimedia Private Ltd..70
Grecells Entertainment ..............70
Innovatives .................................79
JadooWorks ................................82
Katuns Entertainment ................84
Leoarts Communication .............89
Levioza Toons .............................90
MUV Technologies Ltd. .............105
Padmalaya Telefilms Ltd ..........111
Paprikaas Animation Studios ...111
Pentamedia Graphics Ltd. ........112
Quasars Cartoons Pvt. Ltd. ......118
Rajalakshmi Media Services ....119
Reflexion Multimedia ...............120
Shy Communications Private Ltd. ...128
Titalee Digital Studios ..............145
Toonbox Animations .................145
Toonz Animation India Pvt. Ltd. 145
Vinznet ......................................152