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        <link>http://www.convergence3d.net/en/</link>
        <url>http://www.convergence3d.net/en/lib/images/favicon.ico</url>
    </image>
    <item rdf:about="http://www.convergence3d.net/en/3d_film_factory_3d-bs_pro?rev=1294356760&amp;do=diff">
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        <dc:date>2011-01-06T17:32:40-05:00</dc:date>
        <title>3d_film_factory_3d-bs_pro</title>
        <link>http://www.convergence3d.net/en/3d_film_factory_3d-bs_pro?rev=1294356760&amp;do=diff</link>
        <description>The 3D Film Factory is the Worldwide leader in Affordable, Professional 3D Camera Systems.  Visit us at www.3DFilmFactory.com</description>
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    <item rdf:about="http://www.convergence3d.net/en/aligning_the_cameras?rev=1294924620&amp;do=diff">
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        <dc:date>2011-01-13T07:17:00-05:00</dc:date>
        <title>aligning_the_cameras</title>
        <link>http://www.convergence3d.net/en/aligning_the_cameras?rev=1294924620&amp;do=diff</link>
        <description>Cameras and lenses must be, obviously, exactly identical.

The perfect alignement, pixel-wise, of cameras, is crucial for the comfort of your audience. The slightest vertical parallax must be eliminated, because it would force one eye to look up while the other look down. Various other elements can lead to other painful, disturbing or tiring vertical disparities:</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/and_if_you_re_discovering_stereo3d_you_better_start_here?rev=1292342490&amp;do=diff">
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        <dc:date>2010-12-14T10:01:30-05:00</dc:date>
        <title>and_if_you_re_discovering_stereo3d_you_better_start_here</title>
        <link>http://www.convergence3d.net/en/and_if_you_re_discovering_stereo3d_you_better_start_here?rev=1292342490&amp;do=diff</link>
        <description>You'll find here the basics that are necessary to understand all the rest of Convergence3D...

Principles

Shooting stereo is shooting to recreate on screen the feeling of depth the brain gives us in reality, using the small difference of point of view between the right eye and the left eye.

If I put my finger in front of my eyes, then my eyes must tilt in to not see it doubled: this is called convergence: my eyes have to tilt in more to look at an object which is closer, and to tilt in less to…</description>
    </item>
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        <dc:date>2010-07-06T07:49:20-05:00</dc:date>
        <title>angulation</title>
        <link>http://www.convergence3d.net/en/angulation?rev=1278420560&amp;do=diff</link>
        <description>Angulation, also called “toe-in”, and very often (though it is not completely proper) ”convergence” or “camera convergence”, refers to the angle off of parallel cameras are angled on a rig.

Usually only one camera is angled (or “angulated”), but some stereographers prefer to angle both of them.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/artificial_horizon?rev=1278425995&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T09:19:55-05:00</dc:date>
        <title>artificial_horizon</title>
        <link>http://www.convergence3d.net/en/artificial_horizon?rev=1278425995&amp;do=diff</link>
        <description>The maximum far parallax allowable for a specific screen size, to avoid eye divergence: when projected, if an object has more than 6.5cm/2.5in positive screen offset, then the viewers' eyes will diverge, causing eyestrain.

For example, the artificial horizon of a 6.5m/21ft-wide screen is +1%, because 1% leads to a screen offset of 6.5cm/2.5in.

For the same reason, the artificial horizon of a 13m/42ft-wide screen is 0.5%.</description>
    </item>
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        <dc:date>2010-06-18T07:59:34-05:00</dc:date>
        <title>beefree_production_france</title>
        <link>http://www.convergence3d.net/en/beefree_production_france?rev=1276865974&amp;do=diff</link>
        <description>With the the movie “UNE NUIT AU CIRQUE 3D”, BeeFree becomes one of the leading production companies in 3DS in France.

&lt;http://www.beefree.fr&gt;</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/far_parallax?rev=1278422735&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T08:25:35-05:00</dc:date>
        <title>far_parallax</title>
        <link>http://www.convergence3d.net/en/far_parallax?rev=1278422735&amp;do=diff</link>
        <description>The Parallax of the farthest object in a scene.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/glossary_of_stereo_3d?rev=1278426139&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T09:22:19-05:00</dc:date>
        <title>glossary_of_stereo_3d</title>
        <link>http://www.convergence3d.net/en/glossary_of_stereo_3d?rev=1278426139&amp;do=diff</link>
        <description>Angulation

Artificial Horizon

Beamsplitter Rig (or “Mirror Rig”)


Convergence


Depth Budget

Disparity

Divergence


Far Parallax


H.I.T.


Interaxial


Keystoning


Offset

Out-of-screen effect


Near Parallax



Parallax

Parallax Range

Post-Production Shift</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/h.i.t?rev=1278423263&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T08:34:23-05:00</dc:date>
        <title>h.i.t</title>
        <link>http://www.convergence3d.net/en/h.i.t?rev=1278423263&amp;do=diff</link>
        <description>Horizontal Image Translation, also called “post-production shift”. The amount (in pixels or %) of horizontal shift you apply to one image in relation to the other.

H.I.T. being almost equivalent to an angulation done at shoot time, some stereographers prefer to not angulate, and instead shoot with parallel cameras and do a H.I.T. in post-production, because angulation can introduce keystoning effects.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/institutions_productions_companies_rental_companies?rev=1333866526&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-04-08T01:28:46-05:00</dc:date>
        <title>institutions_productions_companies_rental_companies</title>
        <link>http://www.convergence3d.net/en/institutions_productions_companies_rental_companies?rev=1333866526&amp;do=diff</link>
        <description>Rental Companies

Rental Companies proposing 3D equipement. 


In France

Emit

Locared

Panavision-Alga

Transpacam



Sellers

Sellers of 3D Equipement


3D Glasses

In France

Panosphere


Tridimax / Stereomax[]




S3D Production Companies


[3D Film Factory (USA)

]]3eality Digital (USA)

AmaK Studio (France)

BeeFree Production (France)

Binocle (France)

Cow Prod &amp; Stereocorp (France)

nWave Pictures (Belgium)

Pace (USA)

Parallell Cinéma (France)

Paradise FX (USA)

Principal Large Form…</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/interaxial?rev=1278423667&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T08:41:07-05:00</dc:date>
        <title>interaxial</title>
        <link>http://www.convergence3d.net/en/interaxial?rev=1278423667&amp;do=diff</link>
        <description>Interaxial

The interaxial is the distance between the center of the lenses of the cameras. It can be changed on most 3D-rigs.

It is very often mistakenly called ”Interocular” (or I/O) - which is the distance between the eye (average: 6.5cm/2.5in).

The interaxial is different of the interocular on most shots (smaller in most cases, except for large landscape shots). A beamsplitter rig can allow very small interaxials, a side-by-side rig allows large interaxials.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T09:23:41-05:00</dc:date>
        <title>offset</title>
        <link>http://www.convergence3d.net/en/offset?rev=1278426221&amp;do=diff</link>
        <description>Also sometimes called “screen parallax”. Not to be confused with parallax.


An object's “screen offset” is its parallax on the final projection screen, measured in centimeters or inches. It is a physical distance that varies on each screen size; while the parallax of the same object is expressed in % or in pixels, and depends only on how the stereo is built.



As an exemple: a +1% parallax (which is 19 pixels in Full HD (a 1920 pixels wide image) can lead to a screen offset of 6.5cm on a 6.5m …</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/offset_or_screen_offset?rev=1278421231&amp;do=diff">
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        <dc:date>2010-07-06T08:00:31-05:00</dc:date>
        <title>offset_or_screen_offset</title>
        <link>http://www.convergence3d.net/en/offset_or_screen_offset?rev=1278421231&amp;do=diff</link>
        <description>Also sometimes called “screen parallax”. Not to be confused with parallax.


An object's “screen offset” is its parallax on the final projection screen, measured in centimeters or inches. It is a physical distance that varies on each screen size; while the parallax of the same object is expressed in % or in pixels, and depends only on how the stereo is built.



As an exemple: a +1% parallax (which is 19 pixels in Full HD (a 1920 pixels wide image) can lead to a screen offset of 6.5cm on a 6.5m …</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/parallax?rev=1278426276&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T09:24:36-05:00</dc:date>
        <title>parallax</title>
        <link>http://www.convergence3d.net/en/parallax?rev=1278426276&amp;do=diff</link>
        <description>An object's “parallax” is the distance, in % or pixels, between its left and right images (usually between -2% to 1%, sometimes - very rarely - as big -4% to 2.5%).

Negative parallax is “crossed parallax” (left image on the right, right image on the left) and appears in front of the screen, positive parallax is “uncrossed parallax” and appears behind the screen.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/parallax_range?rev=1278421985&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T08:13:05-05:00</dc:date>
        <title>parallax_range</title>
        <link>http://www.convergence3d.net/en/parallax_range?rev=1278421985&amp;do=diff</link>
        <description>Sometimes called ”Depth Budget” or ”Stereo Real Estate”, but because the meaning of these expressions is more vague, “Parallax range” tends to replace them.

The total “parallax range” of an image is a measure of its total depth: it's the difference between the parallax of the farthest object, minus the parallax of the closest object.



For example: In an image where the farthest object has a +1% parallax and the closest object a -2% parallax, the parallax range is 3%. 



a) Parallax range is …</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/portals_websites?rev=1336376918&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2012-05-07T02:48:38-05:00</dc:date>
        <title>portals_websites</title>
        <link>http://www.convergence3d.net/en/portals_websites?rev=1336376918&amp;do=diff</link>
        <description>Portals &amp; Websites


3Droundabout


Stereo-3D Info Website

S3D Database


Stereoscopy.com


Third Magazine


Today3D


RealVision S3D Knowledgebase


//www.3dathome.org/</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/post-production_shift?rev=1278422468&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T08:21:08-05:00</dc:date>
        <title>post-production_shift</title>
        <link>http://www.convergence3d.net/en/post-production_shift?rev=1278422468&amp;do=diff</link>
        <description>See H.I.T.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/pre-production_with_a_specialized_software_program_frameforge?rev=1292949808&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-21T10:43:28-05:00</dc:date>
        <title>pre-production_with_a_specialized_software_program_frameforge</title>
        <link>http://www.convergence3d.net/en/pre-production_with_a_specialized_software_program_frameforge?rev=1292949808&amp;do=diff</link>
        <description>Planning is crucial in 3D, even more than in 2D. Very cautious scouting will help you to prevent a lot of potential problems: check and note all distances, check where the farthest object will be, take into account the encumbrance of the 3D-rig, look for textured surfaces rather than plain surfaces without any 3D clues.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/pre-production_without_a_specialized_software_program?rev=1292946292&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-21T09:44:52-05:00</dc:date>
        <title>pre-production_without_a_specialized_software_program</title>
        <link>http://www.convergence3d.net/en/pre-production_without_a_specialized_software_program?rev=1292946292&amp;do=diff</link>
        <description>Planning is crucial in 3D, even more than in 2D. Very cautious scouting will help you to prevent a lot of potential problems: check and note all distances, check where the farthest object will be, take into account the encumbrance of the 3D-rig, look for textured surfaces rather than plain surfaces without any 3D clues.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/realvision_s3d_knoweledgebase?rev=1279959373&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-24T03:16:13-05:00</dc:date>
        <title>realvision_s3d_knoweledgebase</title>
        <link>http://www.convergence3d.net/en/realvision_s3d_knoweledgebase?rev=1279959373&amp;do=diff</link>
        <description>Free RealVision Knoweledgebase on Stereoscopic 3D.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/s3d_database?rev=1277512867&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-06-25T19:41:07-05:00</dc:date>
        <title>s3d_database</title>
        <link>http://www.convergence3d.net/en/s3d_database?rev=1277512867&amp;do=diff</link>
        <description>S3D Database


S3D Database is a 'Search Engine Friendly' online database of manufacturers, service providers and technicians working in the Stereoscopic 3D film, television and photography markets.

The database is arranged to create an easy to search listing directory.  Currently there are 13 category headings and 65 sub-categories covering many aspects of S3D production and post-production.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/shooting_convergent?rev=1292955942&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-21T12:25:42-05:00</dc:date>
        <title>shooting_convergent</title>
        <link>http://www.convergence3d.net/en/shooting_convergent?rev=1292955942&amp;do=diff</link>
        <description>There is another technique to set the far parallax, that is prefered by some stereographers because it avoids the loss of a stripe of pixels on the left and right parts of the image, when one shifts one image in relation to the other in post-production :</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/shooting_convergent_forum_en.php?rev=1323509502&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-12-10T03:31:42-05:00</dc:date>
        <title>shooting_convergent_forum_en.php</title>
        <link>http://www.convergence3d.net/en/shooting_convergent_forum_en.php?rev=1323509502&amp;do=diff</link>
        <description>&lt;http://car-insurance-estimator.webs.com/&gt;  Catch sight exactly how straightforward it is to redeem banknotes nigh getting a buggy insurance work out from a kind of of contrastive assurance providers . Lots of factors are taken into account by way of insurance carriers whenever determining your cost. Some of these factors you can switch but others are out of the closet of your control.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2010-12-21T11:27:45-05:00</dc:date>
        <title>shooting_parallel_with_a_post-production_shift</title>
        <link>http://www.convergence3d.net/en/shooting_parallel_with_a_post-production_shift?rev=1292952465&amp;do=diff</link>
        <description>When shooting strictly parallel, without a post-production shift nor angulation, we only get negative parallaxes, or 0% parallax for objects at optical infinity. Everything is in “out-of-screen effect”, but infinity, which is on the screen plane</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/shooting_stricly_parallel_for_imax?rev=1292950741&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-21T10:59:01-05:00</dc:date>
        <title>shooting_stricly_parallel_for_imax</title>
        <link>http://www.convergence3d.net/en/shooting_stricly_parallel_for_imax?rev=1292950741&amp;do=diff</link>
        <description>Shooting strictly parallel, without angulation or post-production shift, is a technique now only used for the IMAX format, where it is well adapted.

For all smaller screens (theater or TV), this technique is generally disappointing, since its main characteristic is the absence of positive parallaxes: when shooting strictly parallel, everything is in front of the screen, nothing is behind the screen - and the optical infinity is on the screen plane.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/start?rev=1278419972&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-06T07:39:32-05:00</dc:date>
        <title>start</title>
        <link>http://www.convergence3d.net/en/start?rev=1278419972&amp;do=diff</link>
        <description>You're going to find here infos about:

Techniques of Stereo 3D

Glossary of Stereo 3D

Stereo 3D Equipement

Institutions, Productions Companies, Rental Companies...

Portals &amp; Websites




And if you're discovering Stereo3D, you better start here



This is a wiki: contents are open and can be freely modified. Convergence3D can not certify the validity of the information you'll find here, although we make great effort to verify the content of the Info Center. If you wish to modify this welcome…</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/stereo_3d_equipement?rev=1298750671&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-02-26T14:04:31-05:00</dc:date>
        <title>stereo_3d_equipement</title>
        <link>http://www.convergence3d.net/en/stereo_3d_equipement?rev=1298750671&amp;do=diff</link>
        <description>You'll find here all the info about S3D equipement: tests, links...

This list is not exhaustive, but wants to become so - so do not hesitate to update all the equiepment we forgot.

The equipement description should follow this format:

1) Technical specifications (objective datas)

2) Test (subjective opinion)

3) Where to find it (for sale/for rent)</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/stereoscopic_and_non-stereoscopic_depth_cues?rev=1294923559&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-13T06:59:19-05:00</dc:date>
        <title>stereoscopic_and_non-stereoscopic_depth_cues</title>
        <link>http://www.convergence3d.net/en/stereoscopic_and_non-stereoscopic_depth_cues?rev=1294923559&amp;do=diff</link>
        <description>Building a 3D shot does not only mean knowing how to set up the stereo without making the audience's eyes diverge or without making too powerful out-of-screen effects.

One must also know how to use the cues that will ease the audience's understanding of the depth of the image. Let's have a look at these different elements:</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/stereoscopy.com?rev=1278246090&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-07-04T07:21:30-05:00</dc:date>
        <title>stereoscopy.com</title>
        <link>http://www.convergence3d.net/en/stereoscopy.com?rev=1278246090&amp;do=diff</link>
        <description>The World of 3D-Imaging!

Welcome to Stereoscopy.com - The World of 3D-Imaging, your one stop information source about the fascinating world of 3D Photography (Stereo Photography) and all other aspects of 3D (“stereoscopic”) imaging. For almost 10 years, we cater for 3D-aficionados around the world and have grown to the world's largest website fully devoted to true stereoscopic images.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/techniques_of_stereo_3d?rev=1299591582&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-03-08T07:39:42-05:00</dc:date>
        <title>techniques_of_stereo_3d</title>
        <link>http://www.convergence3d.net/en/techniques_of_stereo_3d?rev=1299591582&amp;do=diff</link>
        <description>Techniques of Stereo 3D


You'll find here an open knowledge base concerning the main techniques for shooting in S3D, along with a couple of advices and good practices. The idea of this Wiki if to  share as many info and knowledge as possible. Polemics and opinons are absolutely welcome on Convergence3D.net, but maybe more on the Forum rather than in these pages, where we'd like to try to summarize what is accepted by most stereographers.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/the_closest_object_method_-_controlling_the_parallax_range?rev=1294856275&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-12T12:17:55-05:00</dc:date>
        <title>the_closest_object_method_-_controlling_the_parallax_range</title>
        <link>http://www.convergence3d.net/en/the_closest_object_method_-_controlling_the_parallax_range?rev=1294856275&amp;do=diff</link>
        <description>In some shots (out-of-screen effects, for exemple), one may want to control precisely the parallax range by playing with the interaxial. There is two main methods to do so:

Visually:


First, let's make sure the angulation, or post-production shift, is already set (which means: the parallax of the farhtest object is set), for exemple at +1%.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/the_screen_plane_method?rev=1294921854&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-13T06:30:54-05:00</dc:date>
        <title>the_screen_plane_method</title>
        <link>http://www.convergence3d.net/en/the_screen_plane_method?rev=1294921854&amp;do=diff</link>
        <description>For some shots, we don't care about the exact parallax range - and what really matter is the exact location of the screen plane, to avoid stereoscopic window violations, especially when shooting for small screens.

Visually


Once the far parallax is set (by using angulation or post-production shift), we slowly increase the interaxial while watching the 3D compositing monitor, until the screen plane (that is: objects with no parallax) is where we want it to be.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/third_magazine?rev=1277663339&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-06-27T13:28:59-05:00</dc:date>
        <title>third_magazine</title>
        <link>http://www.convergence3d.net/en/third_magazine?rev=1277663339&amp;do=diff</link>
        <description>The 3D Industry Magazine

Third Magazine was created by people with a passion  and  background in all areas of 3D technology to help inform the public and combat the “50 years of bad PR” that has plagued the 3D industry.  Our goal is to help readers understand the groundbreaking technology that is traveling from the minds of industry pioneers to movie screens, televisions, computers and other technologies all over the world, and comprehend the impact that these items will have on the future.</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/today3d?rev=1277578401&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-06-26T13:53:21-05:00</dc:date>
        <title>today3d</title>
        <link>http://www.convergence3d.net/en/today3d?rev=1277578401&amp;do=diff</link>
        <description>Today3D


Daily Stereoscopic 3D Media News. Hub for S3D Production, S3D Exhibition, S3D Broadcast, S3D Gaming, S3D Computing, S3D Television, S3D Projectors, S3D Distribution and S3D Technology and more...

Blog and forum!

&lt;http://www.today3d.com/&gt;</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/what_s_the_difference_between_parallax_range_and_depth_budget?rev=1294858632&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-01-12T12:57:12-05:00</dc:date>
        <title>what_s_the_difference_between_parallax_range_and_depth_budget</title>
        <link>http://www.convergence3d.net/en/what_s_the_difference_between_parallax_range_and_depth_budget?rev=1294858632&amp;do=diff</link>
        <description>The parallax range is a way to quantify the amount of stereo depth in an image. It is the difference between the parallax of the farthest object and the parallax of the closest object.

For exemple, if in my image the farthest object has a parallax of +1%; and the closest object a parallax of -2%, then the parallax range in that image will be 3% (+1 - -2).</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/wiki_editing_title?rev=1311624207&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2011-07-25T15:03:27-05:00</dc:date>
        <title>wiki_editing_title</title>
        <link>http://www.convergence3d.net/en/wiki_editing_title?rev=1311624207&amp;do=diff</link>
        <description>wiki editing content</description>
    </item>
    <item rdf:about="http://www.convergence3d.net/en/writing_for_s3d?rev=1292945233&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2010-12-21T09:27:13-05:00</dc:date>
        <title>writing_for_s3d</title>
        <link>http://www.convergence3d.net/en/writing_for_s3d?rev=1292945233&amp;do=diff</link>
        <description>One may take S3D into account as soon as the writing phase, to use it as a narrative tool. Numerous stereographers believe this is necessary to shoot a film that makes a full use of the narrative possibilities offered by S3D. 

It is possible to imagine scenes where the drama will be amplified if one plays with depth, the out-of-screen effects, or the effects of giganticism and miniaturization.</description>
    </item>
</rdf:RDF>

