So in March
2002, seven studios—Disney, Fox, MGM,
Paramount, Sony Pictures Entertainment, Universal, and
Warner Brothers Studios—established Digital Cinema
Initiatives, in Los Angeles, to create a specification
for digital cinema. They first set a quality threshold:
the image resolution had to be, at a minimum, 2048 by
1080 pixels, a resolution loosely called 2K. The systems
also had to be upgradable to double that resolution,
called 4K. The consortium specified that the systems had
to produce essentially the same range of colors as film
does, with the future potential to include all colors
visible to the human eye.
The group then began looking at how equipment
manufacturers could put together a system that would
provide that high-quality picture using a minimum of
protected intellectual property. The studios knew that
the fewer proprietary technologies they chose, the more
widely and inexpensively they could implement the
systems.
They ended up specifying a video compression
technology and recommending uncompressed sound. But they
didn’t recommend a specific projection technology,
though the industry seems, for now, to have settled on
Digital Light Processing (DLP), a micromirror system
developed by Texas Instruments. Meanwhile, an efficient
method of getting the digital files from the studios to
the theaters is still evolving.
The picture, of course, is key. And several things
conspire against its quality in conventional film
prints. After just a dozen showings, dirt, grease, and
scratches visibly degrade the image. What’s more,
copying a film print through several generations, which
is what the film labs do to generate the immense number
of copies needed for distribution, also reduces image
quality, in the same way that making a photocopy of a
photocopy does.
Starting out, a digital picture with its image clarity
and range of color tones and a pristine film print of a
movie displayed on a well-maintained film projection
system are equal. But the digital version is made with
the exact images approved by the director or the studio,
and it maintains that quality through an indefinite
number of showings and copies.
Today, movies may still be shot on film and then
digitized. The digital files typically used in movie
production to capture, store, and edit movies after they
are shot on 35-mm film are massive, as large as 6000
terabytes. The final uncompressed movie files are a few
terabytes. Yet even these files would be too expensive
for studios and theaters to store, ship, and handle.
Obviously, some sort of compression was needed to
bring costs down. But the movie industry widely
recognized that if digital cinema didn’t start out with
quality that was as good as 35-mm film, it was doomed.
Selecting a compression technology that would enable
digital movies to be packed down to a reasonable size
and without any visible loss of quality required
Hollywood’s most discriminating observers to do a lot of
testing. These “golden eyes” included cinematographers,
movie directors, theater owners, and studio
executives—all people who spend much of their
professional careers examining the minute details of
images, such as color, contrast, and even the tiniest
artifacts that might somehow render an image less
realistic.
These cinema
experts converged in 2002 on the Hollywood
Pacific Theater, a grand old movie palace taken over by
the Entertainment Technology Center at the University of
Southern California and turned into the industry’s
Digital Cinema Laboratory. After replacing the old 35-mm
projection systems with the best film projectors
available, the group invited digital technology vendors
to set up test equipment and asked providers of
compression technologies to face off against one
another. And the games began.
An important technology contender was MPEG-2, the
compression system created in 1994 and now ubiquitously
used around the world for television, DVD, and Internet
video. The problem with MPEG-2, however, is motion
artifacts—the appearance of discontinuity or jerkiness
in action scenes, particularly ones involving speeding
cars or fire.
These motion artifacts appear because MPEG-2 uses
temporal compression. The technique essentially encodes
only the differences between frames, so, after the
initial frame in a scene, the digital files typically
need to add very little information for subsequent
frames. But in scenes with a lot of action, many changes
occur between frames, and the processor that decodes the
compressed data cannot keep up, making movement on the
screen appear jerky or displaying chunks of the picture
as single-color blocks. Motion artifacts are rarely
noticeable on a television screen but are all too
apparent when magnified on a large screen.
The specification developers also considered the cost
of implementation. Companies offered a variety of
compression schemes, but many had costly licensing
requirements or restricted manufacturing to single
sources of supply. The industry wanted quality, but it
also wanted an open and competitive market. The group
finally settled on JPEG2000 as providing the best
possible image quality with the least-encumbered
intellectual property.
The original JPEG format (for Joint Photographic
Experts Group), established in 1986, is ubiquitous in
consumer digital cameras. JPEG is the popular name for
ISO 10918-1, a standard created by the combined efforts
of many image-processing experts from industry and
academia. The format compresses large image files into
manageable sizes through so-called lossy compression, a
technique that discards some information. When done
well, the algorithms discard mostly information that is
unimportant to the human eye or to the human brain as it
processes signals from the eye.
JPEG2000, first published in 2003, updates that
classic technology. It compresses whole frames as if
each were a separate picture, which in fact each is. But
instead of using the original JPEG algorithms, which
analyzed each image and threw away the least important
data, JPEG2000 uses “wavelets.”
In this technique, Fourier analysis transforms the
image into a set of sine waves with different
frequencies and amplitudes. The computer doing the
compression then maps the sine waves against a stored
set of sine waves—the wavelets—to determine which
members of the stored set best represent the image data.
The compression program contains mathematical formulas
to define each of these stored wavelets and records the
image as a set of these formulas. When a computer later
decompresses the image data for viewing, it does the
math to recreate the original sine waves.