Creative Cow Magazine Stereos Copic
Creative Cow Magazine Stereos Copic
Creative Cow Magazine Stereos Copic
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Creative COW Magazine
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Brian Gardner
Los Angeles, California USA
DEPTH SCORING
The thick Black horizontal line represents the cinema’s At a glance, you can see that the sequence starts
movie screen. Everything above that line will be in rather calmly (the smooth parallel lines of the left side
front of the screen, toward the audience. Everything of the score), and gets dramatically more exciting as
under that Black line will be further away, behind the it goes oninto the climax of the scene — the jaggiest
movie screen. lines to the right side of the score.
The thin vertical dotted lines represent the cuts in The lines vertically squeeze together and spread
the sequence, from one shot to another. apart, as the character’s emotional state swings, driv-
The solid Red line is the location in depth of the ing his failures and successes at each moment of the
Point Of Attention — what the audience is looking at. scene’s conflict.
Usually, the POA is the main character in the shot. The main turning point in the character’s emo-
The dashed Orange line is whichever object is tional crisis is the sharp peak at the middle of the score.
nearest to the audience. It could be a character, a prop, This is a gripping moment for the audience.
or a piece of scenery. You can see that I’ve staged the scene’s depth in
The dark solid Blue line reprents the object fur- four movements, with markedly different line quali-
thest away from the audience. Often this is a moun- ties: curvature, separation, beats, and parallelism.
tain, some trees, or the far wall of a room. This divides the scene into four distinct emotional
The dashed sky blue line is the sky (if visible). Since stages, which I want the audience to experience during
this is an outdoor sequence, the sky is in this score. these story beats.
The amount of space between the two dashed Basically, I try to artistically direct the 3D to take
lines tells you the total amount of depth in the scene. the audience on an emotional ride, so that they will
Their placement up/down on the score tells you the feel the story more intensely.
placement of the scene in depth, relative to the movie Isn’t that what movie making is all about?
screen.
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K i P r o . B e c a u s e i t m a t t e r s .
world, which is the math these used to having their perceptual
other guys are doing. And then systems in that much conflict for
there’s the science of visual long.
perception, what your EYES In 1953, Raymond and Ni-
are capable of, and what your gel Spottiswoode created a
MIND is capable of perceiving short called “The Black Swan.”
from that. They believed that the “movie”
Because eyes have to erase world should never come into
veins to reconstruct images, the the “audience” world. It was an
mind is used to making things issue of separatism. They ratio-
up. It sometimes creates a re- nalized that they could relocate
lationship between things that this window into a fixed posi-
the real world may not have tion, away from the theater wall,
put there. For example, you see by adding a static black mask
a chessboard next to a person, to their film, which was made
and even if they’re not playing, slightly different for the left and
you automatically assume that right views.
that person is smart — just because of what’s sitting In fact, they floated it halfway out into the the-
next to them. John Singleton Copley used to put fruit ater to prevent any 3D object from accidentally com-
next to the women in his portraits, to imply that they ing into the “audience” world. There would never be
are more fruitful people. a window violation, because everything would always
I use 3D to create similar perceptual associations. be behind the window.
If I want to show that one person’s life is deeper than Audiences didn’t like it at all. They could clearly
someone else’s, then I actually make the space around see this static window floating in front of them, and
them deeper. You associate that person with depth. I it was distracting. Also annoying was that it created
can put another person in a shallower space, and you retinally rivalrous areas, large areas at the sides of the
automatically think that that person has a shallower frame which could only be seen in one eye. It created
life. more problems than it solved, and was never used
I may not squeeze the space so much that people again in 3D movies.
notice this and say, “Hey, this a deep space, and that Now, when I was in college, I studied the stereo-
one’s shallow.” But I play with the depth enough so grams of Béla Julesz, a perceptual psychologist. He
that people feel it. They subconsciously pick it up the used what looked like random dots to create stereo
same way that they subconsciously associate some- images on paper. One of my homework assignments
body’s intelligence with a nearby chessboard. was to replicate his experiments. And I messed it up!
But it was kind of an interesting mistake, so I started
to explore it — which is the difference between a tech-
PERCEPTION, DEPTH nologist and an artist. Technologists find bugs, and fix
One of the keys to using depth as a creative tool is to them. Artists find bugs, and explore them.
understand how it works in relation to the frame. I started grappling with, “Why is the frame of the
When you watch a 2D movie, you’re aware that the stereo image floating up off the page? Why don’t I per-
screen is on a wall. In 3D, the screen acts more like a ceive the paper as falling backward, away?” Instead of
hole in the wall, a window into the world of the story, random dot stereograms, I started applying it to ani-
with action taking place in a physical space on either
side of it.
If there is an actor who is only partially onscreen CORALINE
in 2D, you understand that the rest of the actor is “be- I really appreciate having worked with Henry Selick
hind” the frame. But if you were to take that exact and PK and the camera crew. You fight an awful
same shot in 3D, and the character was on the audi- uphill battle on many jobs, against people who
ence side of the screen, you’d see half the character just don’t get it. This was the first show that I ever
floating in the air! worked on where everybody got it. It was amazing.
Part of your perceptual system says, “I can only Someone would build a puppet, build a set, then
see half of the person, because the other half of him is the next person would come over and “plus” it, add
behind the window, so he’s behind the window.” Then something even cooler. Then the next person would
your stereo system says, “The window frame is behind come along and plus that. I think that if “Coraline”
him, but half of him is way in FRONT of the window! wasn’t in 3D, you’d still see that amazing magic.
That’s not possible!” I’m hoping that the 3D adds to that without
We call that a “window violation,” when some- being noticeable, or distracting from it, and instead
thing you see breaks your perceptual system. This pumps up the emotional volume and pluses it the
conflict causes eyestrain and headaches. If there’s a lot same way that everybody else’s work plused it.
of motion, it can even induce vomiting. People are not
T I N Y S T E R E O S C O P I C R I G S
BIG PICTURES
A fter I worked on James Cameron’s “Aliens
of the Deep,” an IMAX 3D production, I
also become a testing facility that other filmmakers
are using. One aspect of testing is a little abstract, to
became interested in 3D myself. When my friend Jeff try to understand what 3D is capable of. There is also
Pierce said that he was interested in putting that kind more project-by-project testing. Here is the movie I
of a company together, it was really just a question of want to make, now how do I do it in 3D? Or, how will 3D
how we were going to take advantage of the opportu- shooting work underwater, or for motion control, or
nity we saw coming. for high-speed shooting? Finding these answers rep-
Jeff has a great creative background, and he has resents a growth curve for all of us — for them as film
a good tactical sense of how to make things work. I makers, and for us as a production services company,
thought that my experience as a producer made a trying to help them achieve their vision.
good combination to marry together, so we founded
Stereoscope as a production company, to create 3D THE RIGS
content. We have seen that there are still only a few compa-
We are a new company in the 3D world, around a nies making anything specifically to serve the rapidly
year old, which means that quite a few of our projects growing 3D community. Combine that need with the
have not yet been released. We’ve also been doing 3D very, very fast evolution of camera technology, and
post, both for ourselves and others. Our experience you have a healthy environment for creating some
has shown us that 3D workflow has to begin in the dramatic new stuff.
planning stages, and proceed from there into shoot- Lately, we have focused on the use of new smaller
ing. rigs. We are especially excited about the work we have
The studio we set up for our own 3D shooting has been doing with the tiny Iconix cameras. They’re un-
Bernie Laramie
Los Angeles, California USA
Bernie is Stereoscope’s co-founder and COO. He has been a producer for more
than 30 years, for such series as “CSI: Crime Scene Investigation,” “Dark Skies,”
and “Profiler.” He was the post supervisor for “Max Headroom,” and a design con-
sultant to Lucasfilm’s Droidworks for the creation of the Editdroid NLE, released
in 1984. Bernie is also a member of the Producer’s Guild, the Director’s Guild, the
Editor’s Guild, and SMTPE.
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How an industry leader redefines itself for the future
FotoKem: 3D DI
FotoKem opened as a film lab in 1963, and has continued to evolve and expand. Here are some of
the tools they’re using as the industry, and their business, now adds another dimension.
John Daro
Burbank, California USA
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Jim Mainard
Los Angeles, California USA
Jim is the Head of Production Development for DreamWorks Animation, and was respon-
sible for the studio’s transition to stereoscopic 3D filmmaking. Before the entertainment
business, Jim’s background was aerospace, where, among many other things, he was the
Principal Systems Engineer for the Hubble Space Telescope’s ground station planning sys-
tems.
IMAX has made a “big” commitment to 3D exhibition: 200 new screens coming on line as
quickly as possible, with IMAX producing all of their documentaries in stereoscopic 3D
Greg Foster
Los Angeles, California USA
Photos licensed via Wikimedia Commons. Credits as requested by the photographers. London: Mnbf9ca; Eilat: Henrik Sendelbach; Valencia: demi/onnoth; Daegu: Ian Sewell.
Depp and Kate Winslet narrated, Howard Hall directed,
and Danny Elfman did the music. It was also produced
and written by Toni Myers, who has produced, edited,
written or directed around 20 IMAX features, includ-
ing “IMAX: Hubble 3D,” which is currently in produc- Astronaut Bill Shepherd uses an IMAX camera
tion. “Under the Sea 3D” is out now, narrated by Jim aboard the International Space Station.
Carrey, and with the same crew. (Courtesy of NASA.)
The second is our Hollywood, family-oriented
movies, in both 3D and 2D, such as “Polar Express,” Combine that demand with the lower cost of en-
movies from DreamWorks Animation, the Harry Potter try into our business through digital technology, and
films, etc. we’ve been able to cast a wider net.
And then we have our fanboy movies, edgier fare We have digital theaters now in Australia. We have
that’s really working for us. It’s a new demographic one that just opened up in Taipei. We have three that
that we started cultivating with Christopher Nolan are opening up in June for Transformers in Japan. We
and “Batman Begins.” They love our stuff — they’re have two in the UK. We have some opening up in the
the ones buying advance tickets for movies like “Star next six weeks in Austria. We are all over the place.
Trek” — and I say this with the utmost affection: we Our first step in the chain begins with a visionary
love those freaks. We embrace them, honor them, and filmmaker, with a great studio partner, with a movie
work very hard to deliver the coolest movies possible that is conceived to take you somewhere you dream
for that crowd. about going, but will probably never get to. That can
Along with our documentaries and family-orient- be Hogwarts. That can be Gotham City. That can be the
ed films, it makes for a very balanced set of program- Enterprise. That can be under the sea. That can be In-
ming. ternational Space Station or the Hubble Telescope.
When we hit those three characteristics, those
DIGITAL IMAX 3D three qualifiers, then we want to be involved with that
I can’t tell you exactly what the inside of a Digital IMAX movie.
3D projection booth looks like. I can tell you that it has n
Eilat, Israel; Valencia, Spain; Daegu, Korea; Wurzburg, Germany. In title, above left: London, UK.
Ray Zone
Los Angeles, California USA
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Jason Goodman
New York, New York USA
Jason is the founder and CEO of 21st Century 3D. He is also a graduate of the New
York University (NYU) film school, a stereographer, and a long-time 3D enthusiast
whose first attempts at 3D imaging began with red and blue crayons. “I had a per-
sonal fascination with production and 3D from the time we started, 15 years ago. As
the company metamorphosized to focus on those things, we changed our name to
21st Century 3D in 1999, and haven’t looked back.”
As we set out to improve the camera, we ran into tween 45 and 105 degrees Fahrenheit. We had a sub-
some guys at Purdue University who were working stantial challenge just keeping the system running.
on an uncompressed interface for the DVX100. We Another problem was that the drives could re-
helped with financial and logistics support, and we cord for about an hour, and then it would take us
were the first to use the technology they created: a an hour to copy the data from the drives to a host
DVX100 with uncompressed 4:4:4, 10-bit RGB
RAW output.
They also created a unique algorithm that
allowed them to process that RAW sensor data
into a 1280x720, 720P high-def image for each
eye.
When we released it in 2004, we called it
the 3DVX. At a hand-holdable 19 pounds, it’s
still the smallest and lightest self-contained,
RAW-recording stereoscopic camera system in
the world.
BUCKETS OF BITS
But with the improvements we added, the
camera’s data rate skyrocketed to 29 MB per
second, per eye — not megaBITs, megaBYTES.
That’s almost 60 MB/second that needs to be
stored in some way.
We couldn’t record this copious data rate
to MiniDV. We couldn’t use P2. We wound up
integrating a pair of stripped down Mac Minis
— including CPUs, RAM, and the latest version
of the Mac OS — to allow us to record straight
to disk.
In the DVX100, the CCDs are caoturing
12 bits per pixel. We use user-defined lookup
tables to record 10 of those 12 bits. There is a
USB data interface inside our camera that con-
nects directly to the camera’s analog to digital
converters. The 10 bits of data, just ones and
zeroes, fly over this USB data interface and
go directly to the Mac Minis, where it is then
stored on removable hard drives.
(We record RAW data rather than a spe-
cific video format. The only application that
recognizes the data is the application that was spe- computer, which processes RAW data into image
cifically written for the camera.) data. Then it took another hour to low-level format
Recording to hard drives also meant that we no the drives. If we had just erased them, due to frag-
longer need the VTR inside the cameras, so could get mentation, the drives would no longer have the per-
them much closer together. The interaxial spacing formance to sustain this high data rate. This was all
came down to 2.75 inches, a much more natural dis- extremely time-consuming: at minimum, a two-hour
tance, more in keeping with the 2.5 inches between recycle process.
adult eyes. We actually developed a solid-state array a
Traditionally, we have been using high-speed couple of years ago trying to solve this. It worked,
7200 RPM drives with a specially-selected case and but could only record for 20 minutes, and cost over
interface that allow the drives to maintain high data $6000/drive! That was never deployed in any practi-
rates. Hard drives have been problematic for a num- cal sense.
ber of shoots, most particularly “Call of the Wild,” We have recently been able to add newer solid-
which we shot on location in Montana in February state drives that are affordable, have performance to
2008. deliver the throughput we need, and can record for
As you might imagine, it’s pretty freaking cold 46 minutes. We can unload the data in 23 minutes,
in Montana in February. There were blizzards. Hard then just empty the trash and be ready to go. Our
drives don’t like that. They are rated to operate be- two-hour recycle period is now down to 23 minutes.
3DVX:
THE NEXT GENERATION
The 3DVX has proven to be a real
workhorse for us. It’s got a lot of
what people are looking for in a
3D camera. It’s not like a big crazy
rig — it’s more like just a camera.
You can shoulder mount it. You
look through a binocular view
finder. It’s ergonomic. It has a sen-
sible kind of interface to it.
We have incrementally added
lots of great functionality to the
3DVX since its introduction, with
version numbers to reflect the
hardware changes — almost like
software version numbers. We
had previously gotten to 3DVX
3.5, but have recently added
some major new features. We’ve
also added a new, black anodized
case, so for now, we’re calling this
new version of the camera the
3DVX Black.
One of those major new features is something
The solid-state drives operate in temperatures
we call “optical axial offset.”
as low as zero degrees Fahrenheit, and as warm as
Zero parallax is sometimes called “conver-
140 degrees Fahrenheit. They are impervious to
gence,” when the views from two lenses meet. One
shock and vibration, and can deal with the kind of
way to set the distance for zero parallax is to angle
harsh environments that had been a problem for
the cameras. You point them in toward each other,
hard drives.
the centers of the lens views — their optical axes —
cross somewhere in space, and that’s your point of
zero parallax.
TAKING THE ‘SUMER’ OUT The problem is that this makes for a mechanical-
Some people have a problem that our cameras are ly relatively complicated camera. It also introduces
based on essentially a prosumer camera system, but optical distortion into the image in the form of key-
that’s misleading. It is understandable that camera stoning, and other issues that make it not the most
manufacturers need to differentiate their product desirable approach.
lines, but cameras like the HPX300 and the Sony EX-3 We’ve approached it from another direction.
are blurring those lines. We also found that, when we The DVX100 and many similar cameras have an
opened these cameras up, many of the components optical image stabilizer. It uses an accelerometer,
were the same whether the camera cost $5000, similar to the one in an iPhone, which can detect the
$15,000 or $50,000. attitude of the camera. As the camera moves around,
Once you take those components and add a magnetically driven lens element attempts to
genlock, come straight off the sensor with uncom- counteract that motion.
pressed 10-bit 4:4:4 RAW data, user-definable LUTs We don’t like to use that. If we want the camera
and so on — you’ve pretty well taken “sumer” out of to be stable, we hire a Steadicam operator. We have
the picture, and moved into “pro” territory. disabled the stabilizer — anyone can do it; it’s just a
We are also seeing a dramatic difference in the software switch in the menu — but we have used the
imagery coming out of this camera compared to technology to our advantage.
many others in the market. The dynamic range has We have actually taken over the drive mecha-
increased to about 10 1/2 stops latitude. The resolu- nism, and added four controls that allow us to con-
BEAM SPLITTERS
Whereas the 3DVX Black is a side-by-
side configuration, we now also have
a beam splitter camera system that we
used on “Call of the Wild.” It is based on
thing in our camera. You have four dials to turn to modified HVX200 cameras that are mounted per-
make these adjustments. The optical changes up- pendicular to one another using a one-way mirror, in
date in the viewfinder in real time, which makes it a fashion that you may seen in other camera systems
very easy to use. that have been around for quite a while.
Before we added optical axial offset, the cam- There has been no image quality modification
era was realistically operating at its best only at full to the HVX cameras we use, although they have been
wide angle. Any slight geometric differences in the modified for genlock, and had our axial offset system
images from the two lenses would be magnified as added to them. We call the camera system simply the
you zoomed in. This was impossible to adjust. BX1, one of the smallest and lightest self-contained
Now, as you zoom in, you can remove any sort of 3D beam splitter cameras available.
vertical mismatch in the left and right images. You We are currently developing our next gen-
can also achieve zero parallax manipulation without eration system, called the BX2. It is primar-
angling the cameras and introducing optical distor- ily being designed to accommodate larger, high-
tions. The 3DVX is the only digital stereoscopic cam- er-resolution cameras, including the RED One,
era in the world that can do that. the Arri D21, the Phantom, and the Sony EX3.
Get
the country, and in many different areas within the production world,
the best attention, service and creativity we can.
All of this has led to interesting evolutions of our systems. I’m ex-
cited by where we’re going, both at 21st Century 3D, and the entire 3D
industry in general. Your
n
FREE
Film
Guide!
“Orlok the
Vampire” in 3D!
Here’s how a very small team of independent producers added a new dimension to the first, and
what many believe may still be the greatest, vampire movie ever made.
Chris Heuer
Stevensville, Maryland USA
What I love about post-production is the innovative spirit that makes anything
possible. This is why I started Freefall FX, an animation and effects house located
about 30 minutes east of Washington DC on Maryland’s Eastern Shore. I enjoy
doing the creative work, but not as much as I enjoy watching people react to the
work I’ve produced.
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2007
EDITORS’
CHOICE
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some jurisdictions. All other trademarks used are owned by their respective owners. All rights reserved. Specifications subject to change without notice.
was jumpy, flickered a lot and showed its years with
Movie stills courtesy Media Fusion. Software interface screenshots courtesy of Chris Heuer.
lots of dirt and damage, even after Keith edited out
the worst of it. Mocha did an amazing job of track-
ing through the clutter and was the final piece to the
puzzle that led me to believe that I could do this in a
reasonable amount of time.
Since there are many versions of this film already
floating around out there, production began under
the new title “Orlok the Vampire.”
(The word “nosferatu” appears in Stoker’s book as
the Transylvanian word for vampire. Stoker named his
nosferatu Count Dracula. Murnau named his nosferatu
Count Orlok.)
Keith worked tirelessly trying to faithfully update
the horror classic. About a month and a half later, I
got the hard drive that contained the first draft of the
movie.
Since time and money were tight, we decided to
ious colors at different depths only rotoscope and fully treat the shots with Orlok the
To begin, I knew I had to create a second camera’s vampire in them. That sounded reasonable. I started
perspective (which I call the Right Eye View) using only exporting all of the shots that we agreed I’d roto —
the original footage. Industrial Light & Magic achieved which turned out to be 70 shots in all! My stomach
this when they turned “The Nightmare Before Christ- dropped.
mas” into a 3D movie by basically recreating the en- With budget for only one effects artist (me), I de-
tire film in their 3D animation application. It’s brilliant cided not to look at the mountain of work. Just take
work, but we didn’t have the time, money, manpower it one shot at a time. I put on my cardboard red/cyan
or 3D animation expertise to pull that off. I had to find glasses and began using the technique I had devel-
a way that would work for a 2.5D compositor like me! oped:
As I created a one-minute 3D trailer for Media Fu-
sion to show around (and to prove that I could actually • Roto every element that was to have a different
do this), I tried out different ideas and techniques. The depth. (without glasses on!)
one I used to finish the trailer took every second of an • Shift these elements to create the new perspec-
ENTIRE weekend...for just one minute of finished foot- tive. (with glasses on)
age! • Clean up the background plate.
I rotoscoped each element that I wanted to give • Finally, combine this new “right eye view” with
depth, duplicated the rotoscoped mask, offset it a few the original footage using the 3D Glasses effect.
pixels, and used the AE’s “Reshape” effect, which basi-
cally morphs the pixels from Mask 1 to Mask 2. The first shots took longer, but eventually, I started
This worked, but some of the shots had strange to hit a stride. Even better, some new techniques were
edge distortions. It was, however, good enough to coming to mind, and others fell into my lap. I found
start generating interest in the project. that displacement mapping helped give texture and a
subtle, articulated depth to the “cutout” images I was
ROTO TIMES SEVENTY creating. I also accidentally discovered that stretching
The project continued, slowly at first, until the day a layer in one axis made it look like it was angled to-
Keith came back to ask me what it would take to do ward the viewer. That came in handy later!
a whole movie. He was about to start editing and
wanted to make sure this could really be done. I told
him that the process needed refinement, so give me
a couple of weeks. With a mild feeling of panic, I got
back to testing.
I already knew I had to shift certain elements in
each shot different distances to get this “new perspec-
tive.” My goal was to find a way to do this that didn’t
involve hand rotoscoping each element.
Three weeks later, the bad news: There was no
other way to isolate the elements other than roto. The
good news: mocha, from Imagineer Systems, was on
sale! Yay, technology! (A version of mocha is currently
included with After Effects.)
The “Nosferatu” footage, like any film from 1922,
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solution for Red Camera footage.
G olfers must consider the lay of the land when planning their
next shot. Business people have to do the same thing, espe-
cially when market forces are less than advantageous.
Stay focused. Do not let people pull you off your game plan.
Often, especially when markets are “soft,” people jump at any
job, even if the money is bad. This looks wise on the surface —
any money is better than nothing, right? — but is often the
very thing that brands you as a low-baller, becomes a self-
perpetuating behavior, and sets up the very reason that you
cannot take a good paying job should one appear.
Make something happen. I often tell my team that
they should “Look for the busy person who is up to their
ears in work” when they want something done. Why?
The busy person is usually the one with room for one
more thing on their plate and will get it done. Ever
notice that the person with a lot of time on their
hands is the one who is late and offers excuses?
Stay busy. Work on that production or video
that you’ve wanted to produce. If you love it,
someone else will too. Build your website.
Use idle time to network. I hope Walter
Biscardi won’t mind, but I remember when he
was in some very dire straits in his business. To-
day, he is one of the most successful indepen-
dent editor/producers in the COW. How did he
get there? He’ll tell you that he used his free
time to help a lot of people on our forums. It
came back to him with interest. His networking
paid off in jobs with The Food Network’s Good
Eats and other productions he has become a
part of through his interactions on the COW.
I know people that say they only do work
that pays. In my experience that is just another
way of saying that they’ll soon be out of busi-
ness. My team would also tell you that I always
remind them to “cast your bread upon the wa-
ters and it will come back to you as sandwich-
es.” Just ask Walter, he’s eaten more than a few.
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when it counts