Showing posts with label film technology. Show all posts
Showing posts with label film technology. Show all posts

Wednesday, February 28, 2018

Imax Theatrical Resolution and Say What Again

draft

Comparing resolutions by memory is notoriously inaccurate, which is one reason why we do side-by-side comparisons in the theatre in the motion picture industry.

However, I am going to tell you flat out that to the best of my knowledge, a torrent download that I am reviewing now of Thor Ragnarok has higher/better resolution than what I saw in the theatre for a so-called IMAX screening.





Sunday, October 5, 2014

The Heavens Have Foretold Your Doom


At one time or another, many computer animation people have worked to create an illusion of the night sky from earth or of its cousin, a “star field”, which is an imaginary view of the stars from space. Whether this was for their own amusement, for visual effects purposes, or for scientific visualization, these innocents would approach the problem with the assumption that it was going to be easy. How hard could it be, its just a bunch of random white dots, after all. Imagine their surprise when they discovered that doing excellent starfields is far from trivial.

A classic traditional technique to create starfields is to create a cyc, or curved screen, painted black and with very small holes punched in it. Then behind this screen was a curved light source, usually florescent tubes. The camera would be at the center of the implied sphere of the screen and when the room was darkened and the backlight illuminated, you had a curved space of very bright, very small light sources which could be photographed with long exposures when the camera was moving. The result was excellent motion blurred, perfectly antialiased, very high contrast star fields. But ultimately there were certain moves that the motion control camera could not easily do, such as tumble end over end for example, so there was a need to synthetically generate these elements.

Another time honored technique which looked excellent was the painting on glass. Most of the times you saw stars in Close Encounters of the Third Kind (1977) you were seeing an optical composite of a live action element or motion control shot with a matte painting on glass.




Since everyone seems to have to go through the same learning curve, I am providing notes here for what some of the issues facing 3D technical directors as they produce their first starfield and I have written it as a letter to my younger self.


September 19, 1983

Oh, unwary traveler, so proud of your 3D knowledge, your knowledge of geometric modeling, or of animation whether scripted or procedural, and of global illumination; do you think to encompass the heavens with these pathetic tools? Fool, your doom is assured. There are more things in heaven and on earth than are encompassed in your philosophy, or so I have heard, and when you approach the field of scientific visualization you must unlearn what you have learned and embrace the esoteric wisdom. You must open your eyes in order to see the light.

What perils await the unwary, the arrogant, the unlettered?

The first peril is the vast expanse of space. There is the scale of mortal man, then the scale of the solar system, then the scale of one single galaxy, and then beyond. These differences in scales are way beyond what most software packages can handle, so using the 3D positions of everything in a naive fashion is unlikely to work.

And that renderer you are so proud of.  Does it do all its calculations of space in 64 bit floating point or even higher precision?   Most renderers, with a few notable exceptions,  do the majority of their work using single precision floating point which may be adequate for a giant robot or two, but falls apart in the vast distances of space.  

The second peril involves the issue of filtering of what is very untypical samples.  Most scenes render surfaces with various lighting applied.   But a great deal of what you wish to render are stars but what are stars? Stars are huge things, but they are (for all practical purposes) infinitely bright and infinitely small (on the screen). The amount of energy concentrated in a single pixel may be immense, but the pixel next to it may have very little or no energy at all. And what happens under those circumstances when you move the camera? Well, it aliases, of course, terribly. Furthermore, if one has modeled stars very far away and you are using point sampling of one form or another to simulate area sampling, then if you are not careful, some of your samples will miss and you will have aliasing again.

Part of the solution is to use a good filter and lots of samples and in the choice of filter lurks another threat since as we know a "good" filter, perhaps a 7x7 sinc for example, is likely to have negative lobes, and instead of throwing those values out, you should keep them until the end and even then you should not throw them away. What then to do with them is a mystery left as an exercise for the reader.  The best solution of course would be to have a display that could absorb light as well as emit it, but we wait in vain for the display manufacturers to come to our aid.

And what about those overly bright stars? Will you generate glows and other artifacts? After all we are not just trying to simulate realistic stars, we are often trying to simulate realistic stars as the audience has seen them, and expects to see them.

Although the sky is filled with stars, that is not the only thing that there is. There are also great fuzzy areas known as nebulae and sometimes other galaxies. It turns out that if there is any data for that, it is likely to be volume data. But even if there is no data and you create your own, volume rendering is the best way to render a nebula one might argue. Does your renderer of choice do volume rendering?

Review the following image of the earthling's galaxy.




Do you notice the great areas of darkness? That of course is the infamous "space dust", the so-called Interstellar Media or ISM which must surely exist to hide from us the center of our galaxy where no doubt an entity of great evil exists. Surely you do not think it a coincidence that the space dust would hide what is arguably the most spectacular sight in our little neighborhood? Since most star catalogs do not have the ISM modeled, you may wish to develop a model of ISM in your spare time. If not, the galaxy will not look right unless you simply leave out the stars that are in those areas (which may or may not be be in the catalog anyway as they are impossible to view from earth, at least in the visible bands).

Because you are rendering stars, no doubt you have studied scotopic vision.  It goes without saying that whenever the biped mammals have watched the stars they have, generally, been night adapted. And yet they see color sometimes, perhaps they see Angry Red Planet Mars or Betelgeuse and they perceive the color red.   How then are they seeing color? It may help the seeker of knowledge to realize that “scotopic” is named for the Skoptsy sect of religious devotees whose most notable doctrine is of male castration.  (see link below)

Of course I am sure when you move the camera you will motion blur everything. Oh yes, what do you plan to do with the speed of light issue? I am sure you will come up with something.

So, foolish mortal, you have been warned.

These are just the first of the issues you must address for a proper starfield.

Fools may go where wise people fear to tread.

Sincerely,
A Friend.



___________________________________________________________


Scotopic Vision

The Skoptsy

Close Encounters of the Third Kind (1977) on IMDB

Sunday, May 18, 2014

Scientific Breakthrough in Visualizing 3D Blood Leads to Bidding Frenzy



All Hollywood has been abuzz with rumors of a new technology which shows blood in 3D in a much better way. “This is what we have been waiting for”, said an anonymous studio executive, “what we have been begging scientists for all these years”.

The technology, created by a team at the Universidade Federal de Minas Gerais in Brasil, is said to be able to solve problems in visualizing blood. And not just any blood, blood in 3D in particular.

“Don't expect me to be able to understand scientific mumbo jumbo”, said one executive who was part of a studio bidding team, “I don't know and I don't want to know. What I know is that the audience wants blood and more of it”.

“For years we have been waiting for computer animation to come up with something better than Technicolor Blood #1 and #2, but they have let us down”, said the executive. “Now we don't need to wait for those four-eyed geeks any more, we have the blood we have always wanted and they can go back to their workstations and rot for all we care.”


Is a remake of Fantastic Voyage in 3D in development?


Rumors of the new technology leaked out Monday via the various creative agencies who reported a strong, new interest from the studios for properties that can exploit the new technology. According to Creative Artists, they are seeking all spec scripts with “blood” in the title. “Bloody Monday, Bordello of Blood, Blood in Her Eyes, Oceans of Blood, Tsunami of Blood.... all of these are possible, anything is possible today. We are talking 6 and 7 figure deals as long as people can act fast and write bloody”.

Global Wahrman was able to reach lead author of the paper, Dr. Paula Rosas, in Brasil and asked her what she thought about the excitement that her paper had created. “We have no idea what these Yanqui morons are talking about,” she said, “but if they want to give us a bunch of US Dollars, we are happy to take them. These people seem to be totally crazy!” she laughed.

The paper, entitled Total 3D imaging of phase objects using defocusing microscopy: application
to red blood cells by Rosas, et alia, can be read at the following links:

Abstract:

Paper:


Thursday, September 13, 2012

Everything Old Is New Again or Frame Rate in Hollywood


Once upon a time, movies were projected at 16 FPS (frames per second) and each frame was flashed three times, for a total of 48 flickers per second. At 48 or better FPS you get so-called "flicker fusion", and the viewer does not perceive the light going on and off. It looks continuous to him/her.

Then, as time passed, we moved to 24 FPS (double flashed). This had a variety of advantages and this is the reason that when you see old movies they appear to be running around like mad, they were designed to be projected at 16 FPS, not 24.

But although movies seemed to stay at 24 FPS (and then video at 30 frames, or 60 fields per second), in fact there was an arm of the entertainment industry that always played with the frame rate. This is the world of "special venue" which includes theme parks and world fairs. The special venue people experimented with everything from 30 FPS to as fast as they could get film through a projector. Showscan is famously a company that Doug Trumbull and partners started after doing experiments which they believed told them that 60 FPS was the optimal rate for human perception.

So now that Jim Cameron and Peter Jackson want to play with a faster frame rate, everyone and their brother is running around with their heads cut off wondering what they are going to do. Well, I am here to tell you what was learned from Special Venue and suggest you talk to some of the players in more detail.

The major results were this (or this is how it seemed to me, from my very limited view point, obviously not having access to the inner thoughts of major players, but nevertheless...):

1. Yes, a faster frame rate can help, especially with fast action, exactly like you imagine.

2. But not all scenes or topics benefit equally from this technique. In some scenes, slow moving mood pieces, for example, it may even be counterproductive, because more information is not always better.

3. The other thing to realize is that when you change the frame rate you change many, many things with it. You change how you light things, how makeup works, what kind of actors and actresses you cast. The reasons for this will be obvious after you shoot your first tests, and what you do about it is to be determined. But do not think that you merely increase the frame rate and now action scenes just look better. That isnt how this works.

4. Some people find the increased frame rate annoying. I know that my own response to it was that it was amusing for a few minutes but I wasn't sure how I was going to like watching 90 minutes of something like this.

Here is an image of Dr. Emilio Lizardo watching a high frame rate test in Buckaroo Banzai.




5. You will hear people say that an increased frame rate makes things look like video. It certainly does for me.

I want to encourage anyone involved in this matter to pick up the phone and call some people you know in the world of special venue. There is a weird overlap between special venue and motion pictures, some people go back and forth between the worlds, some people stay in their own world. But I would certainly begin by talking to Douglas Trumbull, his partner Richard Yuricich (you can reach both of them throught the ASC) and probably someone involved with the work at Imagineering. (I do not know who that would be, but I am as certain as I can be that there is someone there who has done a lot of work with this).

A separate topic is whether the digital projectors really have the bandwidth to do this. My feeling is that the answer depends on which projectors we are talking about.