shooting for vr - smpte.org
TRANSCRIPT
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360° Vision:
Shooting for Live Action VR
Martin Uren MSc FHEA FBKS Senior Lecturer in Broadcast Technology,
Ravensbourne
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Shooting for VR
n The VR framework
n CGI vs live-action for VR
n Lessons from S3D
n Narrative grammar
n VR camera rigs
n VR narrative rules?
Image: www.gadgethelpline.com/wp-content/uploads/2015/05/apple-VR.jpg
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Shooting for Live-Action VR
The VR Framework
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What is VR?
n Uses S3D to create an illusion of depth by presenting each eye with a different image in a headset display system
n Uses head tracking to allow head movement to update the displayed 3D image and audio soundfield
n Headset has very wide FOV to create immersive experience
n But low frame rate, lag, or inappropriate camera movement can induce disorientation or even motion sickness
FOV = Field of View
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Shooting for Live-Action VR
CGI vs Live-Action for VR
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CGI vs Live Action
CGI n Generates geometrically perfect VR worlds n An immersive and interactive game-like environment n Player controls their motion through the VR world n Only the current field of view needs to be rendered
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Live Action vs CGI
Live Action n Many issues around multiple-camera rigs n 2D or 3D? n Powerful software needed to sew images together n User does not control their motion through the VR world n Whole scene must be rendered n Adds reality and humanity n How do we take VR beyond the ‘novelty’ experience?
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The Future for CGI?
n While SkyRim may be the future for gaming, what about live-action?
Image: http://dsky9.com/rift/capture-rig-jauntvr/
SkyRim
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Shooting for Live-Action VR
Lessons from Stereoscopic 3D
3DS & VR Filmography
A"erlight(Drama)Run(Comedy)
Snowdon(Documentary)PavetheWay(Documentary)
Back2theWild(Music)TheSilverGhosts(Music)
Poundline(VRDocu-drama,inpre-produc9on)
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Perspective lines as depth cue
Image: From ‘Run’
Diagonal framing, smoke and monocular cues
Image: From ‘Snowdon’
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Monocular cues give feeling of presence
Image: From ‘Pave The Way’
Exaggerated depth for landscapes
Image: From ‘Pave The Way’
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Experiment with hyper-real 3D
Image: From ‘Back 2 The Wild’
Diagonal framing, extended depth, smoke, scale
Image: From ‘Back 2 The Wild’
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Shooting for Live-Action VR
Narrative Grammar
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Potential Pitfalls with VR…
n Very short shots n Image unsteadiness n Dissolves n Cutting on movement n Narrow depth of field n Exaggerated perspective n Camera moves
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Things to Aim for…
n Long visually rich shots/scenes n Plenty of depth of field n Slow steady camera moves n Strong depth cues
n Every shot should work in VR and not break the illusion of the created reality
n Need to produce content that does not conflict with human vision, hearing and balance
Shooting for Live-Action VR
VR Camera Rigs
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Samsung Project Beyond Rig
n 17 cameras with ultra-wide lenses
n Shoots one gigapixel of video each second
Image: http://www.ibtimes.co.in/project-beyond-samsung-launches-360-degree-3d-camera-gear-vr-613835
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Google Jump Camera Rig
n 16 x GoPro cameras
n Does not film directly upwards or downwards
n Is this an issue?
n Stereoscopic – footage rendered in cloud by Google
Image: http://cdn.mos.techradar.com/art/events/Google%20IO%202015/screens/gopro-jump-camera-970-80.jpg/
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Jaunt ONE Camera Rig
n 1” sensor cameras
n Delivers a 4k image per eye at 60fps
n Provides preview via USB
n Only available to Jaunt’s creative partners
n Computes a stereoscopic image
n Stitching & processing via Jaunt’s cloud server
Image: http://www.pdnonline.com/gear/Inside-the-Jaunt-ONE-Why-a-VR-Content-Company-Had-to-Build-the-World-s-Best-VR-Camera-15073.shtml
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EyeTM Professional VR Camera Rig
n 42 Blackmagic Microcinema cameras with Rokinon lenses
n Costs $135,000 - $155,000
Image: http://360designs.io/product/eye-vr-camera-full-3-axis-package/
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Huccio Camera Rig
n 7 x Red Epic Dragon cameras
n Developed to make adult films
n 1.7 TByte per hour
Image: http://www.informedsauce.com/wp-content/uploads/2015/01/ISL_website_Huccio.jpg
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Hype VR Camera Rig
n 14 x Red Dragon cameras
n Uses LiDAR (Light Detection And Ranging) to capture depth map
Image: www.roadtovr.com/wp-content/uploads/2015/03/hypevr_rig_sm.jpg
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Shooting for Live-Action VR
VR Narrative Rules?
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Use to Help Tell Story
n Audio cues – need to be in 3D, i.e. binaural for headsets
n Lighting cues – in front field of view
n Action cues – in front field of view
n Film in a naturalistic way to minimise brain conflicts
n Viewer can be distant observer, e.g. ‘Eye of God’
n Viewer can be close observer
n Viewer can be participant
n Mise-en-scène – let the action unfold around the camera
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Collaborating with Caroline Orme, my research colleague from Ravensbourne
Producing a short docu-drama in 3DS and VR
Currently in planning/pre-production
Can we tell the same story?
Will the impact be different?
Current Research Project