Friday, December 23, 2016

The role of the Cinematographer in Virtual Reality

The role of the Cinematographer in Virtual Reality

What is the role of the traditional Cinematographer in the new medium of Virtual Reality?

 As an experienced cinematographer, I have watched the industry and technology evolve from film, to digital, from SD to HD to 2k to 4k to 8k. I’ve played with 3D for years now including side by side, interlaced, polarized, LCD shutter, and my personal favorite the old fashioned anaglyph.

I’ve always been eager to try out new technology and figure out the advantages and limitations of each. But recently there’s a new medium in the market: Virtual Reality. With this new medium, there are new storytelling opportunities, but also potential storytelling problems.  As we move forward with our Virtual Reality narrative film project “Universe 231” (http://universe231.com), these are some of the things that I hope to discover in the production process.

So the main question that I’ve been obsessing with is: in the emerging field of Virtual Reality film making, is there a role for the traditional Cinematographer, and if there is, what does that look like? The first step is to determine what the traditional role and available tool set of the Cinematographer is. The second step is to look at all prior crossover connections there are between Cinematographers and animations and video games. The third step is to examine all those elements and synthesize what tools and responsibilities could carry over to the emerging field of Virtual Reality for Cinematographers.

Because this industry is so young, there are very few standards established, so before we begin it’s important to clarify some definitions of terms. As of this writing, there are two flavors of Virtual Reality “Films”. The first are films that are shot with live actors on a video camera. This is style of VR is most closely related to traditional film making. The second style of VR films are fully animated films. They are basically animations generated by a game engine in real time.

It is this second style of VR film making that we will be examining. In order to understand the possible role of a cinematographer in VR we must first catalog the tools and responsibilities of the Cinematographer in traditional film production. After that we can look at the roll of the cinematographer in game and animation industries. From that we can deduce what the roll of the cinematographer in VR might be.

In the traditional film making, the role of the Cinematographer can be broken down into three phases: pre-production, production and post-production. Below are the responsibilities broken down for each of the phases.
Pre-production:
  • Work with the Director to understand their vision.
  • Work with the producer to select the camera, grip and electric crew.
  • Participate on location scouting and provide feedback to Director, Producer and department leaders.
  • Work with the Art Department to help plan production design.
  • Work with the storyboard artist to determine framing and angle.
  • Work with the Producer and 1st AD to schedule the shoot.
  • Work with the Producer to select the best camera, grip and lighting equipment for the budget available.
  • Work with the Producer to determine the optimal workflow from acquisition to distribution.
  • Work with the camera department to shoot test footage necessary to ensure successful acquisition.
Production:
  • Utilize the crew and equipment as necessary to accurately capture the Director’s vision.
  • Utilize the crew and equipment in the most efficient manner possible to keep the production on time.
  • Capture adequate coverage to ensure a problem free edit.
  • Capture the footage with a sufficient quality to avoid post production problems.
  • Adhere to the production workflow plan.
Post Production:
  • Assist with film transfer/grading.
  • Assist with producing distribution promotional materials.
Those are the responsibilities of the Cinematographers. To achieve those goals, here is a list of tools the Cinematographer at their disposal:
  • Color palate
  • Framing
  • Blocking
  • Lighting
  • Set Design
  • Set Decoration (wardrobe, makeup)
  • Film stock/sensor choice
  • Lens choice
  • Lens filtration
  • Depth of Field
  • Camera movement
  • Coverage
  • Color grading
These are the responsibilities and tools available to the Cinematographer for traditional film making. The next step is to look to what has been done with cross over between film and animation and video game production.

For Animation, traditionally there is no official role of a Cinematographer. Usually the decisions that a cinematographer would make would be made entirely in preproduction mostly by the storyboard artist. In contrast, on a film production, the storyboard artist would work under the cinematographer. Is the cinematographer important then in animation? As far as blocking and rough look goes, those roles can be filled by the Storyboard Artist and the Concept Artist. This has been the tradtional workflow for animation production.

In 2008 however, there was an attempt at Pixar to bridge the animation/film gap by Andrew Stanton as he directed the animated feature film “Wall E”. He wanted to take his animation to the next level of realism. To his credit he brought in academy award winning cinematographer Roger Deakins (O Brother etc) to add his perspective to the visual process. Initially he was intending to a single day workshop on camera set up and general lighting. Instead he spent several weeks working with the animation production team to add cinematography realism to the production. Deakens was able to incorporate many of the traditional cinematography tools such as lens choice, focus, lighting, camera placement and movement. Since then Deakins has consulted with both Pixar and Dreamworks for How to train your Dragon, Rise of the Guardians, The Croods, Rango and more.

These are essentially production tools, however not pre or post production. Those are other areas for greater cinematographer integration.

For Video Game design, there are even fewer cross over opportunities for the traditional cinematographer. Usually those are in the game trailer for in “cut scenes” which are essentially animations embedded in the game at strategic points. Even though many games are described as “Filmic” or “Cinematic”, in the normal area of game play there usually is no collaboration with a cinematographer. Often those reviews are describing lighting, texture and pacing. The main difficulty with making a video game more of a “filmic” experience is that by it’s nature the game play is variable. With film the Director and the Cinematographer carefully control the viewer experience – where to look, how long to look, where to stand, where and when to move. With games, all of that control is ceded to the player. It’s all out of the Cinematographer’s hands. This translates into things like editing. It could be perceived that the closest analogy to a video game experience is the “Meis-en-scene” (one take, uninterrupted) shot. One of the most famous examples is the opening scene for Orson Wells’ “Touch of Evil” This one-take, ten minute shot follows a ticking time bomb from planting in a car, as it moves through the city until it finally explodes. While this is similar to a game experience in that the viewer follows the action uninterrupted, the difference is that in a game the player determines where to look (camera angle) where to stand (camera placement) where and when to move (camera movement). The player can choose to blow through a scene in record time, or linger all day, they can even decide to go backwards and revisit prior scenes. All of this is outside of the Director’s and Cinematographer’s control.

Now that we have examined the differences in Cinematography between Film, Game and Animation it’s possible to synthesize what the role of a Cinematographer might be in a Virtual Reality film. Virtual Reality is essentially an animation rendered in real time inside a video game engine (commonly Unity or Unreal) controlled by the player/viewer. So how can the traditional Cinematographer fit in to this mix? There are several areas that are common to all platforms:
Lens choice. Not just field of view, but also stylistic imperfections like lens flair, distortion, chromatic aberration, as well as any filters that may go over those lenses like Tiffen Black Promist, behind the lens or in front of the lens netting.

Film stock. One of the greatest weapons at the disposal of the cinematographer is in the choice of film stock. In the modern digital era, LUTs or Look Up Tables for film. In the game engine it’s referred to as Look Up Textures. Cinema Suite Inc. is a company that manufactures a plug in for Unity that can emulate specific film stocks or processing effects. In the game engine this is referred to as a “shader”

Lighting. Motion pictures have been around for over a hundred years and lighting has been a part of that ever since. It is not a surprise that both Animation and Game producers are turning to cinematographers to make their lighting more “filmic” In traditional film, lighting serves two main functions. The first is to establish a base level of illumination so that you can see what objects are where. The second function is to set the tone. You can build all the assets and texture them any way you want, but the lighting will determine how the player/viewer feels. There is a third function of lighting that is even more essential in the VR environment. Lighting can be used to direct the eye. In the most obvious example, imagine walking into a dark chamber but for a shaft of light falling onto an object of great importance in the back corner. Lighting can be used in a million other ways as well to advance the story in the direction the Director wants it to go.

Blocking. In simple terms, blocking a scene is the process of figuring out who stands where for optimal effect for the camera. On a film set it is forbidden for a Cinematographer to make acting suggestions, but they allowed to suggest changes in position or movement if it can help guide the viewer or motivate camera movement. In animation, blocking is determined by the storyboard artist. In the game environment, blocking is rarely a consideration and is a greatly under-utilized tool Blocking can be set up in the first image of a game, scene or level. The opening shot is one of the most important shots in a film, so too is should be in a video game. It is in this opening frame that a game cinematographer can control all aspects of the player/viewer experience. Once that player moves the controller, that opportunity is over. From then on there are a few other precious opportunities where blocking can be utilized. For instance whenever a player enters a room through door, the natural bottleneck can force the otherwise free roaming player/viewer to see from a specific angle. This is an opportunity to sculpt what the player sees, feels and learns. The same can also be done with blocking objects and walls.

A non-intuitive but important area of contribution by Cinematographers could be in the area level design. Level design in games is assembling the playing field. What room is connected to what room by which hallway, secret passage or warp transporter point. In one sense a level designer for a game is like an architect for a building. A good level designer understands that how a space reveals itself is part of how a story unfolds. The famous Architect Frank Lloyd Wright understood this.  Good cinematographers are almost always good visual-spatial learners. They have to know how to set up a shot with blocking and camera placement in order to build up a space. Imagine the movie set of the Starship Enterprise. There is the Bridge, Engineering, the Warp Core, Ten Forward, Sickbay, all connected by hallways, turbo shafts and Jeffries Tubes. Now, of course all of those in real life are disconnected stage sets, but the Cinematographer is able piece them together in their head, photograph them and present them to an audience in such a way as to make them believe it is all one interconnected space ship. It is this ability for 3D visualization that can make the Cinematographer essential to the story when creating the 3d Virtual world for the player/viewer to experience without getting confused or frustrated.

Sunday, January 18, 2015

The new Mego Star Trek Website is up!

Time to dust off the cobwebs...   Short Media is here and I've got to show them how to do it right.   The new Mego Star Trek Website is up!    http://www.megostartrek.com/

Saturday, December 29, 2012

Saturday, December 22, 2012

Friday, December 21, 2012

Thursday, December 20, 2012

I found some old Super8 film I shot at Noisefest almost twenty years ago...

Floyd coming up the old erm stairs with breakfast for the bands.

Wednesday, December 19, 2012

Art Institute tour at Adobe San Francisco

the best of the best...

Christmas project.

Now that grades are done, this is my Christmas project...

Monday, October 29, 2012

Soft Music That Feels Good



Once upon a time, (Specifically the early 1980s, before the internets) There was a radio station in Sacramento: KCTC (known as “Sunny 1320”). They played what is referred to as “Adult Standards.” Music of this style includes Neil Diamond, Frank Sinatra, Broadway Show Tunes and weird instrumental versions of current popular top 40 songs. It's what I grew up listening to. It is today the only music I opt to listen to (besides movie soundtracks, bagpipes and early 80s technopop.) No one came close to them in ratings. They were king of the airwaves. Their tag line was “Soft Music That Feels Good.” All was beautiful, all was easy.

Then the change happened.

The ratings companies (at this point, I'm going on my foggy recollections from the 80's, please correct me if I'm wrong) changed their ratings standards. Instead of measuring the number of “ears” listening to a radio station, they started value weighing the listening environment. What that means is that instead of counting all 100 people shopping at Safeway listening to the music playing the background, they gave a higher score to one person listening to headphones or in a car driving to work. This makes sense, but it also knocked the wind out of the mighty KCTC sails. Because instead of KCTC being given credit for all the shoppers in Sacramento, they were only given credit for me, my Dad, and the handful of elderly people who still had their driver's licenses.

Overnight the ratings were gutted. KCTC dropped from king of the hill to bottom of the barrel. None of this really mattered to me however. I continued on in my velvety acoustic bliss. That is until The Algore. After The Algore invented the internets, he turned his attention to something more sinister: a massive system of liberal talk radio designed to crush the dominance of conservative talk radio. This was, of course, doomed to failure (just like New Coke, the McDonald's Arch Deluxe, WebTV, or Hypercolor clothes) But that didn't stop the Algore. He had momentum. He had investor confidence. He had enough allegedly shady investment money get his “network” to take over 66 terrestrial broadcast stations – including my beloved KCTC. On November 1, 2005 KCTC switched from the Adult Standards format to the Progressive Talk format (useless on sooooo many levels.)

 
 For this, no matter how much of a comic cartoon he is, I can never forgive The Algore.


  He took away my audio base, he took away my acoustic form, he took away my tunes. After "Air America" flamed out, the Prog Lib format was replaced by the sports talk format. Now I don't blame the current occupiers of the 1320 bandwidth marker, I just have no interest in their current content.


While somewhat successful amongst sports talk fans, this didn't help me much. I was left to burned mix CDs burned from digitizing the audio outputs of records players playing dusty, scratched, warbled “Adult Standard” top listers. Neil, Frank, Sammy, Don Ho and the occasional Martin Denny thirft store score. I hated the Algore and his Air America.

 Lame. 

Many years of loss and acoustic sadness went by. Probably at least 20. I moved on. Sold all my records. Gave up on music. Yes, I gave up music. The only music I would welcome into my heart were my genetically connected ancestral clan bagpipe tunes, movie scores and the 80's pop songs of reminiscent of past teenage adventures.


The music of my childhood had passed. Until I got an LG Optimus smart phone.

One day whilst scanning the Android App store, I found the TuneIn app. This application (what happened to the word “program”?) allows the listener to listen to music based not just on genre, but also based upon preferred musician. I tried it out. I typed in “Neil Diamond”. I found something called “Music of Your Life”


It turns out that the music on 1320 never died. Unbeknownst to me, at the time I listened to KCTC, they were most likely not playing in house DJ selected music. Rather, they were playing music streamed from a satellite on the “Music From Your Life” network. This Network has about 50+ radio stations nationwide (Just not in Sacramento, thankyou goddamnyou Algore...) The network is still very much in existence. They still have famous host Djs such as Peter Marshall, Johnny Magnus and Pat Boone. They are also the entity responsible for the late night and Saturday afternoon Time-Life Music of Your Life CD infomercial.



They also broadcast not only on the olde fashioned terrestrial stations, but also on the new-fangled internets stations as well. All of the original programming from Sunny 1320 was once again available to me! In short, thanks to a bizarre quirk of Karma, the man who killed my listening pleasure via the “Air America” turd, was the same man who (thanks to his invention of the internets) returned the music to me!

After my acoustic elation, I was discovered another feature of the TuneIn Application: the “Related” function. Much like Pamdora, this led me to other online stations, the most importance of which I discovered is “AirstreamFM” They refer to their style as “Beautiful Music Radio.”


AirstreamFM plays not only the Adult Standards I have come to love, but also THE MOST obscure versions of those adult standards.

Acoustic version of “Short People”? Got it.
Mariachi version of “That's Amore”? Got it.
Moog version of anything Sinatra or Diamond? They got it.

The Radio station was started by two friends who had an interest in “soft music that feels good.”


They build a radio station and play just that. Most of what they play is not available on the radio, CD or even iTunes. Most of it is from their 2,000+ personal awesomeness record collection. To me, this is like “Sunny 1320” on Lance Armstrong steroids. Booyah! Thank you internet overlords, my life is (once again) good.


Monday, September 03, 2012

Scouting for the short film class At the tower theater in Roseville.

Scouting for the short film class At the tower theater in Roseville.

Friday, August 17, 2012

Thursday, August 16, 2012

Friday, August 10, 2012

midterm!

Midterms for the multicamera class. Each student has to set up the cameras and audio and remote switcher and broadcast to the internet in 20 minutes. Pressure!

Sunday, August 05, 2012

If the Batmobile is too upscale for shopping at the swapmeet - time to use the Batvan!

If the Batmobile is too upscale for shopping at the swapmeet - time to use the Batvan!

Denio's is ...

just like the sword of doom!

Denio's is...

just like this sword of doom!

Sunday, June 10, 2012

Well, this worked better than expected...

 The final project for my cine class is to emulate the aesthetic of a randomly assigned painting.  One of my students was assigned "Wanderer above the Sea of Fog" by Caspar Friedrich:

We were brainstorming ideas on how to emulate the dynamic background in camera without actually standing above a sea of fog (which BTW is possible on a predictable basis about an hours drive west of here...).  I remembered this:
 

I thought if you could make the bokeh look like stupid hearts, why not something more useful to the story?  So instead of a heart shape, I made a slit (135mm Kmart lens f2.8 on a 7D):

Here are the results, before and after:

Here it is in motion.  Forgive the shaky footage, I was handheld on a 135mm...

Blogger embedded video is pooptastic. Here it is in better quality on Vimeo:

slit bokeh test from cinejay on Vimeo.

Not bad for a quick test (the blogger playback doesn't do it justice...)  I told the student about the successful test.  If he decides to incorporate the technique I'll post a follow up...  It gives me lots of ideas on how to take it to the next level.  If this technique inspires you on a shoot then let me know, I'd love to see the footage.




Monday, May 21, 2012

Solar Eclipse with welding glass

Here are some pics from the eclipse today:


A direct shot of the sun with a 200mm brAun lens (yes, the same guys who made my shaver).  Uncorrected, just white balanced for the greenish tint of the glass.


A rack focus from the tree to the sun.  It's hard to get the dynamic range of both in the same shot.  Normally the sun would just blow out and it'd read as a big ball o' white, but if it's got a different shape and you want to retain that...


 Shot with a 7D with a #10 welding glass taped to the front.





Here is a nice shot of shadows at the height of the eclipse (At the height of the coverage from where I live).

Thursday, December 29, 2011

a gaggle of kleigls

ktxl fox 40 was getting rid of some old tungsten lights. I was more than happy to swing by and pick up a few for the school.

Sunday, November 27, 2011

To find the perfect Christmas tree...

This weekend we went up to Pollock Pines to secure a Christmas tree.

After about an hour wandering through the forest, it occurred to me to turn on my GPS tracking program on my G-phone. I captured the second hour of wandering. After two hours and about 2 1/2 miles of uphill, downhill and through the sticks all the way we found it...

But it's not about the prize, it's about the journey: