3D Cinematic Aesthetics and Storytelling


Book Description

This book argues that 3D films are becoming more sophisticated in utilising stereoscopic effects for storytelling purposes. Since Avatar (2009), we have seen a 3D revival marked by its integration with new digital technologies. With this book, the author goes beyond exploring 3D’s spectacular graphics and considers how 3D can be used to enhance visual storytelling. The chapters include visual comparisons between 2D and 3D to highlight their respective narrative features; an examination of the narrative tropes and techniques used by contemporary 3D filmmakers; and a discussion of the narrative implications brought by the coexistence of flatness and depth in 3D visuality. In demonstrating 3D cinematic aesthetics and storytelling, Yong Liu analyses popular films such as Hugo (2011), Life of Pi (2012), Gravity (2013), Star Trek Into Darkness (2013, and The Great Gatsby (2013). The book is an investigation into contemporary forms of stereoscopic storytelling derived from a unique, long-existing mode of cinematic illusions.




S3D Now!


Book Description

Der 3D-Film hat die Art, wie wir das Geschehen auf der Leinwand erleben, verändert. Einen Schritt weiter geht der stereoskopische Film, der nicht nur die Wahrnehmung der Zuschauer in neue Dimensionen führt, sondern auch die 3D-Filmproduktion revolutioniert. Die Hochschule für Film und Fernsehen „Konrad Wolf“ hat in einem interdisziplinären Filmprojekt Wirtschaft und Forschung zusammengebracht: Gemeinsam mit Profis der Filmbranche erarbeiteten Studenten und Absolventen Lösungsstrategien zu aktuellen technischen und ästhetischen Fragen der Stereoskopie und der s3D-Filmproduktion. Grundlage des Projekts bildete die wissenschaftliche Begleitung des s3D-Films „The Magician“, dessen Entstehung im Buch sowie durch eine s3D- und eine 2D-Produktion auf Blu-ray dokumentiert wurde.




3D Television (3DTV) Technology, Systems, and Deployment


Book Description

Going beyond the technological building blocks of 3DTV, 3D Television (3DTV) Technology, Systems, and Deployment: Rolling Out the Infrastructure for Next-Generation Entertainment offers an early view of the deployment and rollout strategies of this emerging technology. It covers cutting-edge advances, theories, and techniques in end-to-end 3DTV systems to provide a system-level view of the topic and what it takes to make this concept a commercial reality. The book reflects the full-range of questions being posed about post-production 3D mastering, delivery options, and home screens. It reviews fundamental visual concepts supporting stereographic perception of 3DTV and considers the various stages of a 3DTV system including capture, representation, coding, transmission, and display. Presents new advances in 3DTV and display techniques Includes a 24-page color insert Identifies standardization activities critical to broad deployment Examines a different stage of an end-to-end 3DTV system in each chapter Considers the technical details related to 3DTV—including compression and transmission technologies Discussing theory and application, the text covers both stereoscopic and autostereoscopic techniques—the latter eliminating the need for special glasses and allowing for viewer movement. It also examines emerging holographic approaches, which have the potential to provide the truest three-dimensional images. The book contains the results of a survey of a number of advocacy groups to provide a clear picture of the current state of the industry, research trends, future directions, and underlying topics.




Visual Effects Society Handbook


Book Description

Wisdom from the best and the brightest in the industry, this visual effects bible belongs on the shelf of anyone working in or aspiring to work in VFX. The book covers techniques and solutions all VFX artists/producers/supervisors need to know, from breaking down a script and initial bidding, to digital character creation and compositing of both live-action and CG elements. In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. From predproduction to acquisition to postproduction, every aspect of the VFX production workflow is given prominent coverage. VFX legends such as John Knoll, Mike Fink, and John Erland provide you with invaluable insight and lessons from the set, equipping you with everything you need to know about the entire visual effects workflow. Simply a must-have book for anyone working in or wanting to work in the VFX industry.




The VES Handbook of Visual Effects


Book Description

Wisdom from the best and the brightest in the industry, this visual effects bible belongs on the shelf of anyone working in or aspiring to work in VFX. The book covers techniques and solutions all VFX artists/producers/supervisors need to know, from breaking down a script and initial bidding, to digital character creation and compositing of both live-action and CG elements. In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. From predproduction to acquisition to postproduction, every aspect of the VFX production workflow is given prominent coverage. VFX legends such as John Knoll, Mike Fink, and John Erland provide you with invaluable insight and lessons from the set, equipping you with everything you need to know about the entire visual effects workflow. Simply a must-have book for anyone working in or wanting to work in the VFX industry.




The VES Handbook of Visual Effects


Book Description

The award-winning VES Handbook of Visual Effects remains the most complete guide to visual effects techniques and best practices available today. This new edition has been updated to include the latest, industry-standard techniques, technologies, and workflows for the ever-evolving fast paced world of visual effects. The Visual Effects Society (VES) tasked the original authors to update their areas of expertise, such as AR/VR Moviemaking, Color Management, Cameras, VFX Editorial, Stereoscopic and the Digital Intermediate, as well as provide detailed chapters on interactive games and full animation. Additionally, 56 contributors share their best methods, tips, tricks, and shortcuts developed through decades of trial and error and real-world, hands-on experience. This third edition has been expanded to feature lessons on 2.5D/3D Compositing; 3D Scanning; Digital Cinematography; Editorial Workflow in Animated and Visual Effects Features; Gaming updates; General Geometry Instancing; Lens Mapping for VFX; Native Stereo; Real-Time VFX and Camera Tracking; Shot/Element Pulls and Delivery to VFX; Techvis; VFX Elements and Stereo; Virtual Production; and VR/AR (Virtual Reality / Augmented Reality). A must-have for anyone working in or aspiring to work in visual effects, The VES Handbook of Visual Effects, Third Edition covers essential techniques and solutions for all VFX artists, producers, and supervisors, from pre-production to digital character creation, compositing of both live-action and CG elements, photorealistic techniques, and much more. With subjects and techniques clearly and definitively presented in beautiful four-color, this handbook is a vital resource for any serious VFX artist.




Drone Age Cinema


Book Description

At a time when technological advances are transforming cultures and supporting new automated military operations, action films engage the senses and, in doing so, allow viewers to embody combat roles. This book argues that through film the viewer adapts to an ecology of fear, one that reflects global panic at the near-constant threat of conflict and violence. Often overwhelming in its audiovisual assault, action cinema attempts to overpower our bodies with its own through force and intensity. In this book, Steen Ledet Christiansen identifies five aspects central to how action films produce such physical movements and responses through vectors, droning, kinetics, telesomatics and volatility and in so doing unveils new modes of perception that acclimatise us for warfare. Drawing on theories from film-philosophy and a consideration of the aesthetics and phenomenology of war, this is an innovative study of the evolving action movie and its role in the targeted address of battle. Chapters investigate new modes of cinematic experience through in-depth case studies of Iron Man, Avatar and the Jason Bourne trilogy, through to The Hurt Locker and Mad Max: Fury Road. "




3-D Cinema and Trauma


Book Description

This book examines 3D cinema across the early 1950s, the early 1980s, and from 2009 to 2014, providing for the first time not only a connection between 3D cinema and historical trauma but also a consideration of 3D aesthetics from a cultural perspective. The main argument of the book is that 3D cinema possesses a privileged potential to engage with trauma. Exploring questions of representation, embodiment and temporality in 3-D cinema, the book takes an interdisciplinary approach, offering a compelling analysis to a combination of box office favorites and more obscure films, ranging across genres such as horror, erotica, fantasy, science fiction, and documentaries. Weaving theoretical discussions and film analysis this book renders complex theoretical frameworks such as Deleuze and trauma theory accessible.




Smart Algorithms for Multimedia and Imaging


Book Description

This book presents prospective, industrially proven methods and software solutions for storing, processing, and viewing multimedia content on digital cameras, camcorders, TV, and mobile devices. Most of the algorithms described here are implemented as systems on chip firmware or as software products and have low computational complexity and memory consumption. In the four parts of the book, which contains a total of 16 chapters, the authors address solutions for the conversion of images and videos by super-resolution, depth estimation and control and mono-to-stereo (2D to 3D) conversion; display applications by video editing; the real-time detection of sport episodes; and the generation and reproduction of natural effects. The practical principles of machine learning are illustrated using technologies such as image classification as a service, mobile user profiling, and automatic view planning with dictionary-based compressed sensing in magnetic resonance imaging. The implementation of these technologies in mobile devices is discussed in relation to algorithms using a depth camera based on a colour-coded aperture, the animated graphical abstract of an image, a motion photo, and approaches and methods for iris recognition on mobile platforms. The book reflects the authors’ practical experience in the development of algorithms for industrial R&D and the commercialization of technologies. Explains digital techniques for digital cameras, camcorders, TV, mobile devices; Offers essential algorithms for the processing pipeline in multimedia devices and accompanying software tools; Features advanced topics on data processing, addressing current technology challenges.




Digital Mammography


Book Description

This book contains the proceedings of the Sixth International Workshop on Digital Mammography held in Bremen, Germany, June 22-25, 2002. The Workshop was a forum for discussing new developments in digital mammography and its applications and included presentations by 135 experts from all over the world. It covers the latest developments in: Imaging Systems and Detectors, Image Quality, Image Processing and Display, Computer Aided Diagnosis, Soft Copy Reading, Clinical Studies of Digital Mammography or Related Modalities, 3D Techniques, Other Applications of Digital Mammography.