
The
revival of the stereoscopic theatrical cinema is intimately linked to
the rise of digital technology for the production and projection of
motion pictures. The term “digital” when applied to
cinema means many things. Most people would assume a strong linkage
with computers; and indeed computers play an important part in the
digital cinema, from image capture or generation to projection.
Whether the computers are servers or in projectors, the digital
cinema depends not only on this technology but on modern display
technology, including the Texas Instruments DLP light engines. My
purpose is to acquaint the reader with some understanding of how the
stereoscopic medium and the digital medium work together nicely for
the capture or the creation of stereoscopic images.
It
would be more pleasing to me, for one, to call this the electronic
cinema, rather than the digital cinema, but this isn’t an
article about technology definitions and everybody knows what I am
talking about. Oddly, it is electronic movies or television that has
begun to replace chemical-based photography, because the current
digital cinema is clearly an outgrowth of television. It is this
isomorphism that gives the studios such fits because the distinction
between the 1920 TV standard and the 2K theatrical standard is of
interest to and possibly only noticeable to experts.
It
is my purpose to illuminate why the combination of stereoscopy and
digital technology is such a neat one, providing so many benefits.
First let’s take a look at the content creation aspects of the
medium, which fall into several categories: Live-action photography,
animation by means of computer generated images, animation by means
of performance capture, and conversion from planar to stereo.
The
differentiation between computer generated animation and performance
capture is one that does not have a sharp dividing line. There are
movies that are touted as having performance capture, such as
Beowulf, and there are movies such as Monster House
that also use performance capture but make no mention of it in their
promotion or advertising. In a naïve time the use of
rotoscoping, the progenitor of motion capture, was a hush-hush affair
and reports of its use in Snow White were denied by Disney.
But they obviously used it.
For
computer generated images and for performance or motion capture,
digital technology plays a powerful role – and indeed it is
utterly impossible to conceive of this means of content creation
without digital technology. In the 3D boomlet of the fifties, except
for a few cell animation shorts, all the features were live action.
But in this, the first two years of the renaissance, until recently,
all the features were CG animation. Which is history looping back on
itself, because stereoscopy was invented using drawings, before
photography was invented.
All
of the major animation studios that produce computer generated images
have physicists and imaging specialists who are attempting to produce
a computer world that can be rendered with remarkable real-world
fidelity or with controlled departures from the real world, to
produce a beautiful visual effect. The people who create this
content – the animators, background artists and other
specialists – for the most part deal with content creation on
an intuitive level. They aren’t doing calculations, but they
are using computers. They need to be able to do what they do as any
creative artist does, using on intuition to work the medium.
Whether
their endeavors are based on animator’s skills or the artist’s
ability to create backgrounds, generally speaking they are dealing
with three-dimensional databases that exist as algorithms and numbers
in a computer. These three-dimensional databases have to be fully
rendered and captured by a virtual camera, and for a stereoscopic
version what is required are two perspective views; so there must be
two virtual cameras. These two cameras must be set up and
coordinated according to the geometry of stereoscopic image capture.
The
same kind of remarks can be made for performance capture, in which
motion vectors of the actors’ bodies and faces are turned into
a database. That database is then manipulated into characters that
are inserted into a computer generated world, or for that matter the
characters could be placed into photography of the real world.
For
camera-captured images digital (or electronic) technology leaves
film-based photography of stereoscopic images in the dust. Cameras
that depend on modern CMOS and CCD technology aren’t digital,
but produce analog signals that are captured digitally and are then
recorded digitally either on hard drives or tape drives. One benefit
of these video cameras is that they can be lighter and more compact
than film cameras. This is important because two cameras make a rig,
and two big heavy cameras become a big, heavy, clunky rig. Also, it
is very good to be able to get the lenses as close together as
possible especially for close-ups but also for medium shots.
During
capture and immediately after capture it is desirable to look at the
images. It is possible to look at the images on various kinds of
stereoscopic monitors during photography, and without the need to
process film and look at dailies (typically the next day), the
cinematographer, the director and other creative and technical people
can look at the images right away. In fact, they can often look at
them on large screens – sometimes on a theater-size screen. It
is very important to be able to do this, because it is so hard to
visualize how stereoscopic images will look. It turns out to be a
real bear to be able to predict the stereoscopic effect. If you have
to resort to calculators and rules to try to figure out whether the
image is going to look good, stereoscopic photography becomes
difficult to do. But if you can actually see what you’ve done
real-time (or shortly thereafter), you can improve and correct and
tweak what you’re shooting. The same remarks that are made
here with regard to the ability to view stereoscopic camera-captured
images apply to computer generated images, because the content
creators are able to look at stereoscopic images real-time on their
desktops or in their sweatboxes. (A sweatbox is a little theater.)
The
same considerations apply to conversion technology. There are a
number of firms that now specialize in converting planar to
stereoscopic movies. They are all doing more or less the same thing
depending on artists and computers to help them get a decent result
with reasonable throughput. The basic idea involved is outlining of
foreground objects, laying the skins of those objects on a wire frame
mesh or a depth map, and treating the background by filling in
missing data and modeling the background where required. All of which
would be impossible without digital technology.
We
have looked at the major ways in which content can be created. We
will now look at a vital portion of the filmmaking process, which is
post-production. Post-production involves an array of procedures
that create the film after photography. These include the
manipulation of picture elements and sound elements into a finished
product that can then be released to the theaters. When a
stereoscopic film is cut it’s a good thing to be able to see it
in 3D so that the editor and the director can understand how shots
interact with each other. There are many prejudices, opinions and
myths about stereoscopic cutting – about what works and what
doesn’t work in 3-D movies: for example, whether a lot of
depth-of-field is required, whether fast cuts are allowable or slow
cuts are better to allow the stereoscopic effect to build. Theories
matter only to a small extent. The eyes of the beholder rule. So if
editors and directors can see what they are doing stereoscopically,
that’s a tangible benefit. And the well-known advantages of
cutting a film digitally apply here in spades. It is beneficial
because of the difficulties in visualizing stereoscopic images and
how shots interact.
An
important process for camera generated material in particular is
called rectification, which is a term that comes to us from aerial
photography. If the left and right images have any distortions or
magnification errors, they can, to a large extent, be fixed in
post-production by tweaking the geometry of the two images so they
correspond. This becomes important for zoom lenses, because zoom
lenses have great big problems in terms of optics centration, which
causes spurious generation of parallax values. Problems can be fixed
in post-production and there are both proprietary and off-the-shelf
tools for doing so. For the most part, these errors can be
eliminated; and they can also include color and density shifts in the
left and right images that can occur in cinematography.
The
most important and well-developed element in this current phase of
the stereoscopic cinema is stereoscopic projection. By emerging from
a single DLP light engine projector, a stereoscopic image can be
created using the time-multiplex or field-sequential mode. I am the
first person to create flicker-free images for the time-sequential
process, and the primary inventory of the major selection techniques
used with field-sequential stereoscopic presentations: CrystalEyes
active shuttering eyewear and the ZScreen, the electro-optical
modulator used by Real D. It fits in front of the projection lens
and switches the characteristics of polarized light in synchrony with
the projection fields. Other systems are extant, such as shuttering
eyewear systems, or the Dolby system which is an advanced form of
anaglyph.
Only
the projectors made by manufactures licensing DLP technology from
Texas Instruments, Christie, Barco, and NEC, meet the required
specification for field-sequential 3D. In order to make the Real D,
NuVision shuttering eyewear, or Dolby systems work, you have to have
a rapid sequence of frames projected on the screen. And only the DLP
can refresh fast enough. In the case of material captured at the
film standard rate of 24 frames per second, these systems work best
when projecting at 144 frames per second. There are two 24-fps
images for 48 fps, and each image is repeated three times for a total
of 144 fps. The images are concatenated, and a train of images
(left, right, left, right, left, right, and so on) reach the eyes.
Half the time when you look at the image your right eye is seeing
only the right images and is seeing nothing in the left eye, and vice
versa. If everything is done right, the result is a good because the
left and right images are treated identically by the projector in
terms of geometry and illumination. The repetition rate of 144
frames per second lets us approach left and right frame projection
simultaneity, another important factor.
Dual-projection
systems require a lot of tweaking; and even after they have been
tweaked they can drift out of spec. It’s not that it is
impossible to make dual-projection systems work. It is simply that
they are not a real product that you can count on given current
technology in digital cinemas, which requires not only the projection
of a beautiful image but a dependable process and an image that does
not require constant monitoring.
Digital
technology –content creation, post-production, and projection –
has enabled the stereoscopic medium to become a part of the
filmmaking armamentarium; not only to provide beautiful projection
but to provide a dependable product, free from the mistakes of the
past, that I don’t want to dwell on because they’re such
a bummer. But today’s modern 3D digital projection is free
from fatigue and eyestrain, and can now allow content creators to do
their best to discover the art of this new medium. We’re going
to see several years of experimentation and discovery, and at the end
of that time the stereoscopic medium will be on a firm foundation.
Creative people will never stop creating, but we will reach a plateau
where many of the creative and production technical processes become
routinized. Oddly enough, the reintroduction of the stereoscopic
cinema comes down to turning that which had been more or less a
laboratory experiment into a routine.
And
none of this would have been possible without DLP projection which is
the invention of Larry Hornbeck, who I just had the pleasure of
meeting at the SPIE Stereoscopic Displays and Applications Conference
in San Jose. Larry asked me for my autograph, so I asked him for
his. As you can see, his autograph is on the back of a pair of paper
3D eyewear, which is entirely appropriate.
