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3D Production and Post 

 

Barry Clark 

 

 

 

 

 

 

 

              

03-26-10 

 

 

 

Real World 3D 

 

 
When  a  viewer’s  eyes  focus  on  a  real  object,  they  automatically  converge  on  the  object. 
From the separate perspectives seen by the two eyes, the viewer’s brain fuses a coherent 
3D image of the object. All of the objects that the viewer sees in 3D occupy a cone that is 
bounded by the edges of the overlapping fields of focus and convergence of the viewer’s 
eyes.  Everything  outside  of  this  cone  is  seen  by  the  viewer  in  2D.  As  the  viewer’s  eyes 
focus on progressively more distant objects, the zone of convergence shifts with the zone 
of  focus  and  the  cone  shrinks  in  width  until  an 
outer  limit  of  distance  is  reached—a  distance  of 
100-200  yards  in  the  average  adult—beyond 
which  the  viewer  can  no  longer  distinguish  the  
perspectives  seen  by  the  left  and

 

right  eyes. 

Everything  that  is  located  further  away  from  the 
viewer  seems  to  lie  on  a  flat,  2D  plane.  To  judge 
the  relative  position  in  space  of  objects  that  lie 
beyond this 

stereoscopic limit,

 a viewer must rely 

on 

monoscopic depth cues

, including 

motion 

 cues 

(nearby  objects  seem  to  shift  position  more 
rapidly  than  distant  objects), 

atmospheric

  cues 

(the hue of objects shifts toward blue as they move 
into  the  distance),  and 

occlusion

  cues  (near 

objects obscure the view of more distant objects).   
 

                                                                                       

Fig.1 – Real World 3D

 

Simulated 3D 
 

The experience of viewing a 3D film is significantly different from the way a viewer sees 
3D  in  the  real  world.  The  most  obvious  differences  between  real  world  3D  and  the 
simulated 3D that is viewed on a screen are a consequence of the fixed depth-of-field and 
the  fixed  point-of-view  of  the  lenses  that  capture  the  images.  As  a  result  of  these 
constraints, viewers watching simulated 3D can no longer alter their point-of-view simply 
by  shifting  the  position  of  their  heads,  as  they  can  in  the  real  world.  And  when  turning 
their attention from one object of interest to another, they can no longer simply refocus 
their eyes, as they can in the real world. In a 3D film, the point-of-view and the focus are 
invariables established on the set. In addition, when looking at a 3D object displayed on a 
screen, a viewer’s eyes must focus on the screen while, at the same time, they converge on 
a point in space that may be located 

beyond

 the screen, 

on

 the screen, or 

in front of

 the 

screen. As a result of this process—which differs from the way a viewer sees the world—
the viewer has the sensation that the 3D object is located either in the space beyond the 
screen,  on  the  screen  plane,  or  in  front  of  the  screen.  A  3D  object  that  appears  to  be 
located  on  the  screen  plane  is  relatively  easy  for  a  viewer  to  watch.  But,  over  time,  a 
viewer may experience eyestrain from the effort involved in fusing coherent 3D images of 
objects that reside far beyond or far in front of the screen. 

Summary of Contents for AVCCAM AG-3DA1

Page 1: ...s Fig 1 Real World 3D Simulated 3D The experience of viewing a 3D film is significantly different from the way a viewer sees 3D in the real world The most obvious differences between real world 3D and the simulated 3D that is viewed on a screen are a consequence of the fixed depth of field and the fixed point of view of the lenses that capture the images As a result of these constraints viewers wa...

Page 2: ...y strongly converging their lenses 3D filmmakers can cause the spatial geometry of a scene to seem to warp as if the space were bending toward or away from the viewer Effects such as these though unwanted in productions that aim to portray the world as it is can be useful tools for a filmmaker producing a surrealistic or fantasy film With its unique capabilities 3D is not merely a tool for adding ...

Page 3: ... e an object with zero or positive parallax the viewer s eyes remain uncrossed Because crossing the eyes can cause physical discomfort filmmakers are often cautious about using excessive negative parallax choosing instead to limit the degree to which objects are allowed to intrude into the viewer s space1 1 eyes focused on screen left image 2 eyes focused on screen left image to right of right ima...

Page 4: ...on the screen plane and C 5 refers to a shot with lenses moderately converged pulling the viewer into the screen space In terms of I O the use of wider than normal and narrower than normal camera configurations as noted above can introduce unwanted distortions However the informed use of exaggerated interoculars can help filmmakers enhance the impact of their stories A wider than normal interocula...

Page 5: ...e involves toeing in the lenses of the cameras so that the right and left images of a particular target overlap The target for setting convergence may be an object in the scene or a slate held in front of on the plane of or beyond the plane of a subject Fig 5 Image Capture The convergence point that is chosen by the filmmaker establishes the position of the zero parallax plane in the image This pl...

Page 6: ...cular and the width of the target screen Post Processing If decisions regarding convergence are deferred until post the images from the left and right eyes may be converged by the process called depth grading or horizontal image translation HIT This technique see Fig 7 involves horizontally displacing the right and left images to produce negative zero or positive parallax values on the screen plan...

Page 7: ...eme limit of positive parallax beyond the screen should be a comparable distance A larger negative parallax value may force viewers to cross their eyes to an uncomfortable degree and a larger positive parallax value may force viewers to diverge their eyes to an uncomfortable degree the so called wall eye effect Because the depth of the comfort zone is dependent upon screen size 3D films designed f...

Page 8: ...ene that they want the audience to see For example a street that winds away into the distance can help to set the actors apart from the background or the use of smoke dim lighting or cooler hues can help to direct the audience s attention to foreground subjects that are more clearly defined more brightly lighted or shaded in warmer tones In addition to take advantage of the unique capabilities of ...

Page 9: ... or post that affects one eye but not the other can induce retinal rivalry a conflict between the components of the stereo pair that disrupts the web of illusions that produce effective 3D Filming Live Events When shooting live events such as stage performances and spectator sports 3D filmmakers confront several limitations that can compromise their ability to capture effective 3D Foremost among t...

Page 10: ...rization effect that results from an overly wide I O Along with the above live event filmmakers like all other 3D filmmakers are generally advised to reject long focal length lenses in favor of those with a wide depth of field Pacing the Cut The caveats that apply to 3D production also apply to the art of composing 3D films in post In addition to carefully matching convergence and interocular dist...

Page 11: ... parallax plane or screen plane divergence the unnatural outward rotation of the human eyes to view images with an interocular that is larger than that of the average human eye 2 5 Results in wall eye interocular horizontal displacement of the lenses of the cameras hyperstereo the effect of an interocular that is larger than that of the average human eye 2 5 miniaturization an artifact that result...

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