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Depth and Scale Effects 

 
Along with the limitations noted above, simulated 3D offers some valuable tradeoffs. In 
addition  to  the  opportunity  to  use  most  of  the  creative  effects  that  are  familiar  to  2D 
filmmaking  (among  them:  color  effects,  lens  distortions,  and  a  wide  depth-of-field),  3D 
filmmakers gain the opportunity to exploit depth and scale effects that are unique to the 
3D medium. By choosing a wide I/O or interocular—the horizontal displacement between 
their  lenses—3D  filmmakers  are  able  to  lend  depth  to  objects  that  lie  beyond  the 
stereoscopic  limit—objects  that  otherwise  would  appear  to  be  flat.  And,  by  significantly 
widening or narrowing the I/O, filmmakers can diminish or exaggerate the apparent size 
of objects—a consequence of the fact that the fixed interocular of the human eye—about 
2.5” in the average adult—is the primary frame of reference that viewers use to evaluate 
the depth and size of objects they see in the world. Scenes shot with a narrow I/O display 
the effects 

hypostereo

; scenes shot with a wide I/O display the effects of 

hyperstereo

; and 

scenes shot with an average I/O (scenes which most closely replicate the scale of objects 
in the real world), are said to be in 

orthostereo. 

Strong degrees of convergence can also 

introduce  significant  scale  effects.  Familiar  objects  that  are  placed  by  the  filmmaker  far 
beyond  the  screen  plane  may  seem  gigantic  relative  to  the  size  of  the  screen,  while  the 
same objects, when placed far in front of the screen, may appear miniaturized

 

relative to 

the size of the screen. In addition, by 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 
verisimilitude to a film—a way to persuade audiences that they are “there.” It is, instead, a 
medium that offers filmmakers an opportunity to communicate with their audiences on a 
richer, more compelling level than was afforded to them in 2D. When skillfully employed, 
the  artifacts  that  are  peculiar  to  simulated  3D—instead  of  being  clever  gimmicks  or   
awkward  limitations—can  be  powerful  tools  that  creative  filmmakers  can  use  to  tell  
effective stories.

 

 

 Interocular and Convergence   

 

 

 

 

 

 

 

In  addition  to  the  variables  to  consider  when  capturing 
images  in  2D  (among  them,  focal  length,  focus,  aperture, 
shutter angle, imager size, dynamic range, codec, colorspace, 
and  frame  rate)  two  important  new  options  are  available  to 
3D  filmmakers:  1)  the  ability  to  adjust  the 

interocular

,  or 

displacement,  between  their  lenses  and  2)  the  ability  to 
adjust the convergence of the lenses. The term 

convergence

as it applies in 3D imaging, refers to the rotation

,

 or toeing-

in,  of  the  lenses  of  the  two  cameras  in  the  3D  rig.  The 
location  of  the  point  of  convergence—the  point  where  the 
optical axes of the lenses cross—determines the separation at 
the  screen  plane  between  the  two  components  of  the 

stereoscopic  image  pair

.  This  separation,  which  is  termed 

parallax

,  determines  the  apparent  location  in  space  of  the 

3D objects in the film relative to the screen plane. 

                                                                                      
                                                                                     Fig.2 – I/O and Convergence

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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