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Convergence Considerations 

 
As noted above, excessive convergence can produce unwanted warping effects (including 
keystoning effects, which result from vertical disparities at the edge of the right and left 
images), as well as scaling effects—a consequence of placing familiar objects far beyond or 
far in front of the screen plane. In addition, images that are strongly converged (images 
with  high  parallax  values)  may  display  more  ghosting  when  displayed  on  a  screen—a 
consequence  of  the  unavoidable  “leakage”  of  light  between  the  two  lenses  of  the  3D 
viewing glasses. However, converging the cameras has the mitigating effect of centering 
the  screen  image  on  the  optical  axes  of  the  lenses,  where  any  radial  distortion  in  the 
lenses is likely to be at a minimum. In addition, by converging the cameras, a filmmaker 
may be able to include a larger area of the set within the scene, increasing the width of the 
3D zone in the space closest to the camera. While filmmakers are free to converge their 
lenses wherever they wish, audience tests have established a 

comfort zone

 within which 

parallax values are considered to be within an acceptable range. The depth of this zone is 
inversely proportional to the width of the viewing screen: a movie screen that is 30’ wide 
can  afford  a  comfort  zone  that  is  only  10%  of  the  depth  of  the  comfort  zone  that  is 
considered appropriate for a TV screen that is 3’ wide. Factoring in the average audience 
viewing  distance  from  a  30’  movie  screen,  this  comfort  zone  is  generally  considered  to 
extend from about 30’ in front of the screen (where extreme effects may intrude into the 
viewer’s  space)  to  about  30’  beyond  the  screen  (where  the  furthest  3D  objects  reside  in 
screen space). Stated another way, tests have shown that negative parallax should extend 
into the viewer’s space a distance that is no more than 50% of the distance between the 
viewer  and  the  screen.  And  the  extreme  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 
for  distribution  to  multiple  platforms  need  to  be  treated  to  convergence  adjustment 
passes that tailor their parallax values to the size of the screens on which they will most 
likely be displayed.  
 
The  range  of  parallax  values  employed  in  a  film  is  termed  the  film’s 

depth  budget

Typically, a filmmaker making an action or suspense film may choose to employ a larger 
depth  budget  than  would  be  appropriate  for  a  conventional  drama,  which  may  instead 
confine much of the on-screen action to depths that are close to the screen plane. In the 
case of a production designed for a 30’ screen, the separation of the right and left images 
(the parallax) may range from a negative extreme of -10” to a positive extreme of +2.5”, 
for  an  overall  depth  budget  of  12.5”  (3%  of  the  width  of  the  screen),  while  for  a 
comparable  production  designed  for  display  on  a  3’  TV  monitor,  the  appropriate  depth 
budget might be 2” (6% of the width of the screen). Because of this scale-dependency, a 
production  whose  convergence  is  appropriate  for  a  theater  screen  may  lose  much  of  its 
apparent depth when viewed on a small screen, while a production whose convergence is 
considered to be appropriate for a small screen may force the viewers to diverge their eyes 
to  an  uncomfortable  degree  when  they  watch  the  same  production  on  a  large  screen. 
While  efforts  are  underway  to  standardize  3D  specifications  to  conform  to  the  needs  of 
the various projection and display systems in the marketplace (each of which uses light 
and the color spectrum in a distinctive way), the prospect of standardizing specifications 
to meet the needs of the vast range of possible 

display geometries

 – from IMAX screens 

to personal computers – remains a distant hope.  
 

Содержание AVCCAM AG-3DA1

Страница 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...

Страница 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 ...

Страница 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...

Страница 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...

Страница 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...

Страница 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...

Страница 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...

Страница 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 ...

Страница 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...

Страница 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...

Страница 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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