VR virtual reality movie production ten pit

Paul McCartney Concert by JauntVR

Introduction: In 2011 Kevin showed me in New York City his latest production of panoramic art films, reminding me of contemporary artists, film director Steve McQueen ("Twelve for the Slave" "Hunger" and "Shame" Director's multi-screen device works. Kevin is a video installation artist and he emphasizes context reconstruction in his works.

As an image curator, I was very happy with the panoramic artwork. I was even slightly excited, but I quickly lost interest because I didn’t find how such a work attracted me to watch 14 minutes. I must from time to time. Watch videos in all directions to prevent me from missing an artist's hidden lens.

Steve McQueen's Exhibition

Kevin saw I was in a difficult place, and soon Kevin sent me a link. He found a new media (tools). It was still relatively original Oculus. He also put the video in his own Sprint old custom phone. , DIY glasses, this is my first experience of so-called virtual reality.

When I watched Kevin's work in virtual reality, I didn't vomit. I just shouted, "It's so smart. This thing has changed our viewing experience. The artist's visual work gives me a sense of presence. It's like I went to Koh Samui to do meditation alone and integrate into the environment.”

In addition to VR, a Chinese female artist I met and studied in the United States strongly recommended to me in 2010 or so. How this technology works through art works. She is also crazy that AR will change human life, not Used only for art.

Look at today, back to China, almost everyone is talking about doing VR and AR. However, relative to VR games and CG-type works, real-life shooting VR content is indeed pits everywhere, as practitioners, here put forward the VR virtual reality movie production of the ten pit causes and solutions, even if we propose solutions are not Perfect, but also hope to help those overwhelmed practitioners.


The First Pit of VR Virtual Reality Movie Production: Parallax PARALLAX

Cause: The term "parallax" is absolutely a vocabulary that has become popular after the emergence of panoramic and virtual reality. Because the current panoramic shooting solutions are all stitched together using multiple cameras and multiple cameras, the presence of parallax is inevitable. When an object passes through two shots, the relative gap between the two shots to capture the same object can not be avoided.

Solution: Theoretically speaking, if we do not solve the current problem of traditional optical imaging, parallax cannot be avoided. Although disparity can be eliminated by various means at a later stage, the capture of early images can only reduce parallax and cannot be essentially avoided.

JauntVR company camera prototype

The Second Pit of VR Virtual Reality Movie Production: Excessive Camera Stitching

Reasons: The current method of shooting panoramic or VR video mainstream is to use 2, 4, 6 cameras (cameras), and later use collage software for collage synthesis. The more lens machines will increase the overlapping areas of the collage while reducing the parallax. However, the problem of excessive camera splicing is also obvious. These problems include an increase in the amount of data management, excessive effective pixel utilization in overlapping areas, synchronization problems, and restrictions on the shooting safety distance.

Solution: At present, the general knowledge is to use six machines to make interactive arrangements. If it is full-frame imaging or fisheye lens can be reduced to four machines, and Ricoh and Kodak and other panoramic cameras can use two eyes to achieve two lenses . So, in order to balance quality, reduce post-workload, reduce parallax, and do double-axis coverage, how many cameras and lenses are the best? In fact, we still look forward to those camera manufacturers to do the basic solution for us from the imaging element or lens level. Prior to this, we suggested that in order to achieve better quality, increase the number of lens cameras, and want to reduce the workload, must be reduced.


The Third Pit of VR Virtual Reality Movie Production: Data Management

Cause: Because multiple cameras are used, the stored data will increase accordingly, and it will increase exponentially according to the number of cameras. If we record in 4K RAW format, the 1-minute shot is likely to be 1G, 10G or even larger. With six or more cameras, it often takes 10 minutes for a 10-minute piece of footage to take into account the need for double Backup, three backup material, this is a monster-level material storage and management tasks.

Solution: Establish a reasonable data management and storage process. We do not recommend that practitioners pursue data reduction at the expense of image quality. Many filmmakers often buy back 2K workflows for 4K cameras. Their excuse is high post-production costs, and 4K playback has not yet reached popularity. If we take this mentality in VR production, then we will repeat the old industrialization of the film can not keep up with the old road of Europe and the United States. The cost of implementing a 20T/30T mobile storage device is far lower than it was a few years ago, and there are many data management softwares that help producers categorize data.

While data storage is important, the management process must be the top priority. We absolutely have reason to believe that DMT and DIT are essential professionals for VR film and television production.


The Fourth Pit of VR Virtual Reality Film Production: Testing of Technical Specifications

Cause: It is because multiple cameras need to be synchronized in the later period. Therefore, it is necessary to ensure that each parameter of the camera has an accurate matching index. In China, a work environment that is not accustomed to using CNC, relying on the eyes, relying on hands, and relying on experience, VR shooting as a high-precision process will inevitably cause a group of practitioners to fall into a pit. This also warned everyone that VR production must have systematic technical indicators to check, even if the focus is to forget the lock will bring a huge disaster in the later period. Of course, GOPRO's classmates will gloat because these devices are automated, but because of automation, the odds of error are higher than manual and uncontrollable.

Solution: After many tests, we produced more than 120 standard tests for VR movie shooting, including shooting equipment, monitoring equipment, transmission equipment, real-time splicing equipment, data records, etc. Each item needs to be tested and confirmed. Data can not be arbitrary. Even with fully automatic equipment, please do scientific and reasonable data detection and monitoring.


Fifth Pit of VR Virtual Reality Movie Production: Lens Movement

Causes: Many viewers and platforms complain that the current VR video camera language is single. Basically, it is to place a camera in place, and a group of visitors who appear in the monitor are crazy. In fact, it is also difficult for the production staff. But because modern audiences have been trained in traditional film and television content, they must look at "dynamic" films. If in the 50's and 60's films, the lens movement was relatively small, and in the modern era, each director would have been anxious to make the photography hand-held shot. There was a problem here. Does the panorama movement need to be like a traditional movie? Because the sport that can be seen now is still a very rigid push-type exercise, and the audience will also look forward to shouting good halo.

Solution: The implementation of the VR motion stabilization device and scheme without any specific panoramic shooting, while the auxiliary device is still underdeveloped, panoramic or VR videos can only attempt smooth motion. In fact, compared to smooth movements, we are more concerned about why the movement appears and the relationship between the movement and the narrative. This directly affects the current content creation, forcing practitioners to rely on motion, which is a means of helping narratives to become The show technology and research capabilities compete.


The Sixth Pit in VR Virtual Reality Movie Production: Clips Are Unemployed

Cause: Many "professional" people predict that if VR film and television rise, the first jobless is the editor. In the current VR narrative with "scene" as the node, we no longer pay attention to the shot. The original Montage charm of the movie as if it is in the panorama or VR movie is not so important.

Solution: Instead of worrying about the editor's future, it's not as if we are down-to-earth trials and explorations of how VR virtual reality clips should be started. Many VR predecessors are willing to take long-term analogy to VR movies. This is similar to 1910's extensive use of long lenses. , because everyone did not know the charm and rationality of the clip. Looking at Hollywood today, every major commercial producer and director can't wait for 3 seconds to cut a shot.

Interactive VR video "All Detective" scene structure

The seventh pit of VR virtual reality movie production: where the staff hides

Cause: The biggest thing I ever saw was that now I take a panoramic view, where the director goes, where the photographer goes, and where the staff go, it becomes like a big debate about where “Daddy is going”. where to? It really became a big problem, because in the past these workers were always hidden behind the camera. Now the backs of the cameras are all together and it is impossible to leave room for the staff.

Solution: Some people suggest that the director simply hides in the actor. If it is a one-man show, the director can only act as a flower. Some people boldly proposed that they should not work in the early stage and make up later, but it seems that the cost of the later period is still greater than the previous period. The realization of the rapid development of wireless devices, staff can fully rely on wireless devices, wifi, and even mobile monitoring to hide away.


Eighth Pit of VR Virtual Reality Movie Production

Causes: The most important thing in shooting traditional films is lighting. Film is the art of light and shadow. Virtual reality emphasizes recreating reality through virtual means. Then many people will insist on simply taking daily scenes and shooting them down. This idea is good, but we could have seen everything around us. In this case, we emphasize the VR movie CINEMATIC, so many scenes may not be visible in everyday life, just like the audience wants to enter the world of Avatar, I'm sorry, Can't find it on the earth, even if SPACEX doesn't know how many years it will take for everyone to glimpse the distant blue planet.

Then the look and feel of a movie or virtual scene must use good lighting. This can be difficult for many filmmakers. Staff can hide, the lights do not cover the cover, what light is also covered?

Solution: Restoring a real light source may be better outdoors, and the room will need to create a simulated real light source. In the course of our continuous practice, we have created a "weak light" lighting method to help the camera complete the capture of details with the least number of light sources, and to enhance the atmosphere shaping of the environment and the contrast of light and shadow. Of course, the early lights can also be handled by post-processing. If things can be resolved in the early stages, do not leave them to the later stage.


The 9th Pit of VR Virtual Reality Movie Production: How the Performers Perform

Cause: In the past, actors performed in the face of other actors, or faced the camera. The actor always knew where the audience was. Right, it was the camera. Now, in the panoramic shooting, the actors will be overwhelmed. Of course, this mainly refers to the film and television actors. The more experienced artists will appear cramped in the panoramic shooting because they worry that their own performance or image can be used in the previous shooting. With clipping and composition modification, it is really a big problem now. There are new challenges in the performance itself as compared to the issues that actors are worried about. Some people will quickly come to a conclusion and simply use a theater actor.

The solution: The actor's problem is the loss of the reference object because the former actor knows how to present his best or wanted side to the audience. Now it is immediacy. In order to better help the actor to enter the state, it may be advisable to start with an impromptu workshop with the actor and help the actor enter a completely new state of immersion in form, movement and eye contact.

If it is an experienced panoramic photographer, it will adjust the relationship between the actor's balance in order to attract the audience's exaggerated performance and the concern that the performance is too small to lose the audience's attention. Of course, from time to time, the actor always walks to the camera lens and seeks for the camera to only make the audience have a strange reaction. It is as if in the daily life, there will not be a sudden individual meeting in front of you, you will definitely come up with anti-wolf spray or a punch Hit his face. Of course, if the person who came before is Song Zhongji, then it is another matter.


10th Pit of VR Virtual Reality Film Production: Perspective POV and Participation

Reason: The current strategy adopted by VR games is the first-person perspective because the players can interact in the game world. For VR movies, the interactions that can be achieved at present are not achieved through operations, but are simply a selection of more scenarios. This will allow viewers to feel that the immersiveness created by the closed line of sight is gone. Like traditional movies and television, all stories take place in a box. The audience knows that everything in the box is virtual and false. In the play.


Whether you are arguing about the first person or the third person or the perspective of God, the experience you get is similar. I remember how the scene of Sadako's crawling out of the TV set in "Harbinger at Midnight" was awkward, and we thought it was a box. As a result, something really could climb out. What the VR world wants to shape is not only to jump out of the box, but also to put the audience in the box.

Solution: In fact, from the perspective of achieving research methods and participating in interactions, it is better to start with content. Many VR movies in the United States have already begun trials, such as Henry, which is always cited as an example. However, it is an animation, which is a picture that we would normally find impossible in the normal world. But here we are not saying that Henry is not a VR movie as an animated cartoon. We are more concerned with how to engage and perceive the interaction in the live shooting scene.

Of course, this is a systemic problem. From perception to content interaction, once we solve this problem, we believe that more consumers will not hesitate to enter the world of virtual reality because every viewer there has the opportunity to accompany the female stars. Himself, shouting "husband" to travel to Africa with her. VRontage will also analyze VR virtual reality film perspectives and participate in implementation in specific cases in future articles.




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