3D Critique

3d Film Grammar

Stereoscopic 3D

Augmented Reality

Downloads

Home » 3D Critique, Think Tank

Hugo: Deep Staging and Keyframing comes to 3D movies

Submitted by Clyde DeSouza on Monday, 2 January 20122 Comments

Key Framing v/s Montage Cinematography in 3D:

Hugo the movie, is a case study in how stereoscopic 3D can and should be used as a new medium of visual storytelling. I finally got a chance to see the movie, here in Dubai a few weeks later than its release date.

I went in, knowing it was going to be a good experience, but bias aside, it did not let me down. It can be comfortably stated that the premium paid for a 3d movie is well justified only in Avatar, Hugo,  HTTYD, Tron and Pirates IV. (in that particular order).

Other 3D movies thus far has been experiments in Hollywood coming up to speed in 3D movie-making.

What was good about Hugo 3D? Undoubtedly it had to be the lovely long key-framing camera work in many scenes. Whether by accident or actual planning, CGI wizardy, motivated edits and cuts, and/or other means… This was one visually well done masterpiece of Stereoscopic 3D Cinematography.

What is Keyframe versus montage style Camera work?

In typical film making it is easier to establish geography of a scene, or tell a story by assembling different shots of the same scene recorded by different camera positions and from different angles. On the other hand however, it would need much planning and scene blocking to do “keyframed” style camera movement.

As a simple example, if the scene is of a person walking into a room and moving into position in-between two other people in the room, it is much easier to shoot this scene by placing the camera at different locations around the room to capture the intended effect (montage), than it is to: plan, do scene blocking, lay track and then dolly the camera along with the person, swinging the camera around at the right moment so as to frame the actor as he gets into final end position.

3D Shot Planning:

It takes planning, rehearsal and skill, and we are still talking 2D movie scene! In 3D it’s a whole different ball game of Previz, correct camera interaxial, looking out for stereo window violations,  and yet keeping the camera work fluid and the scene itself interesting. But this what and why audiences are paying the extra dollar! (similar to a gourmet meal v/s fast food)

This is what was done right in much of Hugo, and in beautiful well crafted 3D. Granted today’s attempt at keyframed camera work is rarely what long takes were, back in the day when Hitchcock tried it out. But even he used the cleverly choreographed “10 minute” Long take (scroll down to the Long Take subheading in that article). In today’s film making, the use of CGI camera flight paths, motion control camera rigs and other tricks are allowed. As long as the end result is good dwell time,  and an audience immersing Stereoscopic 3D experience.

“In Hugo 3D even the Card Boarding was Motivated”

There is much talk among stereographers and 3D cinematographers on the subject of long lenses (zoom lenses) and the “cardboarding” effect it creates in 3D movies. In layman’s terms, cardboarding is noticeable when one shoots a scene with a telephoto or zoom lens. What happens is, longer lenses “compress” depth, so in a 3D movie the scene will look like several layers of cardboard cut-outs arranged in 3D space. The same effect is visible when watching the world via a pair of binoculars.

Did Hugo have Cardboarding? Yes, but even that was “motivated” I said to myself, in the Diorama scenes!

In the non-diorama scenes, there may have been a few shots where cardboarding was visible, but I would need to see the movie again to confirm, as were some possibly 2D to 3D converted shots I remember in the Library scene.

A well made 3D Film:

To round of this 3D Critique of Hugo, here are a few more observations.

1) Motivated Camera Placement and Editing: Throughout the movie I noticed a careful balance of camera move and timed cutting (edit) of a shot, so as not to give audiences any feeling of miniaturization (hyper stereo)

2) Use of Depth Budget and Negative Z-space: Hugo did not shy away from pulling characters right to the edge of the stereo window, and although I thought that some scenes with the Inspector General or Ben Kingsley were too in-your face for comfort, because the eyes were “converging” (going cross-eyed) rather than diverging (going wall eyed) it worked.

3) 3D movie with meaning: I liked the bit on preserving film history, and although it was a mini-documentary the lesson was well taught to younger audiences, because it was in 3D!. A couple of years ago, I’d written on how Hollywood could preserve and document real world architecture with 3D movies… Hugo makes a related point

I’d mentioned how the Digital Assets of “Pandora” could make for a real-time Climate Change lesson for kids in 3D, similarly, the preservation-of-old-films message could make for an interesting 3D mini-documentary. This shows how a 3D movie can cross-over to the education sector where attention spans are short, and Stereoscopic 3D content can help bridge that gap.

Verdict: This movie sets the bar a couple of notches higher in Z-space for 3D moviemaking!

  • John A. Rupkalvis

    The cinematography in “Hugo” from a 2D standpoint was excellent (in many cases better than in many other productions, 2D or 3D), the problems that occurred in 3D showed that it would have been good had they had a knowledgeable and experienced stereographer on the set.   Especially since this was an excellent story presented with a large budget; it was a shame to see this ruined by poor stereography.

    Cardboarding or flattening at great distances is not a major problem, since most things far away are visibly quite flat anyway.   Close objects, however are another story.   In real life, the closer an object is, the greater the amount of depth, roundness, volume, and detail of texture that will be perceived.  

    In Hugo, the reverse was generally apparent, often with a great deal of depth at great distances, and a flattening and cardboarding of faces and objects that were close.   Rather than being a result of the use of long focal length lenses, this appeared to be due primarily to the use of too narrow a stereo base for the subject distance and other image characteristics.

    The other problem was one of inappropriate use of a narrow depth of field in several instances.   While bokeh is often used (and overused) in 2D films to separate distances, this is not necessary in 3D.   The other major purpose is to draw attention to the major subject.   For this purpose, it may occasionally be used in 3D, but sparingly.  Usually this may be more effectively done with lighting and composition, as was done in many great 2D films during the “golden age”.   Excessive use in 3D creates visual problems, and even headaches.  

    There was no need for this in the two-shots, where it was very distracting in the editing, as each person was thrown way out of focus when the other person spoke.   The dramatic impact of the often emotional narrative was severely compromised as a result.

    Some images, such as the fine detail in the mechanisms and gears of the clockworks were also compromised, as this was completely lost in most of the images, due to being blurred to the point where this presumably beautiful detail was gone completely.   Recognizing that this may have been an “artistic choice”, it was nevertheless a very poor one.  

    However, in spite of what one’s opinions may be about the artistic impression, it should never be done when it causes visual or even physical discomfort for the audience.   When I saw it, several people in the row behind me were complaining that they were getting headaches.  Fuzzy, blurry images in 3D can cause more eyestrain than excessive parallax disparities.   With excessive parallax, the images just flatten out and double up.  Undesirable, unnatural, and uncomfortable to view, but not usually a major cause of headaches.   With blurry images, however, you actually do get headaches because of the attempt to resolve image parts that are unresolvable.   You already are trying to converge and accommodate your eyes at different distances.   Now you are being asked to do so when the image parts are so fuzzy that convergence becomes difficult or impossible.  

    Many of these lessons were learned a half a century to a century ago.   The 3D movies made in the 1950′s were much more comfortable to view than most live action 3D being shot today.     Stereographers would do well to study the history, and learn what works and what doesn’t.  

    JR   

    • Anonymous

      Thank you for the comment JR.
       When you bring in thought to a topic, it does open up a new perspective (no pun) that is worth considering. For that I would certainly go back to the cinema for a second view.

      (Reader Note: JR is one of the few stereographers and professionals who’s observations and opinions I take seriously).

      Getting back to the discussion, from what I saw of their handling of I/A, I must admit that i’m slowly getting used to less “fatty” (but delicious) 3D on my bread… giving in to the consideration that the 10 to 12 meter screen does “open up” the 3D. 3D does scale with size of display.

      I thought the trade off (on some scenes) with lesser I/A did make for more believable 3D at least on some scenes that aimed at doing deep staging, that would otherwise have run the risk of miniaturization had they inflated the i/a

      However, that’s just my opinion, and what I did thoroughly like and noted was the excellent cuts/edits, that were done at just the right time so as not to make the scenes look like scale model photography.

      On bringing selective focus into this film, I think it worked ok for me (again my opinion). Ideally I know it’s better in a rich 3D scene such as those from Hugo to let the eye wander, and leave it to the skill of the Director to bring the audience’s attention to the main subject, without using cliche tools such as rack-focus etc…

      but I think the scenes that did have narrow DoF were not that distracting.
      They may have made an attempt to use the ‘Circle of Isolation’ but probably could have slipped up on some scenes.

      I think, using a Circle of Isolation, (http://realvision.ae/blog/2011/05/technicolors-guide-to-3d-a-stereoscopic-3d-dictionary/) gives the Cinematographer his/her tool that they have been used to for decades, yet in a polished form for this generation of S3D movie making.

      It does take skill, and a combination of camera (sensor), lensing, i/a and ND filters with lighting to really isolate both actors in a two shot for effective selective focus techniques in 3D… but therein is the art :)

      Thanks again for the valuable insight.
      Clyde.

Get Adobe Flash playerPlugin by wpburn.com wordpress themes