Graduated Stereo falloff in 360 – How to do it right:
As far back as 2014 (that’s like 10 in VR dog years), I’d described how graduated stereo falloff, could be used as a narrative storytelling tool for Cinematic VR. It’s safe to say that in 2014 everyone was learning VR. Even then, what I specifically had in mind is – you fade to black or cut to the next scene as your on-screen talent moves toward the 180 degree mark.
In the opening scenes of “My Brother’s Keeper” what we get is not even 180 degrees of stereoscopic VR while the rest of the scene is completely flat. This goes a lot against [...]
First, a disclaimer: As it so happens, I’ve come to know some of the producers of this excellent (my non biased opinion) episodic VR show, and while I do stay true to what the RealVision knowledgebase has stood for, for the past 8 years, I will admit the critique if any, will be written keeping relationships in mind.
To qualify why I think this VR series is excellent, one has to know that producing in 360 (VR) is no trivial matter, especially on an episodic basis. To that end, Invisible has broken new ground – good VFX, the cuts work*, and… there’s story! The story makes you want to go from episode to episode, and although each episode [...]
(above: screengrab from The North Face: Climb. © Jaunt Inc. – used for educational/critique only)
Following on from the first Cinematic VR critique paper, the document below is another critique of the current state of the art in production of Cinematic 3d-360 VR films.
Disclaimer: This document is for educational purposes only and is based off observations from a less than ideal evaluation platform (screen grabs from an android phablet – the platform that the video was made for). Any insights gleaned should be taken as seed ideas only, to extrapolate and learn from.
Download the document here: Cinematic VR : Jaunt_north_face_critique
The Great Gatsby – Stereoscopic 3D Review:
I’ve not been reviewing stereoscopic 3D movies recently, as really, there was no need to. All the movies seem to follow a formula: Shoot 2D for 3D, and convert in post. Now while I’ve acknowledged (with caveats) that conversion has gotten better in the past 2 years… I still maintain that conversion is best suited for action scenes where everything’s moving too fast to matter anyway, or for stunt shots where budgets won’t permit multiple 3D rigs or the shot itself would be too expensive to risk 3D in the hands of the in-experienced.
So why did I go see the Great Gatsby in 3D? – I [...]