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3D & VR Reviews
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October 21, 2016

4 Cinematic VR filmmaking skills you should hone, to impress Hollywood

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 lasts on [...]

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March 17, 2015

Cinematic VR critique: Part 2 (The North Face Climb)

(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

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May 29, 2013

I say…the 3D was a bit sucky, Old Sport – Great Gatsby review

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 [...]

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December 18, 2012

High Frame Rate Storytelling in 3D – The Hobbit review

The Hobbit in HFR stereoscopic 3D:

At first I thought Hobbits were swift on their feet. After all, I’ve not followed the Lord of the Rings Trilogy. My exposure to Gandalf and Frodo were back in the day, playing the graphical adventure game on the Amiga.

I’m not sure if Hobbits are fast on their feet, but that was the impression the opening minutes of the movie had on me. Later on as the movie progressed, this strange Hobbit quirk didn’t surface. I link this phenomenon has something to do with HFR 3D. I hypothesized a few reasons that I experienced this speed-up and slow-down of actor movement:

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Essential Reading: Think in 3D
VR Film Production?

SkyBox Studio for VR production

VR Filmmaking Masterclass
Think in 360 Masterclass
Dirrogate:DeepVR on Steam
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1
Must Read:Compositing in VR – or, the world is not flat… it’s Equirectangular.
 
2
Must Read:The Language of Visual Storytelling in 360 Virtual Reality.
 
3
Cinematic VR Filmmaking – Part III
 
4
Must Read:Root VR, Deep VR and your career in Virtual Reality filmmaking
 
5
The Dilemma of Positional tracking in Cinematic VR films.