They (Jaunt) certainly got the VR community's and Hollywood's attention with catchwords such as
“Computational Photograhy” (in a VR film context) which lead to sizable investments.
Clear mis-sync in stereoscopic capture.
Another glaring artifact is “abrupt depth loss” in some parts of the film.
With sizable and high end investments, comes equal responsibility of hiring the right people to create high end solutions to further Cinematic VR.

(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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