WEBVTT - The Volume and The AR Wall

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio.

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<v Speaker 1>And how the tech are you? I got a request

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<v Speaker 1>on Twitter from Bronson Adams to talk about the tech

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<v Speaker 1>of the volume, which is extensively used in the more

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<v Speaker 1>recent Star Wars projects that we have seen, particularly on

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<v Speaker 1>Disney Plus, as well as the A R Wall which

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<v Speaker 1>is being used for Star Trek projects. So once again

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<v Speaker 1>it's Star Wars versus Star Trek. These two technologies are

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<v Speaker 1>actually quite similar to one another, so I figure we

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<v Speaker 1>can tackle both of them together, and right at the top,

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<v Speaker 1>I'm going to say that these technologies in some ways

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<v Speaker 1>actually harkened back to ye olden days of filmmaking, and

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<v Speaker 1>in other ways they are an attempt to address the

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<v Speaker 1>problem ms that come with setting a film in a

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<v Speaker 1>fantastical place, and that includes, you know, worlds that just

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<v Speaker 1>don't exist. So how do you bring those to life

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<v Speaker 1>in a way that's believable and immersive so that you know,

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<v Speaker 1>you're actors don't have any issues performing within the space,

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<v Speaker 1>and your audience hopefully totally buys into it. So when

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<v Speaker 1>you're doing that second thing, that is when you are

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<v Speaker 1>trying to create a world that doesn't really exist and

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<v Speaker 1>make it exist on film, you're putting a lot of

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<v Speaker 1>pressure on yourself and the actors. Maybe you have a

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<v Speaker 1>massive budget and you can actually build sets so that

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<v Speaker 1>your fantastical world is more or less realized, but that

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<v Speaker 1>might not be a practical solution, and maybe instead you

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<v Speaker 1>film everything against a green screen, or maybe you have

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<v Speaker 1>an entire set where there are elements that are greened

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<v Speaker 1>out and then you use the chroma key process to

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<v Speaker 1>replace it with, you know, whatever is supposed to be there.

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<v Speaker 1>If you've ever seen shots of the prequel trilogy from

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<v Speaker 1>Star Wars when it was in production, you'll see like

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<v Speaker 1>there were entire sets where they were just like arches

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<v Speaker 1>and things that were all decked out in green to

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<v Speaker 1>be replaced later. But then imagine the actors who are

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<v Speaker 1>in that place, who are trying to perform in what

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<v Speaker 1>is essentially a featureless green environment and still do a

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<v Speaker 1>believable job that is not easy. If you need any

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<v Speaker 1>evidence about how challenging this can be, even for revered actors,

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<v Speaker 1>you can listen to Sir Ian McKellen talk about it

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<v Speaker 1>in the commentary for The Hobbit and Unexpected Journey, though

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<v Speaker 1>I would understand it if you didn't want to do that,

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<v Speaker 1>because it would mean having to watch The Hobbit. Now.

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<v Speaker 1>I say that as a dude who hasn't had to

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<v Speaker 1>en Elvish on my left arm. I'm a huge Hobbit fan.

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<v Speaker 1>It's my favorite book in the world. I am not

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<v Speaker 1>a fan of the films anyway. Mckillan said that he

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<v Speaker 1>was absolutely miserable acting in these green screen environments against

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<v Speaker 1>no one at all, because you know, all of the

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<v Speaker 1>elements of the scene that he was supposed to be

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<v Speaker 1>reacting to they would all be added in later. And

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<v Speaker 1>he said that he actually considered quitting acting if that

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<v Speaker 1>is what acting now was going to be, which is

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<v Speaker 1>a big old roof. But the volume and the A

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<v Speaker 1>R wall both are systems that can project stuff that

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<v Speaker 1>otherwise wouldn't be within the scene on L E. D screens.

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<v Speaker 1>Now that means the actors are not just sitting there

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<v Speaker 1>trying to imagine what's supposed to be around them and

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<v Speaker 1>hoping that they get it right. You don't have to

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<v Speaker 1>worry about five different actors having five different eye lines

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<v Speaker 1>towards some imaginary spot because they can actually see the

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<v Speaker 1>thing that they're supposed to be looking at, it could

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<v Speaker 1>be much more immersive with some restrictions. Now, before I

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<v Speaker 1>get into all that, I think it would behoove us

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<v Speaker 1>to talk about some of the methods that came before

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<v Speaker 1>where filmmakers were trying to get around these limitations of reality.

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<v Speaker 1>Filmmaking has always been about finding ways to push against

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<v Speaker 1>those limited aations, and some of those efforts worked to

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<v Speaker 1>a degree, and some, especially in the early days, didn't.

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<v Speaker 1>So let's talk about some very early visual effects or

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<v Speaker 1>VFX techniques that relate to one another. And a lot

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<v Speaker 1>of this material is stuff that I have talked about

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<v Speaker 1>in previous episodes, so I'm not going to go into

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<v Speaker 1>exhaustive detail, but it really falls under this general topic

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<v Speaker 1>of compositing. Now. In film, compositing is where you're doing

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<v Speaker 1>the incorporation of two or more images from separate sources

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<v Speaker 1>into a final shot. For example, a typical green screen

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<v Speaker 1>application would see a character in the foreground that would

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<v Speaker 1>be an image from source number one. Right, you had

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<v Speaker 1>your primary camera on your main character against a green background.

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<v Speaker 1>That background would be coming from a second image source

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<v Speaker 1>so that would be image number two. Maybe it's a

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<v Speaker 1>filmed source. Maybe you went out and filmed on locations inplace,

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<v Speaker 1>and you know it wasn't practical to get the actor

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<v Speaker 1>out to that location, or maybe it wasn't safe, and

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<v Speaker 1>so you pair them that way. Maybe the background's computer generated,

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<v Speaker 1>maybe it never existed in the first place, doesn't really matter.

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<v Speaker 1>The point is the finished scene, the finished film is

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<v Speaker 1>this composite of these two images into a final image

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<v Speaker 1>to make the illusion that that character was in that

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<v Speaker 1>location at that time. So your foreground characters appearing in

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<v Speaker 1>front of wherever you wanted them to be. Now, way

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<v Speaker 1>back at the turn of the twentieth centuries, around nineteen

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<v Speaker 1>a filmmaker named George Mellier was pioneering all kinds of techniques.

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<v Speaker 1>Like you want to talk about a a brilliant filmmaker.

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<v Speaker 1>Melia is one of the best. You know, some filmmakers

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<v Speaker 1>were just gob smacked at the idea of being able

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<v Speaker 1>to record a performance that could be played back endlessly,

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<v Speaker 1>or at least, you know, until the film war out.

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<v Speaker 1>Mellier was getting really experimental. Now, remember in ye olden

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<v Speaker 1>days everything was shot on film, and some of you

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<v Speaker 1>might not really know that much about film because things

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<v Speaker 1>have changed so so quickly. You know, back when I

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<v Speaker 1>was a young lad, hardly anyone had access to digital cameras.

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<v Speaker 1>That we all had access to film cameras. Film is

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<v Speaker 1>a strip of plastic that's coated with chemicals that are photoreactive.

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<v Speaker 1>That means that when they are exposed to light, they

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<v Speaker 1>undergo a chemical reaction. This opens up the opportunity to

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<v Speaker 1>do stuff like double exposures. Now, a double exposure is

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<v Speaker 1>when you expose the same piece of film to light

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<v Speaker 1>more than once. Uh. Now, sometimes that would happen by accident.

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<v Speaker 1>You know, if you had a film camera, you might

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<v Speaker 1>accidentally take a photo on a frame that had already

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<v Speaker 1>been exposed to light once before, and you would end

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<v Speaker 1>up with sometimes an unsettling image. You know, it might

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<v Speaker 1>look like there was kind of a ghostly figure appear

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<v Speaker 1>ring in a separate scene, and it could be really

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<v Speaker 1>off putting. Sometimes it was just a mass, depending on

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<v Speaker 1>what you were taking images of. But if you did

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<v Speaker 1>it purposefully and carefully, you could achieve really interesting effects.

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<v Speaker 1>And Malier created a film called The One Man Band

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<v Speaker 1>that used seven exposures and it's a silent film. It's

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<v Speaker 1>a short silent film. You can actually find it on YouTube.

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<v Speaker 1>You can do a search for the one man band

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<v Speaker 1>and watch it. And it starts with a man walking

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<v Speaker 1>in front of seven chairs that are set out on

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<v Speaker 1>a stage there, side by side, and he points out

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<v Speaker 1>those seven chairs very uh, in a very exaggerated fashion,

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<v Speaker 1>and then he sits in the first chair on the

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<v Speaker 1>left side of the view, and then stands up, but

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<v Speaker 1>a figure of him remains seated in that chair number one.

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<v Speaker 1>The standing version of him moves over one, sits in

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<v Speaker 1>chair number two, then stands up. Copy of him remains

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<v Speaker 1>in chair number two. So now you've got pies of

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<v Speaker 1>them in chairs one and two, and a standing version

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<v Speaker 1>that moves to three. And he does this all the

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<v Speaker 1>way down, so that there are ultimately seven of him,

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<v Speaker 1>so presumably one original and six copies. And not only that,

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<v Speaker 1>but each time he stands up, the one that's in

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<v Speaker 1>the chair as holding a different musical instrument, and uh,

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<v Speaker 1>the one in the middle actually stands up and conducts

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<v Speaker 1>the other six as they appear to play music against

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<v Speaker 1>the silent films. You don't actually hear anything, but it

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<v Speaker 1>is a clever show of how this multiple exposure approach

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<v Speaker 1>would allow you to do in camera effects. Now that

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<v Speaker 1>technique is interested, but it is limited. You know, you

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<v Speaker 1>can technically clone a person on screen using multiple exposure,

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<v Speaker 1>but you know, if they cross paths, you get this

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<v Speaker 1>kind of ghostly effect, and you would have to do

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<v Speaker 1>it with right lighting so that no one appeared kind

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<v Speaker 1>of like transparent, unless I guess that's what you were

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<v Speaker 1>going for, in which case, go for it. But you know,

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<v Speaker 1>the next example is one that more closely ties into

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<v Speaker 1>what the volume and the A R wall are doing.

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<v Speaker 1>And it is called background projection. And yeah, it's it's

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<v Speaker 1>exactly what it sounds like. It's projecting a background. So

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<v Speaker 1>imagine here's a very typical use of it. Imagine that

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<v Speaker 1>you've got a sound stage, right, you can control everything

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<v Speaker 1>in the sound stage. It's an ideal environment for shooting

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<v Speaker 1>a film. You don't have to worry about being on

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<v Speaker 1>location and dealing with things like whether or noise or

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<v Speaker 1>anything like that. So you're on your sound stage and

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<v Speaker 1>you want to shoot a sequence where your characters are

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<v Speaker 1>in a car and they're traveling somewhere. Well, clearly you

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<v Speaker 1>can't actually have the car driving around on the sound

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<v Speaker 1>stage at least not more than a few feet. So

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<v Speaker 1>one way you would get around this is you would

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<v Speaker 1>set up your car. You would have your actors sitting

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<v Speaker 1>in the car, and behind the car, to the side

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<v Speaker 1>of the car, whatever angle you were looking at, you

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<v Speaker 1>would set up screens or plates, and upon that you

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<v Speaker 1>would project video or really film of movement that would

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<v Speaker 1>be in the right angle compared to the vehicle's orientation.

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<v Speaker 1>So this is something that would require a lot of uh, finagling,

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<v Speaker 1>just to make sure you had it right, otherwise it

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<v Speaker 1>would be very off putting. Your camera would need to

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<v Speaker 1>be at the right angle, pointed at the car, and

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<v Speaker 1>the screens would me need to be at the right angle,

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<v Speaker 1>and the footage would need to be shot at the

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<v Speaker 1>right angle to give the illusion that the people saying

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<v Speaker 1>in the car actually traveling down like a country lane

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<v Speaker 1>or something like that. Meanwhile, you film the whole thing

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<v Speaker 1>in your film camera, so you're actually shooting not just

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<v Speaker 1>live actors, but you're shooting pre shot filmed footage that's

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<v Speaker 1>playing in the background. It wasn't perfect, you know. You

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<v Speaker 1>can definitely tell when this is used. If you watch

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<v Speaker 1>any old film or old television series, you can pick

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<v Speaker 1>out when this happens when characters are in a car

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<v Speaker 1>and you just look and you say, yeah, that that

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<v Speaker 1>that is clearly background projection. And obviously if you didn't

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<v Speaker 1>have the alignment right, it would be kind of weird too. Right.

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<v Speaker 1>Let's say that the angle you've chosen to shoot your

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<v Speaker 1>scene is kind of a three quarter profile type thing,

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<v Speaker 1>but the angle of the footage is straight on going

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<v Speaker 1>down the street, Well, it would look like the car

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<v Speaker 1>was somehow traveling out of its alignment down the road.

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<v Speaker 1>So everything had to fit or else the illusion was

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<v Speaker 1>completely broken. And even when the illusion wasn't completely broken,

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<v Speaker 1>it's still pretty obvious. So if you watch films from

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<v Speaker 1>the so called Golden Age of Hollywood, you're probably gonna

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<v Speaker 1>see a lot of background projection. It was very, very popular,

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<v Speaker 1>and you can usually tell right away the background tends

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<v Speaker 1>to be extra grainy compared to stuff that's going on

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<v Speaker 1>in the foreground. Film has a grainy quality to it,

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<v Speaker 1>So shooting film on film gets you know, that grain

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<v Speaker 1>equality gets amplified, right, because you're picking up the grain

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<v Speaker 1>of the background film. Plus it's the grain of the

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<v Speaker 1>actual film you're using, So it's stacks and there are

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<v Speaker 1>tons of other camera tricks that I could talk about

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<v Speaker 1>from the classic film age, but most of it doesn't

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<v Speaker 1>actually actively apply to the volume and the A R wall. Instead,

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<v Speaker 1>we should specifically talk about techniques where you're trying to

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<v Speaker 1>create foreground action and a manufactured background, because early on

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<v Speaker 1>filmmakers would create elaborate backdrops to serve as a background.

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<v Speaker 1>And again that meant that you could shoot on a

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<v Speaker 1>sound stage, so you had your controlled environment and it

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<v Speaker 1>would cut back on a lot of things that could

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<v Speaker 1>potentially waste your time. You have to also remember in

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<v Speaker 1>the film days, you had a limited amount of film

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<v Speaker 1>that you had at your disposal, right, and if you

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<v Speaker 1>ran out a film, you would have to purchase more.

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<v Speaker 1>So you couldn't just shoot and shoot and not care

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<v Speaker 1>whether or not it was working. You had to care

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<v Speaker 1>a lot because it directly related to how much money

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<v Speaker 1>you had to spend in order to make the movie.

0:13:10.640 --> 0:13:15.160
<v Speaker 1>So sound stages were preferred in many cases to shooting

0:13:15.160 --> 0:13:17.800
<v Speaker 1>on location because of that. So if you could create

0:13:17.840 --> 0:13:20.600
<v Speaker 1>a really detailed background that you know due to how

0:13:20.640 --> 0:13:22.960
<v Speaker 1>the camera is going to focus on characters in the foreground,

0:13:23.679 --> 0:13:26.160
<v Speaker 1>it can pass as realistic. Right. You can have a

0:13:26.200 --> 0:13:30.080
<v Speaker 1>painting in the background and it's fine. Uh. Some of

0:13:30.120 --> 0:13:35.160
<v Speaker 1>these backgrounds called mats were pretty convincing. Some we're not.

0:13:35.679 --> 0:13:38.440
<v Speaker 1>But a great matt painting is something that I always

0:13:38.480 --> 0:13:40.640
<v Speaker 1>enjoy seeing in a movie. And once in a while

0:13:40.720 --> 0:13:44.480
<v Speaker 1>you'll get a filmmaker that uses matt paintings today, typically

0:13:44.520 --> 0:13:47.439
<v Speaker 1>because they want to evocus specific sort of reaction from

0:13:47.480 --> 0:13:52.000
<v Speaker 1>their audience. It's not not used as a common technique today.

0:13:52.520 --> 0:13:56.400
<v Speaker 1>It's almost more as a stylistic choice and the word

0:13:56.480 --> 0:13:58.400
<v Speaker 1>that would be used for a lot of different techniques

0:13:58.400 --> 0:14:00.840
<v Speaker 1>and equipment to achieve the goal of come binding image

0:14:00.880 --> 0:14:04.920
<v Speaker 1>elements from separate sources into a final image. We'll talk

0:14:04.960 --> 0:14:07.160
<v Speaker 1>about more of that after we come back from this

0:14:07.240 --> 0:14:17.840
<v Speaker 1>quick break, Okay. So ultimately, matts can be different things,

0:14:17.880 --> 0:14:19.680
<v Speaker 1>Like it could be a little bit confusing when you're

0:14:19.680 --> 0:14:23.640
<v Speaker 1>talking about mats in filmmaking because I don't know about you,

0:14:23.720 --> 0:14:26.400
<v Speaker 1>but I'm used to using a word to mean something specific,

0:14:27.000 --> 0:14:30.560
<v Speaker 1>and matt is usually used more as a way to

0:14:30.760 --> 0:14:34.800
<v Speaker 1>achieve a specific result. So a matt could be a

0:14:34.840 --> 0:14:39.120
<v Speaker 1>mask that sits on the camera that shields the film

0:14:39.160 --> 0:14:42.280
<v Speaker 1>from being exposed to light beyond a certain point. So,

0:14:42.280 --> 0:14:44.960
<v Speaker 1>in other words, it's it's like you're you're keeping a

0:14:45.000 --> 0:14:48.280
<v Speaker 1>blackout area so that film doesn't get exposed to light.

0:14:48.360 --> 0:14:53.160
<v Speaker 1>And then you're shooting another scene where it's the complementary scene,

0:14:54.000 --> 0:14:56.360
<v Speaker 1>the couple of mimmentary footage I guess I should say,

0:14:57.080 --> 0:15:00.360
<v Speaker 1>and has an opposite mask, right, It masks every anything

0:15:00.400 --> 0:15:03.640
<v Speaker 1>else and leaves open the part that had been covered

0:15:03.640 --> 0:15:05.680
<v Speaker 1>in the first mask. And then you combine these two

0:15:05.720 --> 0:15:11.480
<v Speaker 1>sources of film together to create your final image. Uh,

0:15:11.600 --> 0:15:13.720
<v Speaker 1>here's an example. Let's say that you're shooting a scene

0:15:13.720 --> 0:15:16.880
<v Speaker 1>in which your hero is in an alley and their

0:15:16.920 --> 0:15:21.840
<v Speaker 1>back is against the brick wall of a shop, and

0:15:21.920 --> 0:15:24.080
<v Speaker 1>the hero is close to the corner of the front

0:15:24.120 --> 0:15:27.000
<v Speaker 1>of the shop, and so the way you positioned the camera,

0:15:27.120 --> 0:15:30.040
<v Speaker 1>you can see the hero in the shadows of this alley,

0:15:30.120 --> 0:15:32.640
<v Speaker 1>and you can also see on the you know what's

0:15:32.720 --> 0:15:36.240
<v Speaker 1>around the corner. And let's say you wanted a really

0:15:37.080 --> 0:15:42.840
<v Speaker 1>interesting shot of a foggy street. Well, you're brick building

0:15:42.920 --> 0:15:45.560
<v Speaker 1>is a facade that's inside the sound stage, and what

0:15:45.600 --> 0:15:48.920
<v Speaker 1>you've done is you've created an amazing Matt painting of

0:15:48.960 --> 0:15:52.720
<v Speaker 1>a foggy street. And so you've got a mask on

0:15:52.800 --> 0:15:57.040
<v Speaker 1>your camera that blocks everything that's around the corner of

0:15:57.120 --> 0:15:59.680
<v Speaker 1>the wall, so that you can fill it in with

0:15:59.720 --> 0:16:03.280
<v Speaker 1>something its later. And then you shoot a a shot

0:16:03.280 --> 0:16:05.840
<v Speaker 1>of the matt painting where you've got a mask that

0:16:05.880 --> 0:16:09.760
<v Speaker 1>blocks out where the brick wall would be and your hero,

0:16:10.760 --> 0:16:14.880
<v Speaker 1>and then you combine these two elements afterward to create

0:16:15.480 --> 0:16:20.360
<v Speaker 1>the actual finished effect where you have your hero against

0:16:20.400 --> 0:16:23.880
<v Speaker 1>the brick wall in the shade and the alley and

0:16:23.920 --> 0:16:26.360
<v Speaker 1>around the corner you see this foggy street. That's a

0:16:26.480 --> 0:16:30.280
<v Speaker 1>very super simple example. The mats in that case are static.

0:16:30.640 --> 0:16:33.480
<v Speaker 1>The camera is locked down. You can't move the camera

0:16:33.480 --> 0:16:35.960
<v Speaker 1>at all in that kind of shot. But let's say

0:16:35.960 --> 0:16:38.440
<v Speaker 1>that you do want to create a shot in which

0:16:38.440 --> 0:16:41.160
<v Speaker 1>people are moving, or maybe stuff in the background is

0:16:41.200 --> 0:16:45.120
<v Speaker 1>moving with relation to the people. Uh Like, Let's say

0:16:45.160 --> 0:16:47.320
<v Speaker 1>that you also want a shot where our hero is

0:16:47.360 --> 0:16:50.280
<v Speaker 1>stepping beyond the corner of the building to look down

0:16:50.400 --> 0:16:53.720
<v Speaker 1>this foggy street that doesn't actually exist in the sound stage,

0:16:54.520 --> 0:16:56.320
<v Speaker 1>or maybe you want the camera to be able to

0:16:56.400 --> 0:17:00.640
<v Speaker 1>move to pan and and dolly and that sort of off. Well,

0:17:00.640 --> 0:17:03.400
<v Speaker 1>in that case, you need what is called a traveling matt.

0:17:04.000 --> 0:17:05.720
<v Speaker 1>Also a shout out to those of you who are

0:17:05.720 --> 0:17:08.960
<v Speaker 1>familiar with Fraggle Rock. That show used a few different

0:17:09.000 --> 0:17:13.040
<v Speaker 1>technical film terms in it. Uncle traveling Matt was named

0:17:13.040 --> 0:17:17.920
<v Speaker 1>after this particular thing in filmmaking. Gobo is another example,

0:17:17.920 --> 0:17:21.280
<v Speaker 1>but I digress. There are a couple of different approaches

0:17:21.840 --> 0:17:24.840
<v Speaker 1>to traveling mats. You know, it's not again just like

0:17:24.880 --> 0:17:29.760
<v Speaker 1>the word matt. There are multiple examples of it, but

0:17:30.359 --> 0:17:32.480
<v Speaker 1>the one that I referred to earlier was one where

0:17:32.520 --> 0:17:35.199
<v Speaker 1>you use a green or a blue screen. And if

0:17:35.200 --> 0:17:37.840
<v Speaker 1>you're talking about traditionally in the old days of filmmaking,

0:17:37.880 --> 0:17:41.320
<v Speaker 1>it was typically a blue screen. This is called chroma keying,

0:17:41.760 --> 0:17:46.000
<v Speaker 1>and the basic idea is simple to understand from a

0:17:46.080 --> 0:17:49.760
<v Speaker 1>very high level, but it's actually really tricky to make

0:17:49.800 --> 0:17:53.679
<v Speaker 1>it work properly in the film days in particular. So

0:17:53.720 --> 0:17:57.199
<v Speaker 1>you take a solid color such as blue, and you

0:17:57.320 --> 0:18:00.359
<v Speaker 1>use that to serve as the background as you're shooting

0:18:00.400 --> 0:18:03.760
<v Speaker 1>your principal action. You make sure none of your performers

0:18:03.840 --> 0:18:06.320
<v Speaker 1>have any closer props that are that color of blue

0:18:06.760 --> 0:18:09.199
<v Speaker 1>really blue at all if you can avoid it, and

0:18:09.280 --> 0:18:11.639
<v Speaker 1>you film your actors in front of this blue screen,

0:18:12.000 --> 0:18:14.920
<v Speaker 1>and then you pair that with other footage that's meant

0:18:14.960 --> 0:18:18.000
<v Speaker 1>to be the background. It effectively replaces all the blue

0:18:18.000 --> 0:18:21.680
<v Speaker 1>parts of the background with this other footage that you've

0:18:21.680 --> 0:18:25.480
<v Speaker 1>shot or created. Now, doing this was not easy back

0:18:25.560 --> 0:18:29.120
<v Speaker 1>in the film days. To accomplish a traveling matt, you

0:18:29.160 --> 0:18:32.320
<v Speaker 1>had to shoot on three separate strips of film simultaneously.

0:18:33.000 --> 0:18:34.960
<v Speaker 1>One strip would be for red, one for blue, and

0:18:35.000 --> 0:18:37.840
<v Speaker 1>one for green. You would take the negative image for

0:18:37.880 --> 0:18:39.960
<v Speaker 1>the blue strip of film and the positive image for

0:18:40.000 --> 0:18:42.440
<v Speaker 1>the green strip of film to combine those to create

0:18:42.480 --> 0:18:45.960
<v Speaker 1>a solid matt. Then you could composite that with the

0:18:46.000 --> 0:18:48.960
<v Speaker 1>background footage that have been shot against a separate blue screen,

0:18:49.320 --> 0:18:51.439
<v Speaker 1>and these separate strips of film would be fed to

0:18:51.680 --> 0:18:55.800
<v Speaker 1>an optical printer to create the composite final image and

0:18:55.840 --> 0:18:58.640
<v Speaker 1>the whole system you would be calling this keying out.

0:18:58.720 --> 0:19:02.840
<v Speaker 1>You'd be keying out in edges to replace with some

0:19:02.920 --> 0:19:06.000
<v Speaker 1>other footage. And it worked, but you typically could see

0:19:06.160 --> 0:19:09.879
<v Speaker 1>the effects on screen. Um, if people were really, really,

0:19:09.880 --> 0:19:14.280
<v Speaker 1>really meticulous about it, it was pretty effective. But largely

0:19:14.280 --> 0:19:16.240
<v Speaker 1>you would look at this and think like, oh, no,

0:19:16.359 --> 0:19:19.800
<v Speaker 1>I know how they did that. I'm not necessarily completely

0:19:19.880 --> 0:19:22.600
<v Speaker 1>pulled out of the action. But depending on how bad

0:19:22.640 --> 0:19:25.800
<v Speaker 1>the effect was, it could do that. So you know what,

0:19:25.840 --> 0:19:27.840
<v Speaker 1>when you see it, there's this kind of there can

0:19:27.840 --> 0:19:31.560
<v Speaker 1>be a hard line between the borders of an actor

0:19:31.720 --> 0:19:33.800
<v Speaker 1>and the background, and you can tell that the people

0:19:33.800 --> 0:19:36.160
<v Speaker 1>who are in the scene aren't really in that environment,

0:19:36.200 --> 0:19:40.240
<v Speaker 1>whatever that environment might be. Now. Back in the day,

0:19:40.320 --> 0:19:43.479
<v Speaker 1>movies that did use chroma key typically use blue screens

0:19:43.520 --> 0:19:46.240
<v Speaker 1>because film itself has a blue emulsion layer in it.

0:19:46.720 --> 0:19:50.280
<v Speaker 1>And when the transition to digital cameras happened, there was

0:19:50.480 --> 0:19:53.240
<v Speaker 1>a switch to green screens, which were more effective with

0:19:53.320 --> 0:19:57.320
<v Speaker 1>digital cameras, and you could set up enormous green screens

0:19:57.359 --> 0:19:59.639
<v Speaker 1>outside even and not have to worry about the camera

0:19:59.720 --> 0:20:02.960
<v Speaker 1>catch blue sky and creating an opportunity for the chroma

0:20:03.040 --> 0:20:07.080
<v Speaker 1>key process to bleed over um. In that case, obviously,

0:20:07.119 --> 0:20:10.200
<v Speaker 1>you don't want people wearing green stuff because it would

0:20:10.200 --> 0:20:13.200
<v Speaker 1>be the same issue where the whatever the background footage

0:20:13.200 --> 0:20:17.919
<v Speaker 1>would be replacing the green on the character or proper whatever.

0:20:18.520 --> 0:20:21.560
<v Speaker 1>Green screens gave filmmakers the chance to transport characters to

0:20:21.560 --> 0:20:24.280
<v Speaker 1>places that don't exist without having to actually build all

0:20:24.320 --> 0:20:28.120
<v Speaker 1>the darn fantastical landscapes themselves. But as I mentioned earlier,

0:20:28.280 --> 0:20:30.520
<v Speaker 1>this also puts a burden on the actors as they

0:20:30.520 --> 0:20:33.320
<v Speaker 1>can't actually see whatever it is that's going to show

0:20:33.400 --> 0:20:35.560
<v Speaker 1>up in the final film. They have to imagine it.

0:20:36.359 --> 0:20:38.840
<v Speaker 1>That's not always easy when you're also trying to hit

0:20:38.880 --> 0:20:41.080
<v Speaker 1>your mark and say your lines in a way that's,

0:20:41.240 --> 0:20:46.520
<v Speaker 1>you know, good. And obviously the more unusual the location

0:20:47.200 --> 0:20:50.320
<v Speaker 1>or the characters that are surrounding you are, the more

0:20:50.400 --> 0:20:53.280
<v Speaker 1>it's asking the actor to use their imagination. And it

0:20:53.320 --> 0:20:56.160
<v Speaker 1>could very well be that the actor is totally off

0:20:56.440 --> 0:20:59.679
<v Speaker 1>base when they're imagining what the filmmaker is imagining. It

0:20:59.720 --> 0:21:02.480
<v Speaker 1>could that those two visions don't line up at all.

0:21:02.800 --> 0:21:06.160
<v Speaker 1>It creates problems and chrome Mickee also has some limitations

0:21:06.160 --> 0:21:08.040
<v Speaker 1>that you have to light the shot really well or

0:21:08.040 --> 0:21:10.920
<v Speaker 1>else the effects won't look as good. And by well,

0:21:12.000 --> 0:21:14.480
<v Speaker 1>I mean that that can limit how much you can

0:21:14.520 --> 0:21:18.680
<v Speaker 1>play with light and shadow. So you can create incredible backdrops,

0:21:18.720 --> 0:21:22.119
<v Speaker 1>and you might not be able to to tell the

0:21:22.160 --> 0:21:25.520
<v Speaker 1>difference that you know that backdrop wasn't actually there, but

0:21:25.600 --> 0:21:27.159
<v Speaker 1>you might not be able to light the scene in

0:21:27.200 --> 0:21:30.439
<v Speaker 1>a way that's really compelling. It is possible to do,

0:21:30.720 --> 0:21:33.800
<v Speaker 1>but it's pretty complicated because you have to very carefully

0:21:33.880 --> 0:21:38.000
<v Speaker 1>light your foreground and your background separately, and then you

0:21:38.000 --> 0:21:40.639
<v Speaker 1>have to keep in mind stuff like reflections and shadows.

0:21:40.680 --> 0:21:43.080
<v Speaker 1>It's just it's really hard to pull off, and it's

0:21:43.160 --> 0:21:47.440
<v Speaker 1>very easy to make mistakes, and for the very keen

0:21:47.560 --> 0:21:51.120
<v Speaker 1>eyed movie goers out there, those mistakes end up being obvious,

0:21:51.160 --> 0:21:53.840
<v Speaker 1>not not to me so much. I typically don't notice

0:21:53.920 --> 0:21:58.320
<v Speaker 1>unless it's unforgivably obvious. Now, what if you could combine

0:21:58.359 --> 0:22:02.840
<v Speaker 1>elements like background for action, traveling mats and a controlled

0:22:02.880 --> 0:22:08.240
<v Speaker 1>studio environment. What if your actors could actually see the amazing,

0:22:08.560 --> 0:22:12.639
<v Speaker 1>perhaps even entirely virtual locations that their characters in habit,

0:22:13.040 --> 0:22:15.439
<v Speaker 1>which eliminates the need for them to rely solely on

0:22:15.480 --> 0:22:18.560
<v Speaker 1>their imaginations. What if you could leverage the benefits of

0:22:18.640 --> 0:22:23.359
<v Speaker 1>computer generated environments and put real world actors, props, and

0:22:23.400 --> 0:22:26.560
<v Speaker 1>set pieces inside it. What if these environments were generating

0:22:26.720 --> 0:22:31.000
<v Speaker 1>light that could interact with the stuff that's really there

0:22:31.119 --> 0:22:34.040
<v Speaker 1>in front of the camera, So you get reflections and

0:22:34.119 --> 0:22:38.040
<v Speaker 1>shades of light on the performers because it's not that

0:22:38.080 --> 0:22:40.399
<v Speaker 1>they've been virtually put into this environment, it's that the

0:22:40.480 --> 0:22:44.520
<v Speaker 1>environment is virtually around the actors. Here's where we get

0:22:44.520 --> 0:22:48.480
<v Speaker 1>to the volume and the A R wall. So these

0:22:48.480 --> 0:22:52.520
<v Speaker 1>are systems that use L E D screens, huge l

0:22:52.520 --> 0:22:56.159
<v Speaker 1>E D screens, much much bigger than your television and

0:22:56.440 --> 0:23:02.240
<v Speaker 1>they are positioned around and above a studio area, and

0:23:02.240 --> 0:23:05.920
<v Speaker 1>it creates a panoramic view that partially surrounds the actors

0:23:05.920 --> 0:23:09.040
<v Speaker 1>in a scene. So with the A R wall, it's

0:23:09.080 --> 0:23:12.840
<v Speaker 1>like a very large arc that also has a ceiling

0:23:12.880 --> 0:23:16.399
<v Speaker 1>with screens in it. Uh. If it's the volume, it

0:23:16.480 --> 0:23:19.679
<v Speaker 1>ends up being almost a complete circle, also with a

0:23:19.680 --> 0:23:23.040
<v Speaker 1>ceiling that has led screens in it. So if you're

0:23:23.040 --> 0:23:27.160
<v Speaker 1>familiar with the Star Trek Next Generation television program, then

0:23:27.200 --> 0:23:30.639
<v Speaker 1>you are also familiar with the holiod Deck. The Holid

0:23:30.680 --> 0:23:34.040
<v Speaker 1>Deck is a room aboard the starship Enterprise and presumably

0:23:34.119 --> 0:23:37.600
<v Speaker 1>other ships too, And in this Holid Deck you could

0:23:37.600 --> 0:23:41.359
<v Speaker 1>go in and the ship's computer would generate an entire

0:23:41.480 --> 0:23:45.480
<v Speaker 1>virtual world within that room, complete with illusions that you

0:23:45.520 --> 0:23:48.879
<v Speaker 1>could sense beyond just seeing them. You could smell things,

0:23:48.880 --> 0:23:51.679
<v Speaker 1>you could even pick stuff up, and if you were

0:23:51.680 --> 0:23:54.400
<v Speaker 1>a Commander Riker, you could hit on ai generated women

0:23:54.440 --> 0:23:56.959
<v Speaker 1>in a way that was totally creepy and weird and

0:23:57.040 --> 0:24:01.359
<v Speaker 1>definitely has not gotten better with age. Uh. Also, the

0:24:01.400 --> 0:24:04.240
<v Speaker 1>Holidack would malfunction in pretty much every other episode had

0:24:04.240 --> 0:24:06.800
<v Speaker 1>appeared in which left you wondering why anyone would ever

0:24:06.840 --> 0:24:09.679
<v Speaker 1>go inside the darn thing. In the first place. But

0:24:10.680 --> 0:24:14.720
<v Speaker 1>the point being the holidack would create this virtual environment

0:24:14.800 --> 0:24:18.280
<v Speaker 1>around you so that you had this immersive experience. Well,

0:24:18.280 --> 0:24:22.320
<v Speaker 1>the volume and the A R wall are kind of

0:24:22.359 --> 0:24:26.560
<v Speaker 1>like the holidack, but obviously with huge limitations, Like the

0:24:26.600 --> 0:24:30.400
<v Speaker 1>holidack could move stuff around. Uh, it could adjust things

0:24:30.400 --> 0:24:32.600
<v Speaker 1>so that people were not gonna walk into a wall.

0:24:32.680 --> 0:24:35.959
<v Speaker 1>Somehow they always happen to know where the wall was.

0:24:37.040 --> 0:24:39.000
<v Speaker 1>I don't know how that happened, because it looks like

0:24:39.040 --> 0:24:43.000
<v Speaker 1>you're in this you know, immersive environment. But anyway, you

0:24:43.000 --> 0:24:46.080
<v Speaker 1>wouldn't walk into a wall. You could actually pick things

0:24:46.119 --> 0:24:49.520
<v Speaker 1>up because this virtual world could you know, replicate stuff

0:24:49.560 --> 0:24:53.280
<v Speaker 1>so that there were physical things for you to contact. Obviously,

0:24:53.280 --> 0:24:56.320
<v Speaker 1>we can't do that in our real world, and we're

0:24:56.320 --> 0:24:59.200
<v Speaker 1>not at a point where we can, you know, manipulate

0:24:59.240 --> 0:25:02.080
<v Speaker 1>the environment in such a way that you never get

0:25:02.119 --> 0:25:04.200
<v Speaker 1>to the edge. You will eventually get to the edge,

0:25:04.960 --> 0:25:09.359
<v Speaker 1>because that's how reality works. So on a base level,

0:25:10.359 --> 0:25:15.080
<v Speaker 1>what is going on is that these systems are projecting complex, dynamic,

0:25:15.760 --> 0:25:21.080
<v Speaker 1>and immersive backgrounds. Now, all three of those things are important, right,

0:25:21.440 --> 0:25:24.600
<v Speaker 1>They are complicated backgrounds. It's not just a simple green screen.

0:25:24.600 --> 0:25:28.240
<v Speaker 1>Although they can do that too. They are dynamic in

0:25:28.280 --> 0:25:30.040
<v Speaker 1>the sense that it doesn't have to be just a

0:25:30.080 --> 0:25:32.480
<v Speaker 1>static background. It's not like a matte painting. It can

0:25:32.520 --> 0:25:35.720
<v Speaker 1>have It can incorporate moving things that you could have

0:25:35.720 --> 0:25:41.040
<v Speaker 1>shot other footage and use that projected within these environments.

0:25:41.480 --> 0:25:45.560
<v Speaker 1>So if you wanted to, you could film extras milling around,

0:25:46.200 --> 0:25:50.840
<v Speaker 1>you know, a medieval battleground after a war has been fought,

0:25:51.520 --> 0:25:55.080
<v Speaker 1>and then just use that as background against the action

0:25:55.160 --> 0:25:57.320
<v Speaker 1>of your characters in the foreground if you wanted to.

0:25:57.840 --> 0:26:01.680
<v Speaker 1>This has some obvious benefits. One is that you don't

0:26:01.840 --> 0:26:04.520
<v Speaker 1>need to go shoot on location and a world WARLD

0:26:04.520 --> 0:26:07.000
<v Speaker 1>travel restrictions can pop up quickly due to stuff like

0:26:07.040 --> 0:26:10.840
<v Speaker 1>COVID and now monkey pocks. That's a huge asset to

0:26:11.040 --> 0:26:14.840
<v Speaker 1>a production company because just think for a moment about

0:26:14.880 --> 0:26:18.920
<v Speaker 1>the logistics that are required for you to shoot on location,

0:26:19.880 --> 0:26:23.760
<v Speaker 1>particularly if you want to shoot someplace that's remote and

0:26:24.119 --> 0:26:26.800
<v Speaker 1>maybe in another country, because you want a place that

0:26:26.880 --> 0:26:32.480
<v Speaker 1>doesn't have as much, uh, you know, identifiable landmarks that

0:26:32.560 --> 0:26:34.560
<v Speaker 1>are on on site. You because you want to create

0:26:34.600 --> 0:26:38.280
<v Speaker 1>this illusion of this this world, whether it's fantasy world,

0:26:38.320 --> 0:26:42.640
<v Speaker 1>science fiction, whatever it might be. Well, just getting access

0:26:42.640 --> 0:26:45.600
<v Speaker 1>to that location, getting the gear and the crew and

0:26:45.600 --> 0:26:47.560
<v Speaker 1>the cast all to the right place. All of that

0:26:47.680 --> 0:26:53.000
<v Speaker 1>requires huge amounts of work, their entire production departments dedicated

0:26:53.040 --> 0:26:56.359
<v Speaker 1>to making that happen. Then once you get there, you

0:26:56.440 --> 0:26:58.680
<v Speaker 1>might have to worry about stuff like weather and lighting

0:26:58.720 --> 0:27:02.359
<v Speaker 1>and all that. So in a controlled studio environment, you

0:27:02.400 --> 0:27:05.120
<v Speaker 1>don't have those issues. Right as long as people are

0:27:05.160 --> 0:27:08.280
<v Speaker 1>testing clear so they're not, you know, coming down with

0:27:08.320 --> 0:27:11.080
<v Speaker 1>COVID or anything like that, then you're good to go

0:27:11.440 --> 0:27:15.199
<v Speaker 1>and you don't have to worry about relocating everybody halfway

0:27:15.200 --> 0:27:17.679
<v Speaker 1>around the world. And of course a huge issue is

0:27:17.680 --> 0:27:21.879
<v Speaker 1>that it starts to bring elements of pre production, production

0:27:22.000 --> 0:27:26.920
<v Speaker 1>and post production together in one environment. I cannot stress

0:27:27.440 --> 0:27:30.879
<v Speaker 1>what a huge change this is for filmmaking because it

0:27:30.960 --> 0:27:34.800
<v Speaker 1>means that ultimately you don't need as much time to

0:27:34.920 --> 0:27:40.760
<v Speaker 1>complete a project. And y'all time is money. So if

0:27:40.800 --> 0:27:45.040
<v Speaker 1>you have a system where you can design and then

0:27:45.160 --> 0:27:51.480
<v Speaker 1>project a a background onto these screens that your actors

0:27:51.480 --> 0:27:54.359
<v Speaker 1>can actually see, that the camera can see that, you

0:27:54.359 --> 0:27:57.840
<v Speaker 1>don't even have to change for it to appear. As

0:27:58.040 --> 0:28:02.040
<v Speaker 1>as camera ready, it's it's to go, and then say

0:28:02.080 --> 0:28:04.520
<v Speaker 1>the director says I want to change things. It gives

0:28:04.560 --> 0:28:07.720
<v Speaker 1>you the opportunity to do that, so you can actually

0:28:07.800 --> 0:28:13.480
<v Speaker 1>do visualization really close to production. And because those effects

0:28:13.480 --> 0:28:16.239
<v Speaker 1>are already there, and the lighting effects and everything are

0:28:16.280 --> 0:28:19.040
<v Speaker 1>already there, it reduces the amount of work you need

0:28:19.080 --> 0:28:23.800
<v Speaker 1>to do in post production. That's phenomenal. Now, obviously this

0:28:23.880 --> 0:28:26.600
<v Speaker 1>still requires a ton of work. It's it's not like

0:28:26.600 --> 0:28:29.439
<v Speaker 1>it just all magically happens. You have to create the

0:28:29.480 --> 0:28:33.280
<v Speaker 1>background images. That's I'm going to require a lot of work,

0:28:33.320 --> 0:28:36.840
<v Speaker 1>both from an artistic point of view and a technical one. Uh.

0:28:36.880 --> 0:28:39.160
<v Speaker 1>And it's not just that these environments can show digital

0:28:39.200 --> 0:28:42.200
<v Speaker 1>images and act kind of like an LED version of

0:28:42.240 --> 0:28:46.040
<v Speaker 1>a Matt painting. Uh. The A R wall in particular,

0:28:46.120 --> 0:28:48.160
<v Speaker 1>has a really cool feature in it in which only

0:28:48.240 --> 0:28:50.240
<v Speaker 1>sections of the wall that are in view of the

0:28:50.320 --> 0:28:55.280
<v Speaker 1>camera are creating high resolution output. And and that's a

0:28:55.400 --> 0:28:59.719
<v Speaker 1>very clever solution. So just imagine that this is how

0:28:59.760 --> 0:29:03.600
<v Speaker 1>the old works. For a second, imagine that whenever you

0:29:03.680 --> 0:29:07.560
<v Speaker 1>look around, only the stuff that's actually within your frame

0:29:07.600 --> 0:29:10.320
<v Speaker 1>of you is well defined. In other words, the stuff

0:29:10.320 --> 0:29:12.280
<v Speaker 1>that you see in focus is the only stuff that's

0:29:12.280 --> 0:29:14.840
<v Speaker 1>in focus in the world. It's whatever you're looking at.

0:29:15.440 --> 0:29:18.800
<v Speaker 1>Anything you're not looking at, like anything that's outside your

0:29:18.880 --> 0:29:22.320
<v Speaker 1>frame of you is more hazy until you turn to

0:29:22.320 --> 0:29:25.120
<v Speaker 1>look at it, at which point it instantly appears in

0:29:25.200 --> 0:29:28.760
<v Speaker 1>clear focus. Now you can argue that the real world

0:29:28.800 --> 0:29:31.840
<v Speaker 1>doesn't behave this way, But a philosopher would ask, are

0:29:31.840 --> 0:29:34.800
<v Speaker 1>you sure about that? Are you are you absolutely sure

0:29:34.840 --> 0:29:38.160
<v Speaker 1>about that? Or is it just that every time you

0:29:38.200 --> 0:29:41.800
<v Speaker 1>look around the world snaps into focus and everything else

0:29:41.840 --> 0:29:45.760
<v Speaker 1>kind of fades into this fuzziness. Well, that's the way

0:29:45.800 --> 0:29:50.040
<v Speaker 1>the the A R wall works with a relation to cameras.

0:29:50.320 --> 0:29:54.240
<v Speaker 1>I'll explain why that's really cool and important after we

0:29:54.280 --> 0:30:05.760
<v Speaker 1>come back from this quick break. Okay, so we have

0:30:06.040 --> 0:30:09.600
<v Speaker 1>seen this approach of making sure that only the thing

0:30:09.680 --> 0:30:13.040
<v Speaker 1>that's within focus, that that that's being looked at is

0:30:13.040 --> 0:30:15.680
<v Speaker 1>within focus, I guess I should say is important. We've

0:30:15.680 --> 0:30:19.000
<v Speaker 1>seen that in the past. So, for example, VR engineers

0:30:19.000 --> 0:30:23.160
<v Speaker 1>will often create headsets and software in which the stuff

0:30:23.200 --> 0:30:25.480
<v Speaker 1>that is appearing directly in front of a person's eyes

0:30:25.640 --> 0:30:29.080
<v Speaker 1>is in high resolution, but the stuff that's at the edges,

0:30:29.240 --> 0:30:32.840
<v Speaker 1>you know, in the peripheral view of the user, can

0:30:32.880 --> 0:30:36.080
<v Speaker 1>be in lower resolution. Because that's how our eyes work,

0:30:36.120 --> 0:30:39.200
<v Speaker 1>that's how our vision works. That saves on compute power

0:30:39.320 --> 0:30:41.840
<v Speaker 1>and it means that more resources can go to producing

0:30:41.840 --> 0:30:45.280
<v Speaker 1>other stuff like a high frame rate. For example, if

0:30:45.280 --> 0:30:47.640
<v Speaker 1>you're not looking at it, then it doesn't need to

0:30:47.640 --> 0:30:49.520
<v Speaker 1>be in high resolution, it doesn't even have to be

0:30:49.560 --> 0:30:52.840
<v Speaker 1>rendered at all. So the same can be true for

0:30:52.920 --> 0:30:55.600
<v Speaker 1>the A R wall. The way they do this is

0:30:55.600 --> 0:30:59.760
<v Speaker 1>that they pair tons of sensors together so that they

0:30:59.760 --> 0:31:02.280
<v Speaker 1>can know where the camera is pointing at any moment.

0:31:02.400 --> 0:31:05.720
<v Speaker 1>And by no, I mean like the system is aware

0:31:05.760 --> 0:31:07.640
<v Speaker 1>of where the camera is looking at. It's not a

0:31:07.720 --> 0:31:12.760
<v Speaker 1>human who's doing this. So each camera, like production camera,

0:31:12.840 --> 0:31:15.840
<v Speaker 1>the camera that people are using to shoot an episode

0:31:15.840 --> 0:31:19.400
<v Speaker 1>of Star Trek for example, has mounted on top of

0:31:19.440 --> 0:31:22.600
<v Speaker 1>it a frame, and that frame holds some little spheres

0:31:22.640 --> 0:31:24.840
<v Speaker 1>on it, which act is kind of like an orientation

0:31:25.920 --> 0:31:32.080
<v Speaker 1>key for the camera sensors that are incorporated all around

0:31:32.360 --> 0:31:36.480
<v Speaker 1>the A R wall. So these are little things that

0:31:36.520 --> 0:31:40.040
<v Speaker 1>get can be digitally erased in production, but they are

0:31:40.080 --> 0:31:43.280
<v Speaker 1>at all these different points within the A R wall frame.

0:31:44.080 --> 0:31:48.360
<v Speaker 1>Those sensors are all picking up that that little series

0:31:48.400 --> 0:31:52.160
<v Speaker 1>of orientation spheres that are mounted onto the cameras, and

0:31:52.920 --> 0:31:57.640
<v Speaker 1>by interpreting the angles, a computer system knows where that

0:31:57.760 --> 0:32:00.920
<v Speaker 1>camera is pointed at. Any given time and thus can

0:32:00.960 --> 0:32:06.120
<v Speaker 1>dedicate the resources needed to generate high resolution for just

0:32:06.600 --> 0:32:11.200
<v Speaker 1>the frame of vi for that camera. It's incredible compute

0:32:11.200 --> 0:32:13.320
<v Speaker 1>power to do this right, to be able to detect

0:32:13.600 --> 0:32:16.280
<v Speaker 1>where the camera's pointed, you know, how far in is

0:32:16.320 --> 0:32:19.440
<v Speaker 1>it zoomed? How much of the screen do you need

0:32:19.720 --> 0:32:23.000
<v Speaker 1>to bring into sharp focus? But that's how it works.

0:32:23.040 --> 0:32:25.680
<v Speaker 1>And as you move the camera around you see this.

0:32:25.760 --> 0:32:29.320
<v Speaker 1>You could see the images on the the led walls

0:32:29.680 --> 0:32:33.600
<v Speaker 1>come into you know, tighter focus or fade if the

0:32:33.640 --> 0:32:37.960
<v Speaker 1>camera has just moved away from them. It's pretty trippy

0:32:38.080 --> 0:32:41.240
<v Speaker 1>to watch. And the backgrounds can actually move with the

0:32:41.280 --> 0:32:44.080
<v Speaker 1>camera to which helps create the illusion that there's something

0:32:44.240 --> 0:32:47.800
<v Speaker 1>definitely back there as opposed to a flat image. And

0:32:47.880 --> 0:32:52.240
<v Speaker 1>this kind of relates to something that's called motion parallax. Now,

0:32:52.240 --> 0:32:55.440
<v Speaker 1>first let's just talk about parallax in general. So, assuming

0:32:55.440 --> 0:32:59.080
<v Speaker 1>that you have vision in both eyes, you experience parallax.

0:32:59.640 --> 0:33:03.440
<v Speaker 1>And what parallaxes is the apparent difference in position of

0:33:03.440 --> 0:33:07.360
<v Speaker 1>an object along different lines of sight. Now that's a

0:33:07.360 --> 0:33:11.240
<v Speaker 1>fancy way of saying that where something appears to be

0:33:11.600 --> 0:33:14.080
<v Speaker 1>changes depending upon your point of view. If you were

0:33:14.120 --> 0:33:16.320
<v Speaker 1>to hold your finger up in front of your face

0:33:16.760 --> 0:33:19.480
<v Speaker 1>and close one eye and look at your finger, and

0:33:19.520 --> 0:33:23.520
<v Speaker 1>then you close the open eye and open the closed eye.

0:33:23.800 --> 0:33:26.400
<v Speaker 1>It would look like your finger had changed positions, right,

0:33:26.400 --> 0:33:29.080
<v Speaker 1>because you're looking at it from your other eye, which

0:33:29.120 --> 0:33:31.760
<v Speaker 1>is obviously not in the same physical position as I

0:33:32.000 --> 0:33:34.920
<v Speaker 1>number one. You know, our eyes are are located side

0:33:34.920 --> 0:33:37.760
<v Speaker 1>by side, So if we do that, if we switch

0:33:37.800 --> 0:33:40.080
<v Speaker 1>back and forth, closing one eye and opening the other,

0:33:40.440 --> 0:33:42.479
<v Speaker 1>it'll seem as if our finger is jumping back and

0:33:42.520 --> 0:33:46.320
<v Speaker 1>forth between two different positions. It's not really doing that, obviously,

0:33:46.560 --> 0:33:50.120
<v Speaker 1>that's just what you're seeing based upon that particular line

0:33:50.160 --> 0:33:53.400
<v Speaker 1>of sight, and our brains combine these two lines of

0:33:53.480 --> 0:33:57.200
<v Speaker 1>sight to create the image that we use to kind

0:33:57.200 --> 0:33:59.640
<v Speaker 1>of interpret the world around us and to do things

0:33:59.720 --> 0:34:03.200
<v Speaker 1>like get an idea of how far away an object is.

0:34:03.280 --> 0:34:08.239
<v Speaker 1>For example. Now, motion parallax is slightly different. Imagine that

0:34:08.280 --> 0:34:12.760
<v Speaker 1>you've got two characters, one who is closer to the camera,

0:34:13.000 --> 0:34:15.960
<v Speaker 1>one who is further back. And let's say that they're

0:34:15.960 --> 0:34:18.360
<v Speaker 1>both walking from the left side of camera view to

0:34:18.440 --> 0:34:21.600
<v Speaker 1>the right side, and they're both walking at the same speed. Well,

0:34:21.600 --> 0:34:25.080
<v Speaker 1>the person in front will cross the frame faster because

0:34:25.080 --> 0:34:28.600
<v Speaker 1>they're closer to us. Than the person who's further behind.

0:34:29.280 --> 0:34:33.120
<v Speaker 1>So this also applies if you're moving the camera and

0:34:33.239 --> 0:34:35.600
<v Speaker 1>the various components are standing still. If the person in

0:34:35.640 --> 0:34:37.840
<v Speaker 1>the foreground and the person in the background are standing

0:34:37.840 --> 0:34:42.840
<v Speaker 1>still and you're handing the camera across, then the person

0:34:42.880 --> 0:34:45.279
<v Speaker 1>in front is going to cross the frame much faster. Right.

0:34:46.400 --> 0:34:49.160
<v Speaker 1>This is stuff that we intuitively know because it's how

0:34:49.160 --> 0:34:52.160
<v Speaker 1>we experience the world around us. Well, when you're creating

0:34:52.160 --> 0:34:56.080
<v Speaker 1>a digital system that is standing in for a real background,

0:34:56.640 --> 0:35:00.600
<v Speaker 1>sometimes you've gotta move stuff around and cheat in order

0:35:00.640 --> 0:35:05.680
<v Speaker 1>for this impression to be realistic and immersive. So you

0:35:05.760 --> 0:35:09.880
<v Speaker 1>can actually have the camera's movements and the backgrounds movements

0:35:10.200 --> 0:35:13.600
<v Speaker 1>choreographed together, so that as you're moving the camera around,

0:35:13.640 --> 0:35:16.200
<v Speaker 1>the background is actually moving slightly to in order to

0:35:16.239 --> 0:35:19.360
<v Speaker 1>get the right effect. That's something you cannot do with

0:35:19.440 --> 0:35:22.560
<v Speaker 1>a Matt painting, obviously, because a Matt painting is just

0:35:22.600 --> 0:35:26.080
<v Speaker 1>going to be that static image forever and ever. Now,

0:35:26.080 --> 0:35:28.520
<v Speaker 1>another benefit of this technology is, like I said, it

0:35:28.520 --> 0:35:31.400
<v Speaker 1>provides lighting for a scene. So if a character like

0:35:31.480 --> 0:35:35.399
<v Speaker 1>say the Mandalorian, is inside an environment that has lots

0:35:35.480 --> 0:35:39.759
<v Speaker 1>of lights all around, the lights from the screen will

0:35:39.800 --> 0:35:44.360
<v Speaker 1>reflect on the Mandalorian's shiny best car armor, so it

0:35:44.400 --> 0:35:48.400
<v Speaker 1>creates a more immersive, realistic effect. If you have a

0:35:48.400 --> 0:35:51.560
<v Speaker 1>close up on the Mandalorian's helmet as he's sitting in

0:35:51.600 --> 0:35:55.160
<v Speaker 1>his spaceship and he's going into uh To, you know,

0:35:55.920 --> 0:35:59.920
<v Speaker 1>hyper speed, well you'll see the reflections off his hell

0:36:00.160 --> 0:36:06.160
<v Speaker 1>because they're actually projecting that hyperspeed imagery all around the

0:36:06.360 --> 0:36:10.600
<v Speaker 1>set that has been built inside the volume. And again

0:36:10.960 --> 0:36:13.040
<v Speaker 1>you don't have to do that in post. It's created

0:36:13.200 --> 0:36:15.319
<v Speaker 1>right there in the camera shot. This is stuff that

0:36:15.360 --> 0:36:18.279
<v Speaker 1>typically you would have to add afterward, but you have

0:36:18.360 --> 0:36:21.880
<v Speaker 1>removed that step by including it in the moment when

0:36:21.920 --> 0:36:25.040
<v Speaker 1>you're actually shooting the scene. Now, to make all of

0:36:25.080 --> 0:36:27.800
<v Speaker 1>this happen, there have to be these big old computer

0:36:27.880 --> 0:36:31.080
<v Speaker 1>systems in the background calculating things like the angle of

0:36:31.160 --> 0:36:34.560
<v Speaker 1>view of the camera, the motion of the camera, how

0:36:34.640 --> 0:36:38.000
<v Speaker 1>the motion of the background should match that. And obviously

0:36:38.080 --> 0:36:40.279
<v Speaker 1>you have to actually create the assets that are going

0:36:40.320 --> 0:36:43.600
<v Speaker 1>to be on display on those screens. That might be

0:36:43.680 --> 0:36:46.800
<v Speaker 1>computer generated assets, in which case you have artists creating

0:36:46.800 --> 0:36:50.839
<v Speaker 1>these things, building them in virtual engines which then get

0:36:50.920 --> 0:36:55.520
<v Speaker 1>rendered onto the screens. Alternatively, you might incorporate some old

0:36:55.560 --> 0:36:58.520
<v Speaker 1>school stuff like miniature work that's been mapped to a

0:36:58.560 --> 0:37:01.239
<v Speaker 1>digital background that then it's projected onto these l e

0:37:01.320 --> 0:37:04.920
<v Speaker 1>D screens or by these LED screens. I say projected on,

0:37:05.120 --> 0:37:07.759
<v Speaker 1>it's really by because the the images coming from the

0:37:07.920 --> 0:37:10.960
<v Speaker 1>l e ED is not being projected onto them. Or

0:37:11.040 --> 0:37:14.920
<v Speaker 1>you might include camera footage from real locations and again

0:37:14.960 --> 0:37:18.160
<v Speaker 1>that could be mapped onto the screens. So the first

0:37:18.200 --> 0:37:20.719
<v Speaker 1>generation volume, the one that was used in Star Wars

0:37:20.760 --> 0:37:23.640
<v Speaker 1>projects like the first season of The Mandalorian, was a

0:37:23.760 --> 0:37:28.839
<v Speaker 1>seventy five ft diameter twenty one ft tall environment. They

0:37:28.960 --> 0:37:33.200
<v Speaker 1>used the Unreal game Engine for initial pre viz. That's

0:37:33.280 --> 0:37:37.160
<v Speaker 1>pre visualization and design, and I think that's pretty darn cool.

0:37:37.200 --> 0:37:39.600
<v Speaker 1>It's really neat to see filmmakers leverage a tool that

0:37:39.680 --> 0:37:43.000
<v Speaker 1>was meant for game development and use it to create

0:37:43.440 --> 0:37:47.359
<v Speaker 1>film sets, digital virtual film sets that then could be

0:37:48.080 --> 0:37:51.560
<v Speaker 1>displayed on these these screens. Obviously, there are a lot

0:37:51.600 --> 0:37:56.160
<v Speaker 1>of other software packages, many of which were specifically created

0:37:56.400 --> 0:37:59.320
<v Speaker 1>for the filmmaking industry, many of them created by Industrial

0:37:59.400 --> 0:38:03.280
<v Speaker 1>Light and Magic itself, which is the entity that created

0:38:03.280 --> 0:38:07.319
<v Speaker 1>the Volume UM in order to create the graphics that

0:38:07.360 --> 0:38:11.560
<v Speaker 1>are seen within these environments and ultimately on the final product.

0:38:11.640 --> 0:38:15.840
<v Speaker 1>Whether that's a film or series. The volume used seven

0:38:15.880 --> 0:38:18.840
<v Speaker 1>machines to create the compute power to provide the graphics

0:38:18.840 --> 0:38:20.960
<v Speaker 1>and dynamics necessary to make it all work for that

0:38:21.040 --> 0:38:24.960
<v Speaker 1>season one. For the second season, the Mandalorian Industrial Light

0:38:25.000 --> 0:38:29.680
<v Speaker 1>and Magic created Stagecraft two point oh and Stagecraft two

0:38:29.680 --> 0:38:33.240
<v Speaker 1>point oh handles rendering and projection along with the software

0:38:33.239 --> 0:38:36.239
<v Speaker 1>and hardware that makes it all work together, and it

0:38:36.280 --> 0:38:38.759
<v Speaker 1>also works with other products like Helios, which is a

0:38:38.840 --> 0:38:43.200
<v Speaker 1>video rendering and lighting package specifically made for the film industry.

0:38:43.280 --> 0:38:46.680
<v Speaker 1>Beyond that, the nature of the technology means that changes

0:38:46.840 --> 0:38:51.120
<v Speaker 1>can be made relatively quickly. I mean, computer generated assets

0:38:51.280 --> 0:38:56.200
<v Speaker 1>can be manipulated. So if you are looking at a

0:38:56.239 --> 0:38:58.600
<v Speaker 1>background and you think, you know, I wish that mountain

0:38:58.640 --> 0:39:00.960
<v Speaker 1>were larger, you could actually make the mountain larger. It's

0:39:00.960 --> 0:39:03.680
<v Speaker 1>a digital asset. You can change the shape and size

0:39:03.680 --> 0:39:06.400
<v Speaker 1>of it. So they can be enlarged, they can be shrunk,

0:39:06.440 --> 0:39:09.799
<v Speaker 1>they can be repositioned, changed in various ways, all near

0:39:09.880 --> 0:39:14.279
<v Speaker 1>real time. Like it's not it's not instantaneous, but it's

0:39:14.320 --> 0:39:18.200
<v Speaker 1>super fast. So if a cinematographer gets in the space

0:39:18.880 --> 0:39:21.400
<v Speaker 1>and they see the virtual background, they say, you know what,

0:39:21.520 --> 0:39:24.120
<v Speaker 1>that craggy tree would actually look better if we put

0:39:24.160 --> 0:39:27.919
<v Speaker 1>it closer to this little hill over here, it will

0:39:27.960 --> 0:39:31.719
<v Speaker 1>make my shot really work. Then people working on the

0:39:31.760 --> 0:39:35.799
<v Speaker 1>film can actually jump in onto the virtual environment, make

0:39:35.880 --> 0:39:39.560
<v Speaker 1>those changes, and then project the new version of it

0:39:39.719 --> 0:39:43.640
<v Speaker 1>within minutes, as opposed to this being something that takes

0:39:43.760 --> 0:39:49.560
<v Speaker 1>days or weeks to do and post. Now, these capabilities

0:39:49.600 --> 0:39:52.880
<v Speaker 1>still do have their limitations. While the areas inside the

0:39:52.960 --> 0:39:55.719
<v Speaker 1>volume and the A R wall are are pretty large,

0:39:56.440 --> 0:39:59.000
<v Speaker 1>you still do have walls, just like the enterprise is

0:39:59.040 --> 0:40:01.280
<v Speaker 1>holiday and there's no way for a computer to shift

0:40:01.320 --> 0:40:04.400
<v Speaker 1>people inside those environments so that they don't have to

0:40:04.440 --> 0:40:08.000
<v Speaker 1>worry about that. And for that reason, it could be

0:40:08.000 --> 0:40:12.239
<v Speaker 1>a little challenging to choreograph like epic action sequences within

0:40:12.400 --> 0:40:16.719
<v Speaker 1>these still limited spaces, and you might have seen some

0:40:16.760 --> 0:40:20.320
<v Speaker 1>recent examples of action scenes I'm thinking specifically of the

0:40:20.360 --> 0:40:23.759
<v Speaker 1>Book of Boba Fette that didn't quite live up to

0:40:23.920 --> 0:40:29.319
<v Speaker 1>the term epic. These led background environments represent powerful new

0:40:29.400 --> 0:40:32.239
<v Speaker 1>tools for filmmakers, but just like other tools like three

0:40:32.320 --> 0:40:35.160
<v Speaker 1>D and c g I, they have to be used

0:40:35.280 --> 0:40:41.600
<v Speaker 1>properly to contribute to the experience of watching a series

0:40:41.680 --> 0:40:45.040
<v Speaker 1>or watching a film, rather than detract from them. I

0:40:45.080 --> 0:40:48.000
<v Speaker 1>think that the volume and the A R wall both

0:40:48.160 --> 0:40:51.959
<v Speaker 1>give filmmakers some of the same tool sets that people

0:40:51.960 --> 0:40:55.279
<v Speaker 1>who have been working in in c G animation have

0:40:55.400 --> 0:40:57.680
<v Speaker 1>had at their disposal forever. So if you look at

0:40:57.719 --> 0:41:00.640
<v Speaker 1>Pixar and the way they create films, the way they

0:41:00.640 --> 0:41:04.120
<v Speaker 1>create virtual environments, a lot of the same tools that

0:41:04.239 --> 0:41:06.520
<v Speaker 1>they are using are the ones that we're now seeing

0:41:06.640 --> 0:41:11.399
<v Speaker 1>used in live action filmmaking. At the point where you're

0:41:11.400 --> 0:41:14.600
<v Speaker 1>actually shooting and where those elements are there, now, you

0:41:14.640 --> 0:41:17.840
<v Speaker 1>don't have all the advantages that you would with c G.

0:41:18.960 --> 0:41:22.360
<v Speaker 1>So Pixar, for example, they could technically create a camera

0:41:22.480 --> 0:41:24.440
<v Speaker 1>that could do all sorts of things that a physical

0:41:24.480 --> 0:41:27.600
<v Speaker 1>camera never could, right, they are not limited by the

0:41:27.719 --> 0:41:30.120
<v Speaker 1>rules of real world physics when it comes to that.

0:41:30.840 --> 0:41:35.480
<v Speaker 1>Pixar doesn't typically do that because they learned very quickly

0:41:35.920 --> 0:41:41.640
<v Speaker 1>that if you start violating basic rules, uh, audiences get

0:41:41.800 --> 0:41:45.200
<v Speaker 1>pulled out of the action because they say, like, well,

0:41:45.320 --> 0:41:49.440
<v Speaker 1>that's impossible. It's it's you have to work somewhat within

0:41:50.360 --> 0:41:53.600
<v Speaker 1>the rules in order for it to to work for audiences.

0:41:54.600 --> 0:41:57.040
<v Speaker 1>But it doesn't matter for the volume more for the

0:41:57.080 --> 0:42:00.800
<v Speaker 1>A R wall, because in both cases you're still using

0:42:01.040 --> 0:42:05.640
<v Speaker 1>real physical cameras to shoot real physical people the background images.

0:42:05.920 --> 0:42:08.799
<v Speaker 1>You could mess with that, but then that doesn't make

0:42:08.840 --> 0:42:12.000
<v Speaker 1>a whole less sense either unless you're doing something really trippy,

0:42:12.120 --> 0:42:15.800
<v Speaker 1>like I could see maybe a future Doctor Strange movie

0:42:16.239 --> 0:42:18.920
<v Speaker 1>using that sort of thing to kind of be mind

0:42:19.000 --> 0:42:23.480
<v Speaker 1>bindy and create something that is absolutely impossible, and yet

0:42:23.480 --> 0:42:25.200
<v Speaker 1>the actors who are there would be able to see

0:42:25.239 --> 0:42:28.560
<v Speaker 1>it and react to it. Um, that is something where

0:42:28.600 --> 0:42:31.160
<v Speaker 1>I could see that work. But otherwise, what I think

0:42:31.200 --> 0:42:33.600
<v Speaker 1>is really cool is that it does give those tools

0:42:33.640 --> 0:42:37.719
<v Speaker 1>that that c G animators have had at their disposal

0:42:37.760 --> 0:42:43.399
<v Speaker 1>forever and put it into real live action filmmaking, as

0:42:43.440 --> 0:42:46.320
<v Speaker 1>well as that whole concept of bringing pre and post

0:42:46.320 --> 0:42:50.600
<v Speaker 1>production closer to production itself so that you are able

0:42:50.640 --> 0:42:53.520
<v Speaker 1>to make these decisions. Directors can focus more on getting

0:42:53.560 --> 0:42:58.600
<v Speaker 1>the performance they want and not worry as much about

0:42:58.640 --> 0:43:01.160
<v Speaker 1>whether or not it's going to the way they imagined

0:43:01.280 --> 0:43:03.920
<v Speaker 1>once you finally get all the effects added in, because

0:43:03.960 --> 0:43:07.040
<v Speaker 1>that's that's the big issue with like shooting against screen screen.

0:43:07.719 --> 0:43:09.760
<v Speaker 1>You might have an idea in your head what's supposed

0:43:09.760 --> 0:43:13.440
<v Speaker 1>to look like, but until all the effects departments have

0:43:13.640 --> 0:43:17.759
<v Speaker 1>put in their work and then keyed out the the

0:43:17.840 --> 0:43:20.800
<v Speaker 1>shots that you got on set with all the green screens,

0:43:21.200 --> 0:43:24.120
<v Speaker 1>you don't really know. I would argue that that perhaps

0:43:24.400 --> 0:43:27.360
<v Speaker 1>is one reason why I find the third act of

0:43:27.440 --> 0:43:31.640
<v Speaker 1>most Marvel films to be really messy, Like they just

0:43:31.719 --> 0:43:35.800
<v Speaker 1>look too chaotic and video game ish for me almost

0:43:35.840 --> 0:43:41.200
<v Speaker 1>every case. So I feel like these sorts of tools

0:43:41.400 --> 0:43:44.040
<v Speaker 1>could potentially help with that. But then you also have

0:43:44.080 --> 0:43:47.600
<v Speaker 1>to remember you have to work within the constraints of

0:43:47.640 --> 0:43:51.600
<v Speaker 1>the space. You know, you can't go beyond the borders

0:43:51.800 --> 0:43:54.719
<v Speaker 1>of the volume or the A R wall or else

0:43:54.800 --> 0:43:58.280
<v Speaker 1>you lose the benefit of those and you break immersion. Anyway,

0:43:58.960 --> 0:44:03.839
<v Speaker 1>Still really cool, really interesting to see how this convergence

0:44:03.880 --> 0:44:08.160
<v Speaker 1>of technologies, from the super high resolution LED screens that

0:44:08.200 --> 0:44:13.520
<v Speaker 1>are capable of making backgrounds that don't look like they're screens,

0:44:13.719 --> 0:44:16.480
<v Speaker 1>like it looks like these are real locations, all the

0:44:16.520 --> 0:44:20.600
<v Speaker 1>way to the real time computation of measuring things like

0:44:20.719 --> 0:44:26.080
<v Speaker 1>camera angle and displaying the differences in the background in

0:44:26.120 --> 0:44:30.000
<v Speaker 1>real time so that you get the the realistic effects

0:44:30.000 --> 0:44:33.040
<v Speaker 1>you want. All of that is phenomenal to me. There are,

0:44:33.160 --> 0:44:36.840
<v Speaker 1>by the way, production features on both the A R

0:44:36.920 --> 0:44:40.080
<v Speaker 1>wall and on the volume that you can find online.

0:44:40.680 --> 0:44:42.839
<v Speaker 1>I recommend if you're interested in these, you watch them

0:44:42.920 --> 0:44:45.239
<v Speaker 1>because that will give you a little more information. They

0:44:45.280 --> 0:44:48.840
<v Speaker 1>come across a bit marketing ish to me, especially the volume,

0:44:49.360 --> 0:44:51.440
<v Speaker 1>because it's really industrial light and magic saying hey, we

0:44:51.520 --> 0:44:54.279
<v Speaker 1>got this cool tool. If you're making a movie, call us,

0:44:54.800 --> 0:44:57.719
<v Speaker 1>But it does give you more insight into what they

0:44:57.719 --> 0:45:01.720
<v Speaker 1>are doing and why it's important. Anyway, thank you Bronson

0:45:01.920 --> 0:45:04.040
<v Speaker 1>for your request. If any of you out there have

0:45:04.360 --> 0:45:06.920
<v Speaker 1>a subject that you would like me to tackle, you

0:45:06.960 --> 0:45:08.279
<v Speaker 1>can get in touch with me and let me know.

0:45:08.320 --> 0:45:10.120
<v Speaker 1>There are a couple of ways doing that. One is

0:45:11.040 --> 0:45:13.600
<v Speaker 1>you can hop on over to the I Heart Radio app.

0:45:13.880 --> 0:45:17.120
<v Speaker 1>It's free to download. Navigate over to the tech Stuff podcast.

0:45:17.160 --> 0:45:19.600
<v Speaker 1>There's a little microphone icon there. You can leave a

0:45:19.719 --> 0:45:22.960
<v Speaker 1>thirty second message for me and let me know that way,

0:45:23.560 --> 0:45:27.279
<v Speaker 1>or you can always pop over onto Twitter use the

0:45:27.320 --> 0:45:29.680
<v Speaker 1>handle tech stuff hs W to leave your request like

0:45:29.680 --> 0:45:32.319
<v Speaker 1>Bronson did. And I look forward to seeing those and

0:45:32.320 --> 0:45:41.080
<v Speaker 1>I'll talk to you again really soon. Text Stuff is

0:45:41.120 --> 0:45:44.239
<v Speaker 1>an I Heart Radio production. For more podcasts from my

0:45:44.360 --> 0:45:47.920
<v Speaker 1>Heart Radio, visit the i Heart Radio app, Apple Podcasts,

0:45:48.080 --> 0:45:50.080
<v Speaker 1>or wherever you listen to your favorite shows.