1 00:00:00,320 --> 00:00:02,880 Speaker 1: Brought to you by the reinvented two thousand twelve camera. 2 00:00:03,240 --> 00:00:08,959 Speaker 1: It's ready. Are you get in touch with technology? With 3 00:00:09,080 --> 00:00:18,040 Speaker 1: tech Stuff from how stuff works dot com. Hello again, everyone, 4 00:00:18,120 --> 00:00:20,880 Speaker 1: and welcome to tech stuff. My name is Chris Pallette. 5 00:00:20,880 --> 00:00:23,000 Speaker 1: I'm an editor at how stuff works dot com, and 6 00:00:23,040 --> 00:00:26,800 Speaker 1: sitting across from me, as always, is senior writer Jonathan Strickland. Well, 7 00:00:27,120 --> 00:00:30,400 Speaker 1: you know it's that old shark screen, the bubble screen. 8 00:00:30,480 --> 00:00:33,320 Speaker 1: You know, sharks don't like that. It's what they call 9 00:00:33,400 --> 00:00:38,960 Speaker 1: a marine segregation. Okay, then that that quote comes from 10 00:00:39,040 --> 00:00:43,640 Speaker 1: a movie that was in three D, and it leads 11 00:00:43,880 --> 00:00:48,520 Speaker 1: us to our first in a long time listener mail. 12 00:00:53,760 --> 00:00:56,840 Speaker 1: This listener mail comes from Calvin, and Calvin says, I 13 00:00:56,880 --> 00:01:00,240 Speaker 1: was thinking that with movies like Avatar, Yes, I'm ill 14 00:01:00,320 --> 00:01:03,760 Speaker 1: talking about Avatar and other big three D sort of 15 00:01:03,840 --> 00:01:06,760 Speaker 1: c g I movies like Alice in Wonderland. Maybe a 16 00:01:06,800 --> 00:01:09,600 Speaker 1: podcast on that would be fun. Any who, keep up 17 00:01:09,600 --> 00:01:15,200 Speaker 1: the good work. Calvin B. From Minnetonka, Minnesota. All right, 18 00:01:15,880 --> 00:01:17,960 Speaker 1: so we're gonna talk a little bit about three D movies. Now, 19 00:01:17,959 --> 00:01:20,480 Speaker 1: we've talked about three D glasses in the past and 20 00:01:20,520 --> 00:01:24,000 Speaker 1: three D television, but we really didn't go into the 21 00:01:24,040 --> 00:01:28,280 Speaker 1: whole process of making a three D film or or 22 00:01:28,560 --> 00:01:32,000 Speaker 1: three D video. Um and so we thought this would 23 00:01:32,080 --> 00:01:35,759 Speaker 1: kind of fall into our movie making technology series. I agree, 24 00:01:35,800 --> 00:01:38,000 Speaker 1: and I think it would be nice to start with 25 00:01:38,040 --> 00:01:40,800 Speaker 1: a refresher about the three D glasses because that has 26 00:01:40,840 --> 00:01:43,440 Speaker 1: a lot to do with how you make a movie 27 00:01:43,520 --> 00:01:45,400 Speaker 1: and the reason why you make the movie the way 28 00:01:45,440 --> 00:01:47,920 Speaker 1: you do. That's a good point. So let's start with 29 00:01:47,960 --> 00:01:50,440 Speaker 1: talking about what makes three D three D in the 30 00:01:50,440 --> 00:01:53,080 Speaker 1: first place. Okay, So the first thing you need to 31 00:01:53,120 --> 00:01:59,360 Speaker 1: know is that we perceived depth through many different um ways. 32 00:01:59,400 --> 00:02:02,480 Speaker 1: But one of those ways is through what we call parallax. 33 00:02:02,600 --> 00:02:06,280 Speaker 1: And parallax is the difference in viewing angle between one 34 00:02:06,360 --> 00:02:09,680 Speaker 1: eye and the other eye. So, if you were looking 35 00:02:09,720 --> 00:02:12,040 Speaker 1: at an object that's a few feet away from you, 36 00:02:12,040 --> 00:02:13,679 Speaker 1: you know your left eye in your right eye are 37 00:02:13,800 --> 00:02:18,080 Speaker 1: not They're not located exactly in the same spot, otherwise 38 00:02:18,120 --> 00:02:22,440 Speaker 1: you'd be a cyclops. Uh. So that means that your 39 00:02:22,520 --> 00:02:25,040 Speaker 1: your brain is getting two sets of images that are 40 00:02:25,080 --> 00:02:28,560 Speaker 1: slightly offset from each other, and it incorporates those two 41 00:02:28,600 --> 00:02:31,360 Speaker 1: sets of images into a single image in your head. 42 00:02:31,960 --> 00:02:35,080 Speaker 1: And so that's that's one of the ways we perceive depth. 43 00:02:35,080 --> 00:02:37,680 Speaker 1: There are other ways as well, like visual cues of 44 00:02:37,720 --> 00:02:40,320 Speaker 1: the size of something, and judging by the size, you 45 00:02:40,360 --> 00:02:42,200 Speaker 1: kind of figure out how far away it is. And 46 00:02:42,200 --> 00:02:45,400 Speaker 1: parallax only really works to a certain distance anyway. Once 47 00:02:45,440 --> 00:02:47,760 Speaker 1: you get beyond you know, I don't know, I think 48 00:02:47,760 --> 00:02:50,840 Speaker 1: it's like twenty or thirty feet, parallax doesn't play as 49 00:02:50,840 --> 00:02:53,720 Speaker 1: big a role because it's getting far in the objects, 50 00:02:53,720 --> 00:02:55,639 Speaker 1: getting far enough away where your eyes are getting closer 51 00:02:55,639 --> 00:02:58,480 Speaker 1: and closer to being parallel. So if you focus on 52 00:02:58,520 --> 00:03:02,680 Speaker 1: something that is effectly an infinite distance away, and of 53 00:03:02,680 --> 00:03:06,400 Speaker 1: course that's you know, I'm saying effectively infinite. So for example, 54 00:03:06,440 --> 00:03:09,200 Speaker 1: example a star out you know, if you're looking at 55 00:03:09,240 --> 00:03:12,240 Speaker 1: a starry sky, the distance of that object is so 56 00:03:12,280 --> 00:03:14,840 Speaker 1: far away that your eyes are essentially in parallel with 57 00:03:14,840 --> 00:03:19,000 Speaker 1: one another. They're not converging at all. But parallax is 58 00:03:19,000 --> 00:03:22,919 Speaker 1: a very important part of of getting a three D effect, 59 00:03:23,320 --> 00:03:27,400 Speaker 1: especially on film or video and um so, the idea 60 00:03:28,000 --> 00:03:31,280 Speaker 1: is that you have to present two different sets of images. 61 00:03:32,320 --> 00:03:34,960 Speaker 1: Each set of images is going to be perceived by 62 00:03:35,080 --> 00:03:38,680 Speaker 1: only the left or the right eye, and then when 63 00:03:38,840 --> 00:03:41,800 Speaker 1: your brain sees, when your brain senses these two sets 64 00:03:41,800 --> 00:03:44,680 Speaker 1: of images, that combines them into a single image that 65 00:03:44,800 --> 00:03:47,760 Speaker 1: has the illusion of depth. Well, yeah, I mean there 66 00:03:47,680 --> 00:03:50,920 Speaker 1: are there are two different types of of three D glasses, 67 00:03:50,960 --> 00:03:53,880 Speaker 1: of course, the older one being the Anaglyph method and 68 00:03:53,920 --> 00:03:57,720 Speaker 1: the newer one being the polarized version. Anaglyph was the 69 00:03:57,760 --> 00:04:00,120 Speaker 1: one that had the two different colored lenses. Yeah, it 70 00:04:00,160 --> 00:04:02,680 Speaker 1: was either a red or blue, or red or green. 71 00:04:02,840 --> 00:04:06,640 Speaker 1: And now you were saying to me earlier red and cyan. 72 00:04:06,960 --> 00:04:10,360 Speaker 1: It's sort of the the accepted color and uh and 73 00:04:10,400 --> 00:04:13,080 Speaker 1: the polarized ones. What that means is that the lenses 74 00:04:13,120 --> 00:04:16,560 Speaker 1: are polarized to allow light that is aligned a certain 75 00:04:16,600 --> 00:04:19,400 Speaker 1: way to pass through, and light that's aligned and I 76 00:04:19,400 --> 00:04:23,560 Speaker 1: think it's ninety degree um other alignment that that light 77 00:04:23,600 --> 00:04:27,000 Speaker 1: will not pass through the lens. So each lens is 78 00:04:27,080 --> 00:04:32,120 Speaker 1: letting one kind of light through and blocking the other kind. Yeah, 79 00:04:32,120 --> 00:04:34,840 Speaker 1: I think that's probably more sophisticated way of doing at 80 00:04:34,839 --> 00:04:38,200 Speaker 1: The Anaglyph method required a red layer and a blue 81 00:04:38,360 --> 00:04:42,800 Speaker 1: or green layer of the movie so that the glasses 82 00:04:42,839 --> 00:04:46,240 Speaker 1: could interpret the images correctly, because, for example, the red 83 00:04:46,320 --> 00:04:50,520 Speaker 1: lens uh makes the other color appear darker, so you 84 00:04:50,640 --> 00:04:53,760 Speaker 1: see that better through that eye, and then the blue 85 00:04:53,839 --> 00:04:57,360 Speaker 1: lens is the opposite. It makes the red uh frame 86 00:04:57,839 --> 00:05:00,240 Speaker 1: is it? Frame would be the right word? Layer layer, Yeah, 87 00:05:00,440 --> 00:05:03,400 Speaker 1: red layer show up better. Um, So it appears three 88 00:05:03,480 --> 00:05:06,200 Speaker 1: D and because of the spacing between the two images, 89 00:05:06,240 --> 00:05:08,760 Speaker 1: that's what gives the the illusion of depth. Right. The 90 00:05:08,800 --> 00:05:11,360 Speaker 1: two images are offset, and of course that's really important 91 00:05:11,400 --> 00:05:13,560 Speaker 1: because if they weren't offset, all you'd be doing is 92 00:05:13,600 --> 00:05:18,160 Speaker 1: making a really lousy, fuzzy image for no good reason. Yes, 93 00:05:18,200 --> 00:05:19,599 Speaker 1: which is kind of how it looks when you're not 94 00:05:19,640 --> 00:05:22,760 Speaker 1: wearing the glasses. Yes, and there there is one a 95 00:05:22,839 --> 00:05:25,360 Speaker 1: third type of of glasses that we should talk about, 96 00:05:25,400 --> 00:05:29,200 Speaker 1: although this is I don't think it's ever used in films. 97 00:05:29,440 --> 00:05:31,760 Speaker 1: I've never been to a movie where they used this method. 98 00:05:31,839 --> 00:05:35,920 Speaker 1: But that's the shutter lens method, like the active active glasses, 99 00:05:35,920 --> 00:05:38,680 Speaker 1: which are more often used for things like computers or 100 00:05:39,080 --> 00:05:43,240 Speaker 1: sun Television systems are also experimenting with active glasses. Now. 101 00:05:43,279 --> 00:05:46,719 Speaker 1: Active glasses require a power supply and they actually have 102 00:05:46,760 --> 00:05:48,760 Speaker 1: a little l C D shutters in them that shutter 103 00:05:48,880 --> 00:05:51,800 Speaker 1: on and off at incredible speeds. So to you, when 104 00:05:51,800 --> 00:05:54,239 Speaker 1: you're wearing the glasses, it doesn't appear like they're shuttering 105 00:05:54,279 --> 00:05:56,600 Speaker 1: on and off at all, but they really are and 106 00:05:56,720 --> 00:06:02,760 Speaker 1: the images you're looking at are are are Wow. I 107 00:06:02,800 --> 00:06:06,559 Speaker 1: had the word there you go synchronized with each lens, 108 00:06:06,600 --> 00:06:09,520 Speaker 1: thank you. Um yeah, that was my brain gave out 109 00:06:09,560 --> 00:06:12,120 Speaker 1: on me. But yes, like the the left lens would 110 00:06:12,120 --> 00:06:14,440 Speaker 1: be synchronized with one set of images, the right lens 111 00:06:14,480 --> 00:06:16,880 Speaker 1: would be synchronized with the other set of images. They 112 00:06:16,880 --> 00:06:20,640 Speaker 1: would alternate those images at a speed that is uh 113 00:06:20,760 --> 00:06:23,320 Speaker 1: so fast that you can't really tell when you just 114 00:06:23,400 --> 00:06:27,200 Speaker 1: look at it. And um, so again, each eye would 115 00:06:27,200 --> 00:06:30,640 Speaker 1: be getting one set of images at a certain alignment. 116 00:06:30,960 --> 00:06:33,520 Speaker 1: Your brain would be putting all the information together and 117 00:06:33,560 --> 00:06:37,599 Speaker 1: you get the illusion of depth. UM. Projectors have trouble 118 00:06:37,640 --> 00:06:39,320 Speaker 1: with that. You have to have a projector that can 119 00:06:39,520 --> 00:06:42,560 Speaker 1: can run at an incredibly fast frame rate for that 120 00:06:42,600 --> 00:06:47,320 Speaker 1: to work, because you're you're you're shooting two different sets 121 00:06:47,320 --> 00:06:50,400 Speaker 1: of images, um, but not at the same time. They're 122 00:06:50,440 --> 00:06:52,960 Speaker 1: alternating so quickly that you have to you know, you 123 00:06:53,000 --> 00:06:55,360 Speaker 1: have to keep that frame rate up really really high 124 00:06:55,440 --> 00:06:59,040 Speaker 1: in order to maintain that illusion. These other methods, the 125 00:06:59,080 --> 00:07:02,520 Speaker 1: polarized method, the anaglyph method, you can have both sets 126 00:07:02,520 --> 00:07:06,320 Speaker 1: of images on the same strip of film. Uh, you know, 127 00:07:06,400 --> 00:07:08,440 Speaker 1: it's just it's two different layers on a on a 128 00:07:09,160 --> 00:07:11,080 Speaker 1: on one strip of film, so you don't have to 129 00:07:11,120 --> 00:07:16,000 Speaker 1: alternate images back and forth, you know. So, um yeah, 130 00:07:16,120 --> 00:07:18,480 Speaker 1: and your brain is doing all the work here. That's 131 00:07:18,520 --> 00:07:20,960 Speaker 1: the great thing is that once you once you've developed 132 00:07:20,960 --> 00:07:23,720 Speaker 1: the technology, the brain does everything else. All the special 133 00:07:23,720 --> 00:07:27,720 Speaker 1: effects are supplied by you. However, it does mean that 134 00:07:27,800 --> 00:07:31,240 Speaker 1: if you have suffered some vision loss, or if you 135 00:07:31,320 --> 00:07:34,440 Speaker 1: have some other ailments, you may not be able to 136 00:07:34,440 --> 00:07:38,080 Speaker 1: perceive three D in a three D film, right, So, 137 00:07:38,480 --> 00:07:41,880 Speaker 1: but you'll still need the glasses unfortunately, because if you 138 00:07:41,920 --> 00:07:43,840 Speaker 1: don't have the glasses, you're going to get that fuzzy 139 00:07:43,840 --> 00:07:46,200 Speaker 1: effect that Poulette was talking about. It's gonna look like 140 00:07:46,280 --> 00:07:48,960 Speaker 1: two sets of images on one strip of film, and 141 00:07:49,680 --> 00:07:52,760 Speaker 1: that's not a really pleasant viewing experience, as anyone who's 142 00:07:52,760 --> 00:07:56,920 Speaker 1: taken glasses off during a three D film could tell you. Right. 143 00:07:57,320 --> 00:08:00,640 Speaker 1: But the trick is how do you actually make the 144 00:08:00,680 --> 00:08:04,480 Speaker 1: movie so that it will appear in three D? Yeah, 145 00:08:04,520 --> 00:08:08,160 Speaker 1: there's there are three main methods of doing this. Okay, 146 00:08:08,440 --> 00:08:11,840 Speaker 1: There's there's converting a two D film into three D. 147 00:08:12,920 --> 00:08:16,080 Speaker 1: There's shooting a film in three D to start with, 148 00:08:17,000 --> 00:08:20,520 Speaker 1: and then there is using a computer generated film, and 149 00:08:20,560 --> 00:08:24,480 Speaker 1: then you artificially create a second camera within your c 150 00:08:24,640 --> 00:08:28,640 Speaker 1: g I world, and you make your film three D 151 00:08:28,760 --> 00:08:30,680 Speaker 1: that way. Okay, I was kind of I was kind 152 00:08:30,680 --> 00:08:32,960 Speaker 1: of lumping that in my head with the first one, 153 00:08:33,400 --> 00:08:36,800 Speaker 1: which was taking the original and then doing something to 154 00:08:36,880 --> 00:08:38,800 Speaker 1: it to make it three D. Yeah, it's when you 155 00:08:38,840 --> 00:08:40,480 Speaker 1: said three I was going, Okay, I don't know that. 156 00:08:40,880 --> 00:08:42,600 Speaker 1: It's kind of a bridge between the two when you 157 00:08:42,600 --> 00:08:45,760 Speaker 1: think about it, because you're you're creating a virtual camera, 158 00:08:46,240 --> 00:08:48,880 Speaker 1: so in a way, it's acting like you are actually 159 00:08:48,960 --> 00:08:51,280 Speaker 1: using you like you're filming in three D from the beginning. 160 00:08:51,679 --> 00:08:54,320 Speaker 1: But like you said, it's also incorporating some of the 161 00:08:54,360 --> 00:08:57,320 Speaker 1: elements of conversion of two D to three D. Um 162 00:08:57,400 --> 00:09:00,240 Speaker 1: let's talk a little bit about about the well, which 163 00:09:00,240 --> 00:09:02,320 Speaker 1: one would you like to tackle first? Well, I was 164 00:09:02,360 --> 00:09:05,280 Speaker 1: thinking that one of the things that's important to note 165 00:09:05,320 --> 00:09:08,760 Speaker 1: here is that live action is much more difficult to 166 00:09:08,800 --> 00:09:12,640 Speaker 1: convert to three D than computer graphics for the reason 167 00:09:12,679 --> 00:09:15,240 Speaker 1: that you just brought up, which is in the computer 168 00:09:15,320 --> 00:09:19,000 Speaker 1: graphic version, you can do things with the computers to 169 00:09:19,760 --> 00:09:23,160 Speaker 1: you know, create a different camera angle, uh, you know, 170 00:09:23,200 --> 00:09:24,559 Speaker 1: so that you would be able to do that a 171 00:09:24,559 --> 00:09:26,480 Speaker 1: little bit more readily than you could with live action. 172 00:09:26,520 --> 00:09:28,760 Speaker 1: So I think we should probably start with the traditional 173 00:09:28,800 --> 00:09:31,360 Speaker 1: method of doing live action because three D movies have 174 00:09:31,440 --> 00:09:34,959 Speaker 1: been around for quite some time since you're sure. Yeah, 175 00:09:35,520 --> 00:09:39,560 Speaker 1: like you were saying with the the just to tag 176 00:09:39,600 --> 00:09:41,079 Speaker 1: on what you were talking about with the c g 177 00:09:41,240 --> 00:09:44,199 Speaker 1: I movies, UM, yeah. The wonderful thing about c g 178 00:09:44,360 --> 00:09:46,520 Speaker 1: I movies if you're a filmmaker is that you are 179 00:09:46,600 --> 00:09:49,480 Speaker 1: not limited by the laws of physics, so you can 180 00:09:49,559 --> 00:09:54,719 Speaker 1: create a camera angle that is the ideal angle, uh, 181 00:09:54,760 --> 00:09:57,880 Speaker 1: to go with the other camera shots, so you know 182 00:09:57,920 --> 00:10:00,360 Speaker 1: you can you could create two camera angles where the 183 00:10:00,480 --> 00:10:05,680 Speaker 1: lenses would be the perfect lengths or the perfect distance 184 00:10:05,679 --> 00:10:08,280 Speaker 1: between the two in order to create the three D effect, 185 00:10:08,280 --> 00:10:12,000 Speaker 1: whereas in the real world most cameras are bulky and 186 00:10:12,120 --> 00:10:17,440 Speaker 1: you can't get the lenses physically close enough to uh 187 00:10:17,520 --> 00:10:20,960 Speaker 1: to mimic what you would see if you were standing there. Um. 188 00:10:21,000 --> 00:10:25,440 Speaker 1: It's it's called the interocular distance. It's the distance between 189 00:10:25,480 --> 00:10:29,559 Speaker 1: your eyes. Now, before we get into the actual physics 190 00:10:29,600 --> 00:10:34,520 Speaker 1: of shooting, UM, I was just gonna quickly mention that 191 00:10:34,679 --> 00:10:39,040 Speaker 1: the average interocular distance for a man is about sixty 192 00:10:39,040 --> 00:10:42,559 Speaker 1: five millimeters for a woman, it's about sixty three millimeters 193 00:10:42,559 --> 00:10:45,080 Speaker 1: and for a child it's about fifty one millimeters. So 194 00:10:45,160 --> 00:10:49,199 Speaker 1: the average interocular distance used in three D filming is 195 00:10:49,240 --> 00:10:52,840 Speaker 1: about sixty four millimeters. And most most cameras you just 196 00:10:52,920 --> 00:10:57,200 Speaker 1: can't get two lenses that close together because the camera, 197 00:10:57,320 --> 00:11:00,560 Speaker 1: the physical bulk of the camera prevents it. So, for example, 198 00:11:00,640 --> 00:11:03,520 Speaker 1: if you had two red cameras, which we talked about 199 00:11:03,520 --> 00:11:06,320 Speaker 1: that in the past, those are the really high definition cameras. 200 00:11:06,480 --> 00:11:09,400 Speaker 1: That's a brand name. Yeah, yeah, not a description, right, exact, 201 00:11:09,480 --> 00:11:11,720 Speaker 1: thank you, thank you. Yes. When I'm saying red cameras, 202 00:11:11,720 --> 00:11:14,240 Speaker 1: I'm not talking about the color red, I'm talking about 203 00:11:14,440 --> 00:11:18,559 Speaker 1: a brand R E. D all in caps. Uh. If 204 00:11:18,559 --> 00:11:20,160 Speaker 1: you were to get two of those and set them 205 00:11:20,240 --> 00:11:22,640 Speaker 1: next to each other, the closest you'll be able to 206 00:11:22,640 --> 00:11:25,359 Speaker 1: get the lenses is about a hundred and twenty five millimeters, 207 00:11:25,400 --> 00:11:28,520 Speaker 1: So that's almost twice the distance as what you would 208 00:11:28,520 --> 00:11:30,559 Speaker 1: need if you wanted to create kind of a natural 209 00:11:30,679 --> 00:11:36,439 Speaker 1: looking effect that was easily translatable into stereoscopic vision um 210 00:11:36,480 --> 00:11:39,240 Speaker 1: once you were finished. And uh so that's a problem 211 00:11:39,280 --> 00:11:41,319 Speaker 1: there there, and there are ways around that, but we'll 212 00:11:41,360 --> 00:11:43,120 Speaker 1: get into that. So you were going to talk about 213 00:11:43,280 --> 00:11:46,199 Speaker 1: some of the historical three D films, or at least 214 00:11:46,240 --> 00:11:49,079 Speaker 1: the historical methods were just a little bit of it. Um. Yeah, 215 00:11:49,120 --> 00:11:51,800 Speaker 1: I mean traditionally the way to do this since the 216 00:11:51,800 --> 00:11:56,280 Speaker 1: the least according to Britannica, the typical distances between two 217 00:11:56,280 --> 00:11:58,000 Speaker 1: and a half to two and three quarters inches, which, 218 00:11:58,000 --> 00:12:00,000 Speaker 1: as you were pointing out, is about six point four 219 00:12:00,080 --> 00:12:04,760 Speaker 1: centimeters to seven centimeters. Um. You know, there there are 220 00:12:04,760 --> 00:12:06,920 Speaker 1: a couple different ways of doing this. You could put 221 00:12:06,960 --> 00:12:09,839 Speaker 1: a couple different cameras side by side, although as you 222 00:12:09,920 --> 00:12:12,240 Speaker 1: pointed out, that can be difficult, Or you can use 223 00:12:12,360 --> 00:12:18,600 Speaker 1: a camera with two lenses, um, which seems awfully specialized 224 00:12:18,920 --> 00:12:21,800 Speaker 1: and probably very expensive compared to some of the other 225 00:12:22,120 --> 00:12:26,120 Speaker 1: methods of doing this. Um. Actually, the very first film, 226 00:12:26,160 --> 00:12:29,440 Speaker 1: according to Britannica again to be you made using the 227 00:12:29,559 --> 00:12:35,120 Speaker 1: natural vision process was Buanna Devil in two um. Although 228 00:12:35,120 --> 00:12:38,320 Speaker 1: there there were some experiments uh done in the nineteen 229 00:12:38,360 --> 00:12:43,160 Speaker 1: twenties and thirties using three D, but it was edwin Land. 230 00:12:43,360 --> 00:12:46,400 Speaker 1: You know that name. It should sound familiar to you. Uh. 231 00:12:46,800 --> 00:12:50,600 Speaker 1: It's not ringing any bells. He he created a polarizing 232 00:12:51,280 --> 00:12:55,120 Speaker 1: material in nineteen thirty two. That the natural vision method 233 00:12:55,160 --> 00:12:58,120 Speaker 1: is based on And that's the kind that of glasses 234 00:12:58,120 --> 00:13:00,920 Speaker 1: that we were talking about earlier, not the anaglyph blue 235 00:13:00,920 --> 00:13:04,079 Speaker 1: slash green slash san um. These are the lenses that 236 00:13:04,160 --> 00:13:07,520 Speaker 1: look almost like their sunglasses, but they are not sunglasses. 237 00:13:07,760 --> 00:13:10,080 Speaker 1: They're not do not wear them as sunglasses. Is their 238 00:13:10,200 --> 00:13:15,080 Speaker 1: polarized And he was the inventor of the polaroid land camera. 239 00:13:16,160 --> 00:13:18,720 Speaker 1: Got you, Um, but yeah, I mean he was. He 240 00:13:18,800 --> 00:13:20,360 Speaker 1: was one of the people who were working on this 241 00:13:20,440 --> 00:13:22,880 Speaker 1: and that that was you know, a long long time ago. 242 00:13:23,000 --> 00:13:26,680 Speaker 1: But you know that's uh, that sort of water under 243 00:13:26,679 --> 00:13:28,760 Speaker 1: the bridge, and there were a lot of people trying 244 00:13:28,800 --> 00:13:32,240 Speaker 1: to do this. Um. You know, back when the Natural 245 00:13:32,320 --> 00:13:35,000 Speaker 1: Vision System came out. Three D became big for a while, 246 00:13:35,679 --> 00:13:37,400 Speaker 1: and a lot of people made a lot of very 247 00:13:37,400 --> 00:13:40,040 Speaker 1: bad three D movies. It seems to move in cycles. 248 00:13:40,080 --> 00:13:41,640 Speaker 1: We talked about this, I think in our three D 249 00:13:41,720 --> 00:13:46,000 Speaker 1: Glasses podcasts as well, about how three D films seemed 250 00:13:46,040 --> 00:13:49,640 Speaker 1: to come up as a gimmick for like every twenty 251 00:13:49,720 --> 00:13:52,480 Speaker 1: to thirty years because they were they got really big 252 00:13:52,480 --> 00:13:54,679 Speaker 1: in the fifties and then they kind of, you know, 253 00:13:55,040 --> 00:13:59,280 Speaker 1: the processes just were not refined enough for it to 254 00:13:59,360 --> 00:14:02,600 Speaker 1: really take off. Um, it just it came across as 255 00:14:02,600 --> 00:14:06,120 Speaker 1: a gimmick. And then they had another resurgence in the eighties. Uh, 256 00:14:06,200 --> 00:14:11,559 Speaker 1: which that's the era from which my quote uh derived. 257 00:14:12,440 --> 00:14:14,679 Speaker 1: But then the quotes don't stop at the edge of 258 00:14:14,720 --> 00:14:18,840 Speaker 1: the podcast, that's right. Uh, so the nice So they 259 00:14:19,040 --> 00:14:22,480 Speaker 1: the the eighties had another little resurgence of of three D. 260 00:14:22,600 --> 00:14:27,200 Speaker 1: But again the techniques still weren't truly refined, and so 261 00:14:27,280 --> 00:14:29,280 Speaker 1: there were some problems. And I guess we'll talk about 262 00:14:29,280 --> 00:14:31,720 Speaker 1: that in a little bit too. Uh. And then now 263 00:14:32,120 --> 00:14:35,160 Speaker 1: we've got some point where digitally we're able to uh 264 00:14:35,320 --> 00:14:38,200 Speaker 1: to correct some of those problems and and and head 265 00:14:38,240 --> 00:14:40,800 Speaker 1: off some of those problems, so that we really have 266 00:14:40,920 --> 00:14:46,040 Speaker 1: reduced the the the factors that made viewing three D 267 00:14:46,280 --> 00:14:51,200 Speaker 1: less than a pleasant experience for some people. Um. And 268 00:14:51,320 --> 00:14:53,840 Speaker 1: I guess I guess I can hit that really quickly 269 00:14:53,920 --> 00:14:58,240 Speaker 1: right now. If since your brain is is creating this 270 00:14:58,320 --> 00:15:02,640 Speaker 1: picture in your head and creating this illusion of three D, uh, 271 00:15:02,680 --> 00:15:06,520 Speaker 1: if stuff is not aligned properly on the screen, your 272 00:15:06,560 --> 00:15:09,000 Speaker 1: brain has trouble with that, right, So it has to 273 00:15:09,000 --> 00:15:11,280 Speaker 1: be done just right or it's not gonna it's going 274 00:15:11,360 --> 00:15:13,680 Speaker 1: to not work. In the opposite way, it's not not 275 00:15:13,720 --> 00:15:15,840 Speaker 1: just going to be not convincing, it's going to actually 276 00:15:15,840 --> 00:15:18,560 Speaker 1: be upsetting. Yeah, kind of like the way for example, 277 00:15:18,600 --> 00:15:20,440 Speaker 1: here's here's a very simple way where it can it 278 00:15:20,440 --> 00:15:23,640 Speaker 1: can really mess with your brain. Uh, we're not We 279 00:15:23,680 --> 00:15:27,600 Speaker 1: can handle horizontal differences, you know, where you're shifting the 280 00:15:27,640 --> 00:15:29,440 Speaker 1: image to the left or to the right a little bit. 281 00:15:29,440 --> 00:15:31,640 Speaker 1: In fact, that's what three D is all based on. 282 00:15:32,080 --> 00:15:34,960 Speaker 1: If we didn't shift the images, then you wouldn't get 283 00:15:34,960 --> 00:15:39,200 Speaker 1: the three D u vertically, not so much. You shift 284 00:15:39,240 --> 00:15:41,720 Speaker 1: an image so one image set of images is slightly 285 00:15:41,840 --> 00:15:45,200 Speaker 1: higher than the other. That's gonna create a really weird 286 00:15:45,280 --> 00:15:48,200 Speaker 1: distorted field for your brain to handle, and that can 287 00:15:48,200 --> 00:15:52,200 Speaker 1: actually make audiences uncomfortable and and sick or give them 288 00:15:52,240 --> 00:15:55,920 Speaker 1: eyestrain or headaches and a lot. And because the early 289 00:15:55,960 --> 00:15:59,480 Speaker 1: early methods of creating three D films didn't always have 290 00:15:59,520 --> 00:16:02,040 Speaker 1: everything stuch up just perfectly. I mean you're talking about 291 00:16:02,080 --> 00:16:05,360 Speaker 1: using physical cameras and physical film to create two different 292 00:16:05,480 --> 00:16:09,320 Speaker 1: versions of the same image. Um that that meant that 293 00:16:09,440 --> 00:16:13,120 Speaker 1: just a tiny misalignment could cause an entire audience to 294 00:16:13,120 --> 00:16:19,360 Speaker 1: start yakking, very much like the stand by Me infamous scene. Anyway, 295 00:16:19,520 --> 00:16:22,480 Speaker 1: So you don't want that to happen. As it turns out, 296 00:16:22,880 --> 00:16:25,800 Speaker 1: it's not great publicity to say that, Hey, audiences have 297 00:16:25,880 --> 00:16:29,360 Speaker 1: been throwing up at this film for for for weeks now. 298 00:16:29,680 --> 00:16:32,520 Speaker 1: Did you work for the Blair Witch Project? It worked 299 00:16:32,520 --> 00:16:36,760 Speaker 1: for me anyway, So, but that wasn't the three D film. 300 00:16:36,960 --> 00:16:40,040 Speaker 1: Don't write us so. Yeah, but but there was emotion 301 00:16:40,240 --> 00:16:43,160 Speaker 1: remember the camera, Yes, yes, the idea was it was 302 00:16:43,160 --> 00:16:46,400 Speaker 1: supposed to simulate somebody walking around with a handheld video 303 00:16:46,480 --> 00:16:50,720 Speaker 1: game and the motion made people sick because we're bouncing around. 304 00:16:50,960 --> 00:16:53,440 Speaker 1: Clover Field did the same thing there. They're quite a 305 00:16:53,480 --> 00:16:56,080 Speaker 1: few handheld films out there now and I think people 306 00:16:56,120 --> 00:16:57,560 Speaker 1: are starting to get a little more used to them. 307 00:16:57,600 --> 00:16:59,120 Speaker 1: But yeah, you might want to take a drama mean 308 00:16:59,160 --> 00:17:00,840 Speaker 1: before you go into the getter for that kind of thing. 309 00:17:00,920 --> 00:17:04,000 Speaker 1: That is not medical advice, by the way. That's just 310 00:17:04,359 --> 00:17:08,680 Speaker 1: me making a joke. Um anyways, just heading off the emails. 311 00:17:09,320 --> 00:17:13,840 Speaker 1: Uh so, yeah, if now that we have the digital approach, 312 00:17:14,119 --> 00:17:16,199 Speaker 1: it's a lot easier to correct for these problems. So 313 00:17:16,240 --> 00:17:20,199 Speaker 1: that we've really reduced the factors that create things like 314 00:17:20,240 --> 00:17:24,960 Speaker 1: eye strain and make people nauseated. We've managed to maybe 315 00:17:24,960 --> 00:17:30,080 Speaker 1: not eliminate them, but dramatically reduce those elements. So yeah, 316 00:17:30,119 --> 00:17:32,200 Speaker 1: so you're talking about the having two cameras next to 317 00:17:32,240 --> 00:17:35,320 Speaker 1: each other or a camera with two lenses. Um, there's 318 00:17:35,359 --> 00:17:38,080 Speaker 1: also there are also other ways that you can try 319 00:17:38,119 --> 00:17:41,240 Speaker 1: and get to additional ways that you can try and 320 00:17:41,240 --> 00:17:43,520 Speaker 1: get the three D effect. So let's say you're using 321 00:17:43,520 --> 00:17:46,359 Speaker 1: two cameras and you cannot get these two cameras close 322 00:17:46,480 --> 00:17:51,440 Speaker 1: enough to get to that ideal interocular distance. So what 323 00:17:51,480 --> 00:17:53,520 Speaker 1: you might want to try and do is you'd have 324 00:17:53,560 --> 00:17:56,120 Speaker 1: to find a way to direct the image the light 325 00:17:56,200 --> 00:17:58,080 Speaker 1: in such a way so that it looks like the 326 00:17:58,160 --> 00:18:00,800 Speaker 1: two lenses are next to each other. So you might 327 00:18:00,840 --> 00:18:05,840 Speaker 1: have to use prisms and mirrors and a really really 328 00:18:06,840 --> 00:18:12,600 Speaker 1: elaborate camera by camera rig Uh. These things are are bulky. 329 00:18:12,640 --> 00:18:15,120 Speaker 1: They make shooting much more difficult. So shooting in three 330 00:18:15,200 --> 00:18:19,560 Speaker 1: D is a difficult and expensive process. Yes, you know, 331 00:18:19,640 --> 00:18:22,560 Speaker 1: you're either going to need specialized equipment so that's gonna 332 00:18:22,600 --> 00:18:25,240 Speaker 1: cost more, like you said before, or you're going to 333 00:18:25,280 --> 00:18:27,880 Speaker 1: need twice the equipment that you normally would need because 334 00:18:27,880 --> 00:18:30,040 Speaker 1: you're gonna need, you know, two cameras instead of just 335 00:18:30,119 --> 00:18:32,199 Speaker 1: one for every single kind of camera shot that you're 336 00:18:32,200 --> 00:18:34,800 Speaker 1: going to be doing uh, and you're gonna need specialized 337 00:18:34,880 --> 00:18:38,600 Speaker 1: rigging or mirrors or whatever, and those all have to 338 00:18:38,640 --> 00:18:41,080 Speaker 1: be set up just right, because if you have a 339 00:18:41,119 --> 00:18:43,440 Speaker 1: mirror that's not aligned properly, you're not going to get 340 00:18:43,440 --> 00:18:46,960 Speaker 1: that stereoscopic effect. And then, of course there's a further 341 00:18:47,119 --> 00:18:50,520 Speaker 1: argument you can have. Do you have both cameras shoot 342 00:18:50,600 --> 00:18:53,200 Speaker 1: in parallel, so in other words, both cameras are facing 343 00:18:53,200 --> 00:18:55,800 Speaker 1: directly forward, or do you arrange it so that the 344 00:18:55,840 --> 00:19:00,760 Speaker 1: cameras converge slightly Because our eyes converge, true, so if 345 00:19:00,800 --> 00:19:02,960 Speaker 1: you want to have the cameras converge, you have to 346 00:19:03,040 --> 00:19:07,000 Speaker 1: set that up. And it's a really exacting, precise process, 347 00:19:07,040 --> 00:19:09,480 Speaker 1: and if you get it wrong, the effect is going 348 00:19:09,520 --> 00:19:12,320 Speaker 1: to be ruined. So shooting in three D is really 349 00:19:12,359 --> 00:19:16,200 Speaker 1: complicated and really expensive. There are those who will argue 350 00:19:16,240 --> 00:19:20,560 Speaker 1: that it's the only way to get three D, right, Yeah, 351 00:19:20,600 --> 00:19:23,000 Speaker 1: And the thing is really when when you get right 352 00:19:23,040 --> 00:19:26,000 Speaker 1: down to it, there's nothing inexpensive about three D because 353 00:19:26,040 --> 00:19:28,840 Speaker 1: the conversion process is also very expensive. Yeah, it can be. 354 00:19:28,920 --> 00:19:31,440 Speaker 1: Up to the general rule of thumb in the industry 355 00:19:31,520 --> 00:19:34,359 Speaker 1: for converting a two D film into three D is 356 00:19:34,560 --> 00:19:39,440 Speaker 1: one hundred thousand dollars per screen running time. So yeah, 357 00:19:39,480 --> 00:19:42,159 Speaker 1: a hundred and twenty minute movie is gonna cost a 358 00:19:42,200 --> 00:19:45,359 Speaker 1: hundred thousand dollars times a hundred and twenty and so 359 00:19:45,600 --> 00:19:48,400 Speaker 1: that's yeah. You start you start adding up and you're like, wow, 360 00:19:48,440 --> 00:19:51,400 Speaker 1: that's really expensive. It's still cheaper than shooting it all 361 00:19:51,440 --> 00:19:54,639 Speaker 1: in three D, assuming that you again that you're shooting 362 00:19:54,640 --> 00:19:58,399 Speaker 1: live action. Well, because again c g I, we've already 363 00:19:58,400 --> 00:20:01,240 Speaker 1: mentioned that you could just create a a virtual camera 364 00:20:01,640 --> 00:20:06,760 Speaker 1: and get that effect all on its own. So c 365 00:20:06,880 --> 00:20:10,000 Speaker 1: g I is easy. Comparatively speaking, It's still gonna take 366 00:20:10,000 --> 00:20:11,280 Speaker 1: a lot of time. It's gonna take up a lot 367 00:20:11,320 --> 00:20:13,600 Speaker 1: of hard drive space, and it's not like, you know, 368 00:20:13,680 --> 00:20:15,280 Speaker 1: it's not like it's a walk in the park. But 369 00:20:15,720 --> 00:20:17,960 Speaker 1: compared to the problems you face from doing live action, 370 00:20:17,960 --> 00:20:20,199 Speaker 1: it's it's fairly simple. But let's talk a little bit 371 00:20:20,200 --> 00:20:24,440 Speaker 1: about the conversion process of two D to three D. Okay, Yeah, 372 00:20:24,440 --> 00:20:27,919 Speaker 1: I was actually gonna to uh mentioned, especially to your 373 00:20:27,960 --> 00:20:30,639 Speaker 1: point about how much it costs um the company that 374 00:20:30,720 --> 00:20:34,119 Speaker 1: did the conversion for Alice in Wonderland, as that company 375 00:20:34,119 --> 00:20:37,680 Speaker 1: called in three and uh, it can charge. It charges 376 00:20:37,720 --> 00:20:40,960 Speaker 1: something along the lines of fifty thousand two hundred thousand 377 00:20:41,000 --> 00:20:45,040 Speaker 1: dollars per minute of time needed to do that. So 378 00:20:45,080 --> 00:20:47,679 Speaker 1: you think about that in terms of you know, per screen, 379 00:20:48,640 --> 00:20:52,840 Speaker 1: you're thinking this is really not cheap. Yeah, yeah, I 380 00:20:52,880 --> 00:20:55,399 Speaker 1: mean you can. I guess you do it once for 381 00:20:55,440 --> 00:20:58,840 Speaker 1: a master and then you run copies. But at any rate, 382 00:20:58,880 --> 00:21:03,680 Speaker 1: the uh, yeah, it's expensive and the processes is complicated 383 00:21:03,720 --> 00:21:05,440 Speaker 1: because what you have to do is, let's say you've 384 00:21:05,480 --> 00:21:07,720 Speaker 1: got someone gives you a film and by the way, 385 00:21:08,240 --> 00:21:10,359 Speaker 1: you can do this yourself. I'll tell you at the 386 00:21:10,440 --> 00:21:13,240 Speaker 1: end of the podcast about a program that will allow 387 00:21:13,280 --> 00:21:15,720 Speaker 1: you to convert two D movies into three D movies 388 00:21:16,320 --> 00:21:21,879 Speaker 1: UM using some some open source software. It's pretty cool stuff. 389 00:21:21,920 --> 00:21:23,480 Speaker 1: It takes a lot of time and it takes a 390 00:21:23,480 --> 00:21:26,040 Speaker 1: lot of processing power. So if you've got an older computer, 391 00:21:26,560 --> 00:21:29,120 Speaker 1: this is probably not something you want to try because 392 00:21:29,359 --> 00:21:31,480 Speaker 1: unless you don't you know, need your computer for three 393 00:21:31,560 --> 00:21:35,000 Speaker 1: or four weeks um. But converting two D to three D, 394 00:21:35,080 --> 00:21:36,760 Speaker 1: the first thing you do is you've got this flat 395 00:21:36,800 --> 00:21:40,159 Speaker 1: image because you know it wasn't filmed in three D, 396 00:21:40,960 --> 00:21:44,560 Speaker 1: so you have to divide that image into a series 397 00:21:44,600 --> 00:21:50,000 Speaker 1: of layers, and it's generally between two to eight layers Okay, 398 00:21:50,040 --> 00:21:52,160 Speaker 1: two layers would be the bare minimum because of course, 399 00:21:52,359 --> 00:21:54,800 Speaker 1: you know, you need to have that those two layers 400 00:21:54,840 --> 00:21:57,359 Speaker 1: to create that that sense of depth, and really the 401 00:21:57,440 --> 00:22:01,600 Speaker 1: number of layers you have per frame depends upon how 402 00:22:01,680 --> 00:22:05,760 Speaker 1: much stuff is on screen at that time. Yeah, that 403 00:22:05,840 --> 00:22:09,119 Speaker 1: makes sense. So there was a great example, uh I 404 00:22:09,200 --> 00:22:13,280 Speaker 1: read about this uh on on slate. Actually there's a 405 00:22:13,280 --> 00:22:16,080 Speaker 1: great example of talking about a guy standing in front 406 00:22:16,080 --> 00:22:19,040 Speaker 1: of a brick wall. That might just be two layers 407 00:22:19,040 --> 00:22:23,239 Speaker 1: that you create there, or two or three. And so 408 00:22:23,280 --> 00:22:25,719 Speaker 1: once you've figured out what the layers are, next an 409 00:22:25,840 --> 00:22:30,840 Speaker 1: artist has to go in an outline the object that is, 410 00:22:31,119 --> 00:22:34,120 Speaker 1: you know, that's going to be at a specific depth. Um, 411 00:22:34,160 --> 00:22:36,399 Speaker 1: So every single object in the image has to be 412 00:22:36,440 --> 00:22:38,720 Speaker 1: outlined so that the computer program that you're going to 413 00:22:38,800 --> 00:22:42,439 Speaker 1: run this through will be able to to calculate what 414 00:22:42,600 --> 00:22:45,320 Speaker 1: depth each image needs to be in. And then you 415 00:22:45,400 --> 00:22:49,080 Speaker 1: kind of turn every single image that's on that or 416 00:22:49,119 --> 00:22:51,719 Speaker 1: every single object that's in that image rather into kind 417 00:22:51,760 --> 00:22:55,280 Speaker 1: of a topographical map that makes yeah. Yeah, so this 418 00:22:55,359 --> 00:22:58,400 Speaker 1: is what's telling the computer which parts of that image 419 00:22:58,440 --> 00:23:01,480 Speaker 1: are should be closer to the eye of the viewer. 420 00:23:02,359 --> 00:23:04,560 Speaker 1: Because of course, in the three dimensional objects some bits 421 00:23:04,600 --> 00:23:06,520 Speaker 1: are going to be closer to you than others. So 422 00:23:06,560 --> 00:23:09,439 Speaker 1: let's say that you're looking at an airplane head on, 423 00:23:10,359 --> 00:23:12,320 Speaker 1: the nose of the airplane is going to be closer 424 00:23:12,359 --> 00:23:15,280 Speaker 1: to you than the wings of the airplane, right, So 425 00:23:15,320 --> 00:23:18,639 Speaker 1: you need to make sure that you you design this 426 00:23:18,680 --> 00:23:22,320 Speaker 1: topographical map so that the computer realizes, oh, the nose 427 00:23:22,560 --> 00:23:25,000 Speaker 1: is the front, that's what that's what needs to be 428 00:23:25,480 --> 00:23:28,800 Speaker 1: closest to the eye. So we're gonna shift that this 429 00:23:29,119 --> 00:23:32,280 Speaker 1: much for the two images, whereas the wing is further back, 430 00:23:32,359 --> 00:23:36,720 Speaker 1: we're going to shift that a different distance to create 431 00:23:36,720 --> 00:23:40,159 Speaker 1: the proper illusion of depths. You have to do this 432 00:23:40,560 --> 00:23:44,160 Speaker 1: frame by frame, yes, And it's that's why it gets 433 00:23:44,240 --> 00:23:47,920 Speaker 1: really expensive because it it's a process that requires both 434 00:23:48,080 --> 00:23:53,439 Speaker 1: manual work and computer programs. It's it's not something that 435 00:23:53,480 --> 00:23:55,200 Speaker 1: you can just you know, you can't just chunk a 436 00:23:55,280 --> 00:23:57,480 Speaker 1: two D movie into a what you can, but it 437 00:23:57,480 --> 00:23:59,720 Speaker 1: doesn't necessarily work. You can't just chunk a two D 438 00:23:59,840 --> 00:24:01,959 Speaker 1: move into a computer program and expect a great three 439 00:24:02,040 --> 00:24:04,120 Speaker 1: D film to come out. Now. It's it's it's got 440 00:24:04,119 --> 00:24:07,960 Speaker 1: to be done slowly and carefully, which is probably why 441 00:24:08,000 --> 00:24:12,600 Speaker 1: it's so expensive. Um, the the inn three process UH 442 00:24:12,800 --> 00:24:17,800 Speaker 1: starts with their previous pre visualization or previous program and 443 00:24:17,800 --> 00:24:23,600 Speaker 1: then they actually use a technique they call dimensionalization, which well, okay, 444 00:24:23,640 --> 00:24:28,640 Speaker 1: it's pretty self descriptive, but um, during the process they 445 00:24:28,680 --> 00:24:32,119 Speaker 1: get the directors involved, and what they'll do is they 446 00:24:32,160 --> 00:24:36,000 Speaker 1: basically can control the depth, shape, and perspective of different 447 00:24:36,000 --> 00:24:42,960 Speaker 1: objects to tailor the image what's there now, to the 448 00:24:43,000 --> 00:24:46,160 Speaker 1: screen size that it's going to be shown on, and 449 00:24:46,160 --> 00:24:49,159 Speaker 1: and to give people, you know, for example, IMAX versus 450 00:24:49,240 --> 00:24:52,760 Speaker 1: a regular size, regular ish sized movie screen. Not like 451 00:24:52,800 --> 00:24:57,400 Speaker 1: there's anything that's particularly regular about that, um, but yeah, 452 00:24:57,400 --> 00:24:59,679 Speaker 1: I mean it's they have control over over that. And 453 00:24:59,720 --> 00:25:04,359 Speaker 1: maybe one scene doesn't need so much three dimensionalization to 454 00:25:04,560 --> 00:25:07,120 Speaker 1: make it a peer three D and another requires more. 455 00:25:07,560 --> 00:25:10,640 Speaker 1: So they go in and scene by scene, frame by frame, 456 00:25:10,680 --> 00:25:14,760 Speaker 1: they have an opportunity to take control of that. UM. 457 00:25:14,840 --> 00:25:18,520 Speaker 1: They actually have a soft particular software package that they use, 458 00:25:18,560 --> 00:25:22,879 Speaker 1: their own homegrown stuff called Intrigue UM. But yeah, I 459 00:25:22,920 --> 00:25:25,399 Speaker 1: mean it allows them to stay consistent shot to shot, 460 00:25:25,840 --> 00:25:29,720 Speaker 1: and then they go through a depth grading process that 461 00:25:29,800 --> 00:25:33,320 Speaker 1: you know, it allows them to do the screen size things, 462 00:25:33,359 --> 00:25:36,439 Speaker 1: so they can have control over everything. And that's just 463 00:25:36,840 --> 00:25:39,920 Speaker 1: another reason why it takes so long. But the studios 464 00:25:39,960 --> 00:25:43,119 Speaker 1: that do this um uh in three and there's another 465 00:25:43,119 --> 00:25:47,399 Speaker 1: one called Prime Focus that's based in Mumbai. They're the 466 00:25:47,400 --> 00:25:49,920 Speaker 1: ones who did Clash the Titans, by the way, cost 467 00:25:49,960 --> 00:25:56,119 Speaker 1: about four point five million dollars according to the Hollywood Reporter. 468 00:25:56,160 --> 00:26:00,199 Speaker 1: I read an article by A Carol and Giardina, and so, 469 00:26:00,280 --> 00:26:03,040 Speaker 1: I mean, they all have their own proprietary way and 470 00:26:03,040 --> 00:26:04,840 Speaker 1: they sort of tell you what's going on, but they 471 00:26:04,880 --> 00:26:07,800 Speaker 1: don't really get into, if you will, in depth on 472 00:26:07,840 --> 00:26:09,760 Speaker 1: the matter. But let's talk about some of the problems 473 00:26:09,800 --> 00:26:12,240 Speaker 1: of converting two D to three D, because there are 474 00:26:12,320 --> 00:26:16,359 Speaker 1: some quite a few, uh, and there are directors out there, 475 00:26:16,440 --> 00:26:21,600 Speaker 1: James Cameron among them, who are adamant that this approach 476 00:26:21,760 --> 00:26:26,080 Speaker 1: is flawed and results in bad movies, or at least 477 00:26:26,200 --> 00:26:29,320 Speaker 1: technically bad movies. Not necessarily that you know, the script 478 00:26:29,359 --> 00:26:32,399 Speaker 1: is bad or whatever, but technically it is. Visually. Visually 479 00:26:32,520 --> 00:26:36,760 Speaker 1: yes it is. It is an inferior product. And Cameron 480 00:26:36,800 --> 00:26:39,520 Speaker 1: will argue that shooting in three D is really the 481 00:26:39,560 --> 00:26:42,400 Speaker 1: only way to go right now because our conversion process 482 00:26:42,480 --> 00:26:45,359 Speaker 1: just isn't good enough. And some of that is understandable 483 00:26:45,400 --> 00:26:47,640 Speaker 1: because some movies have been converted to three D. Were 484 00:26:47,680 --> 00:26:50,800 Speaker 1: never intended to be in three D in the first place. 485 00:26:51,119 --> 00:26:53,800 Speaker 1: But actually he uh, it's kind of ironic in a 486 00:26:53,800 --> 00:26:58,119 Speaker 1: way because he's partially to uh to blame, not blame, 487 00:26:58,200 --> 00:27:01,119 Speaker 1: but he's he's partially the reason why everybody is rushing 488 00:27:01,119 --> 00:27:03,879 Speaker 1: to make three D movies right now because the successive Avatar. 489 00:27:04,000 --> 00:27:05,480 Speaker 1: Well yeah, I mean when you think about it, that 490 00:27:05,520 --> 00:27:09,280 Speaker 1: makes it makes perfect sense from Hollywood's perspective, because shooting 491 00:27:09,320 --> 00:27:12,480 Speaker 1: and releasing a three D film means you can charge more, 492 00:27:13,520 --> 00:27:16,320 Speaker 1: and it's it's capitalizing on the three D craze right right. 493 00:27:16,480 --> 00:27:19,960 Speaker 1: Everybody's excited about it, so they wanted so it's do 494 00:27:20,000 --> 00:27:22,200 Speaker 1: another one. It's easier to make a lot of money 495 00:27:23,200 --> 00:27:24,960 Speaker 1: because you don't have to sell as many tickets to 496 00:27:25,000 --> 00:27:28,200 Speaker 1: make as much to make a huge box office. But 497 00:27:28,320 --> 00:27:29,919 Speaker 1: as well as the fact that it's cashing in on 498 00:27:29,960 --> 00:27:33,120 Speaker 1: a craze. Uh So, some of the problems with converting 499 00:27:33,119 --> 00:27:35,359 Speaker 1: two D to three D is is if it wasn't 500 00:27:35,520 --> 00:27:38,280 Speaker 1: shot meant if it wasn't meant for three D, you 501 00:27:38,359 --> 00:27:40,840 Speaker 1: may not be getting that. You know, the three D 502 00:27:40,880 --> 00:27:42,840 Speaker 1: effects that you see may not be that that good. 503 00:27:42,920 --> 00:27:45,359 Speaker 1: The sense of depth may not really be there because 504 00:27:45,400 --> 00:27:47,639 Speaker 1: it wasn't intended to be there, that wasn't part of 505 00:27:47,640 --> 00:27:51,439 Speaker 1: the original vision. Another problem is that sometimes if the 506 00:27:51,520 --> 00:27:54,640 Speaker 1: if the conversion process is a poor one, and sometimes 507 00:27:54,720 --> 00:27:57,159 Speaker 1: it is, you end up with what looks like a 508 00:27:57,160 --> 00:28:00,680 Speaker 1: bunch of cardboard cutouts that are at different in depths. 509 00:28:00,720 --> 00:28:02,280 Speaker 1: So there is a sense of depth, but there's not 510 00:28:02,320 --> 00:28:05,600 Speaker 1: a sense of three dimensions. And I've seen this happen 511 00:28:05,720 --> 00:28:08,960 Speaker 1: with a lot of software that converts two D photos 512 00:28:08,960 --> 00:28:11,840 Speaker 1: to three D photos in real time, and it looks like, yeah, 513 00:28:11,880 --> 00:28:14,040 Speaker 1: it looks like, hey, that's not Bill, that's a cardboard 514 00:28:14,080 --> 00:28:16,399 Speaker 1: cut out a bill. But the cardboard cut out a 515 00:28:16,400 --> 00:28:18,800 Speaker 1: Bill is closer to the camera than the cardboard cutout 516 00:28:18,800 --> 00:28:23,520 Speaker 1: of Sarah. It's not at all convincing, and it's actually distracting. 517 00:28:24,000 --> 00:28:25,879 Speaker 1: That guy always left me a little flat to begin with. 518 00:28:26,080 --> 00:28:30,399 Speaker 1: Ha ha, such a two dimensional character. Uh. The Another 519 00:28:30,480 --> 00:28:33,280 Speaker 1: problem is that these films are shot. The two D 520 00:28:33,359 --> 00:28:35,760 Speaker 1: films may be shot with a certain idea of what 521 00:28:35,800 --> 00:28:39,280 Speaker 1: the level of light needs to be. Well, when you 522 00:28:39,320 --> 00:28:41,480 Speaker 1: converted to three D, one of the problems is that 523 00:28:41,600 --> 00:28:43,840 Speaker 1: if you're using the polarized lenses, that means that the 524 00:28:43,920 --> 00:28:45,360 Speaker 1: image you're gonna see is already going to be a 525 00:28:45,400 --> 00:28:50,240 Speaker 1: little darker than what was necessarily intended originally, so you 526 00:28:50,360 --> 00:28:53,440 Speaker 1: end up with scenes that are darker than the director 527 00:28:53,480 --> 00:28:56,520 Speaker 1: had intended. This was a big problem, one of many 528 00:28:56,600 --> 00:29:00,360 Speaker 1: for Avatar The Last Airbender. There were scenes or shot 529 00:29:00,400 --> 00:29:02,360 Speaker 1: at night that you could not you couldn't tell what 530 00:29:02,440 --> 00:29:04,240 Speaker 1: was going on because by the time you had the 531 00:29:04,240 --> 00:29:06,800 Speaker 1: glasses on, it made the shots so dark that you 532 00:29:06,800 --> 00:29:11,240 Speaker 1: couldn't see anything. Right. Um, now I'm going to wrap 533 00:29:11,320 --> 00:29:14,440 Speaker 1: this up really quickly. We've pretty much covered how this works. Yeah, 534 00:29:14,680 --> 00:29:16,120 Speaker 1: I did mention that I was going to talk about 535 00:29:16,120 --> 00:29:18,520 Speaker 1: how you could convert your own like convert two D 536 00:29:18,640 --> 00:29:22,000 Speaker 1: movies to three D movies. Sure, there's Uh, there's this 537 00:29:22,080 --> 00:29:26,120 Speaker 1: great program called avicynthe A v I S y n 538 00:29:26,160 --> 00:29:29,080 Speaker 1: t H and it's it's free, you can get This 539 00:29:29,200 --> 00:29:32,840 Speaker 1: is actually kind of a codec more than anything else. So, uh, 540 00:29:33,040 --> 00:29:36,400 Speaker 1: it's which means it plugs into U to something like 541 00:29:36,480 --> 00:29:38,920 Speaker 1: Windows Media Player and allows you to read files that 542 00:29:38,960 --> 00:29:41,320 Speaker 1: have been encoded with right. Right, it's not it's not 543 00:29:41,360 --> 00:29:43,840 Speaker 1: its own it doesn't have its own user interface. It's 544 00:29:43,840 --> 00:29:45,680 Speaker 1: not like you would run this program and something would 545 00:29:45,720 --> 00:29:47,560 Speaker 1: pop up. Um, I got this, by the way from 546 00:29:47,600 --> 00:29:50,560 Speaker 1: maximum pc so if you want, did you Yeah, it's 547 00:29:50,640 --> 00:29:53,640 Speaker 1: an article by Alex Castle at maximum pc UM. The 548 00:29:53,720 --> 00:29:56,440 Speaker 1: article title is how to upgrade your two D movies 549 00:29:56,480 --> 00:29:58,360 Speaker 1: to three D, So if you want to look into 550 00:29:58,400 --> 00:30:01,440 Speaker 1: it in detail, I recommend checking out that article. But 551 00:30:01,480 --> 00:30:05,200 Speaker 1: in general, what does is it provides you a uh 552 00:30:06,040 --> 00:30:09,760 Speaker 1: so the ability to to create three D films. You 553 00:30:09,800 --> 00:30:13,040 Speaker 1: have to grab some code UH and the article tells 554 00:30:13,040 --> 00:30:14,880 Speaker 1: you where to go to get the code. It's from 555 00:30:14,920 --> 00:30:18,000 Speaker 1: a three D vision blog. And when you put this 556 00:30:18,120 --> 00:30:21,560 Speaker 1: code in, you can actually convert a two D film 557 00:30:21,600 --> 00:30:24,200 Speaker 1: into three D. It will create two sets of images. UH. 558 00:30:24,520 --> 00:30:27,840 Speaker 1: It's a designed to work with Nvidia's three D system, 559 00:30:27,920 --> 00:30:30,680 Speaker 1: so you need the Nvidia UH graphics card and a 560 00:30:30,760 --> 00:30:33,520 Speaker 1: Navidia glasses and or if it leads to work. But 561 00:30:33,600 --> 00:30:35,720 Speaker 1: it also has a setting where you can switch it 562 00:30:35,760 --> 00:30:38,800 Speaker 1: to anaglyph if you want to, so you wouldn't in 563 00:30:38,840 --> 00:30:40,480 Speaker 1: that case if you just switch it to anaglyph, you 564 00:30:40,520 --> 00:30:43,240 Speaker 1: just need the anaglyph glasses in order to view it. 565 00:30:43,920 --> 00:30:46,120 Speaker 1: But keep in mind that when you're viewing stuff with 566 00:30:46,120 --> 00:30:48,440 Speaker 1: anaglyph glasses, that means that the color is going to 567 00:30:48,480 --> 00:30:50,880 Speaker 1: seem a little off. It's not going to be as 568 00:30:50,960 --> 00:30:54,120 Speaker 1: vibrant again. Um, so there are some issues. And just 569 00:30:54,200 --> 00:30:56,400 Speaker 1: like we were talking about with the three D conversion thing, 570 00:30:56,400 --> 00:30:59,800 Speaker 1: if you're using polarized glasses or really it's the act 571 00:30:59,800 --> 00:31:02,800 Speaker 1: of shutter glasses, it may be a little darker than 572 00:31:02,840 --> 00:31:05,480 Speaker 1: what the movie was originally intended to be, so you 573 00:31:05,480 --> 00:31:07,520 Speaker 1: may have to adjust your brightness settings in order to 574 00:31:07,640 --> 00:31:11,000 Speaker 1: be able to see everything properly, and that may affect 575 00:31:11,000 --> 00:31:13,520 Speaker 1: the quality of the film. But yeah, check that out 576 00:31:14,080 --> 00:31:16,400 Speaker 1: if you are interested in doing this yourself, Remember that 577 00:31:16,440 --> 00:31:18,520 Speaker 1: it's going to take a lot of processing power and 578 00:31:18,600 --> 00:31:21,440 Speaker 1: a lot of hard drive space if you want to 579 00:31:21,520 --> 00:31:25,560 Speaker 1: save these, and they actually go into another open source 580 00:31:25,760 --> 00:31:28,880 Speaker 1: program that will allow you to save the films. Because 581 00:31:28,960 --> 00:31:33,120 Speaker 1: avicynthe is really a real time conversion thing. It's not 582 00:31:33,240 --> 00:31:37,640 Speaker 1: designed to save the movie that you've converted. It's just 583 00:31:37,720 --> 00:31:40,520 Speaker 1: designed to to kind of do the conversion on the fly. 584 00:31:41,240 --> 00:31:42,560 Speaker 1: If you want to save it, you're gonna need to 585 00:31:42,640 --> 00:31:46,360 Speaker 1: use a separate set of programs and codex. But maximum 586 00:31:46,360 --> 00:31:49,040 Speaker 1: PC spells that all out, and the three D Vision 587 00:31:49,040 --> 00:31:53,200 Speaker 1: blog also does so if you're interested, check that out. Okay, 588 00:31:53,400 --> 00:31:56,600 Speaker 1: all right. That sums up our movie making Technology three 589 00:31:56,680 --> 00:32:00,640 Speaker 1: D podcast spectacular. I hope you guys enjoyed it. If 590 00:32:00,680 --> 00:32:03,640 Speaker 1: you have any questions or you want to hear more 591 00:32:03,720 --> 00:32:06,400 Speaker 1: about the stuff, or you've got a totally different topic 592 00:32:06,440 --> 00:32:08,440 Speaker 1: you would like to hear us talk about, you can 593 00:32:08,480 --> 00:32:11,480 Speaker 1: write us our email addresses tech Stuff at how stuff 594 00:32:11,520 --> 00:32:13,320 Speaker 1: Works dot com and Chris and I will talk to 595 00:32:13,360 --> 00:32:20,120 Speaker 1: you again really soon if you're a tech stuff and 596 00:32:20,200 --> 00:32:23,120 Speaker 1: be sure to check us out on Twitter text stuff 597 00:32:23,320 --> 00:32:26,000 Speaker 1: hs wsr handle, and you can also find us on 598 00:32:26,040 --> 00:32:29,320 Speaker 1: Facebook at Facebook dot com slash tech Stuff h s 599 00:32:29,480 --> 00:32:33,280 Speaker 1: W for more on this and thousands of other topics. 600 00:32:33,440 --> 00:32:35,880 Speaker 1: Does it how stuff works dot com and be sure 601 00:32:35,880 --> 00:32:38,000 Speaker 1: to check out the new tech stuff blob now on 602 00:32:38,040 --> 00:32:44,840 Speaker 1: the how Stuff Works home page, brought to you by 603 00:32:44,840 --> 00:32:48,320 Speaker 1: the reinvented two thousand twelve camera. 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