WEBVTT - How Camera Stabilization Works

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<v Speaker 1>Get in text with technology with tech Stuff from stuff

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<v Speaker 1>works dot com and welcome to tech Stuff. I am

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<v Speaker 1>your host, Jonathan Strickland. I'm an executive producer at how

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<v Speaker 1>Stuff Works. I like you and I like technology, and

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<v Speaker 1>I don't really know that much about you. I just

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<v Speaker 1>get a good feeling, but I know a pretty good

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<v Speaker 1>amount about technology. Today, I want to talk about, you know,

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<v Speaker 1>tech and as I'm sure most of you guys know

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<v Speaker 1>by now, some of you know because you're doing it

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<v Speaker 1>at this moment. I live stream tech Stuff recordings on

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<v Speaker 1>Wednesdays and Fridays over at twitch dot tv slash tech Stuff.

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<v Speaker 1>There's a chat room over there, and I like to

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<v Speaker 1>spend some time chatting with viewers and listeners before the

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<v Speaker 1>show and during breaks. And during one of those breaks

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<v Speaker 1>in a recent show, one listener put forth a request

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<v Speaker 1>for a future episode of tech Stuff and the request

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<v Speaker 1>was for camera stabilization or image stabilization. So that's what

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<v Speaker 1>I'm gonna talk about the future is now. So I'm

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<v Speaker 1>gonna talk about image stabilization in general. And there are

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<v Speaker 1>two really big, really general ways to go about this.

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<v Speaker 1>One is to use mechanical elements to help compensate for

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<v Speaker 1>the little or sometimes not so little, jittery movements we

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<v Speaker 1>make as we try to capture video or still images

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<v Speaker 1>using handheld cameras. And the other is the software approach,

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<v Speaker 1>in which algorithms and programs attempt to reduce the jitters

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<v Speaker 1>sometimes reverse the jitters using some sort of trickery on

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<v Speaker 1>the back end. We're gonna look at both of those

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<v Speaker 1>different approaches in this episode. Now, before I do that,

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<v Speaker 1>I think it might be a good idea to talk

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<v Speaker 1>about how digital video cameras work in the first place,

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<v Speaker 1>so that you understand what is going on before we

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<v Speaker 1>even get into stabilization. That way, we can better understand

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<v Speaker 1>the actual mechanics of stabilization when we get there. So

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<v Speaker 1>let's crack open a digital camcorder. Let's say, you guys

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<v Speaker 1>remember cam quarters, right, I imagine there's still a thing.

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<v Speaker 1>I don't know. I haven't been in the market for

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<v Speaker 1>one for a really long time, But these days there

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<v Speaker 1>are lots of other devices out there that can capture

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<v Speaker 1>high resolution video, including several smartphones. So cam quarters a

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<v Speaker 1>term I don't really hear very much anymore. Anyway, that

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<v Speaker 1>doesn't matter, as the cam quarters inwards are pretty much

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<v Speaker 1>the same as you would find in any digital camera

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<v Speaker 1>device these days. Only now we've gotten really good at

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<v Speaker 1>maturizing those components, so you don't have to lug a

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<v Speaker 1>big thing on your shoulder, nor do you need something

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<v Speaker 1>that is part camera part VCR. And if you don't

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<v Speaker 1>know what a VCR is, you'll have to listen to

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<v Speaker 1>an older version of tech stuff. I'm not going to

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<v Speaker 1>go into that here. First, cameras record visual images. I

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<v Speaker 1>know that breaks it down to an incredibly simplistic and

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<v Speaker 1>almost silly statement, but it is something to keep in

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<v Speaker 1>mind that we are talking about visual information. Now there's

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<v Speaker 1>also audio information. Cameras mostly incorporate microphones these days. If

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<v Speaker 1>you have a video camera that doesn't have a microphone

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<v Speaker 1>and you aren't using external microphone, you might be an

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<v Speaker 1>avant garde performer, or you may just have a really

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<v Speaker 1>crappy camera. Breaking this down even further, cameras capture light.

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<v Speaker 1>Because everything we see is from light that's bouncing off

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<v Speaker 1>of surfaces or filtering through materials. Cameras attempt to capture

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<v Speaker 1>that combination of lighting effects in an effort to replicate

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<v Speaker 1>it in some way, typically to replicate in a way

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<v Speaker 1>that is as faithful as possible to the to what

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<v Speaker 1>we would see with our naked eyes, although obviously you

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<v Speaker 1>can set cameras so that you're capturing stuff and altering

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<v Speaker 1>it so it doesn't look the way it would naturally.

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<v Speaker 1>Thus you have all the different types of filters out there.

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<v Speaker 1>You Instagram fanatics out there know all about that, taking

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<v Speaker 1>photos with various filters, But generally speaking, cameras are capturing light.

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<v Speaker 1>Old cameras did this by focusing that light on photo

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<v Speaker 1>sensitive film. So you would take light, you would direct

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<v Speaker 1>it to this film, and that would alter the film chemically.

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<v Speaker 1>You would then develop the film, putting it through other

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<v Speaker 1>chemicals that would give you a negative, a reverse of

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<v Speaker 1>the image that you want, at least in color, and

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<v Speaker 1>then you would use that negative to produce prints, and

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<v Speaker 1>that would replicate what your eyes saw based upon what

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<v Speaker 1>the camera was capable of capturing. Assuming you had a

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<v Speaker 1>good camera, it would look pretty much the way you

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<v Speaker 1>saw it in person. Now, cameras typically use one or

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<v Speaker 1>more lenses to focus light in this way. In fact,

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<v Speaker 1>when we say a camera lens, you really mean a

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<v Speaker 1>series of lenses that are encased in some sort of

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<v Speaker 1>form factor. It's very easy to think of a camera

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<v Speaker 1>lens as being a single thing, because you might have

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<v Speaker 1>a camera body and then a selection of different lenses

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<v Speaker 1>where you can attach or detach them. But each of

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<v Speaker 1>those lenses contains several glass lenses inside of it. It's

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<v Speaker 1>not just a lens inside a casing. A digital cameras

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<v Speaker 1>by the way, you do this too. Uh. They do

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<v Speaker 1>use film to capture images. They use image sensors to

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<v Speaker 1>capture them, but they still use lenses to focus the

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<v Speaker 1>light onto the appropriate part of the camera. Uh. This

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<v Speaker 1>being the sensor as opposed to photosensitive film. The image

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<v Speaker 1>sensors are solid state devices, and the two most common

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<v Speaker 1>types of image sensors are cc D also known as

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<v Speaker 1>charge couple devices and c MOSS or CMOS complementary metal

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<v Speaker 1>oxide semiconductors. But what the heck does that even mean? Well,

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<v Speaker 1>CCD sensors are the older of the two, and they

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<v Speaker 1>lead the way for many many years in terms of

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<v Speaker 1>image quality. CCD was considered to be the top of

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<v Speaker 1>the image quality. Was also more expensive and less energy efficient,

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<v Speaker 1>but it produced the best images. A CCD sensor was

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<v Speaker 1>able to produce much sharper, higher quality images, but s

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<v Speaker 1>MOSS sensors are more efficient the more power efficient they're Also,

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<v Speaker 1>there's also some more built in functionality with MOSS sensors

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<v Speaker 1>than there are with C c d s. Plus, eventually

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<v Speaker 1>the C MOSS quality pretty much caught up with and

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<v Speaker 1>in some ways surpass C c ds. So while there

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<v Speaker 1>are differences, and they're still different kinds of of cameras

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<v Speaker 1>out there that have different kinds of sensors, and different

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<v Speaker 1>photographers will favor one versus the other, the differences in

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<v Speaker 1>quality between the two have largely diminished. It's not as

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<v Speaker 1>dramatic as it once was. Uh, some budget cameras have

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<v Speaker 1>C c d s, A lot of the better cameras

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<v Speaker 1>have C mosses, but that's not that's not necessarily across

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<v Speaker 1>the board. Like photo reactive film, those image sensors are

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<v Speaker 1>photo sensitive. So when light in the form of photons

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<v Speaker 1>hits the photo sites, photo sites are the little photo

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<v Speaker 1>sensitive elements on these image sensors. Each photo site essentially

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<v Speaker 1>is a pixel, so you get one photo site per pixel.

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<v Speaker 1>When when a photon hits a photos ight, this produces

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<v Speaker 1>an electrical charge. Now a bright light will end up

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<v Speaker 1>generating a stronger charge than a dem light will. The

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<v Speaker 1>photo sites must register the relative brightness of the light

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<v Speaker 1>that's hitting them, as well as the relative brightness of

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<v Speaker 1>the color of light that is red, green, or blue light,

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<v Speaker 1>in order to reproduce color images. Otherwise you're just gonna

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<v Speaker 1>get black and white images. Some sensors do this by

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<v Speaker 1>having a color filter above each pixel photo site, uh,

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<v Speaker 1>and they will have a different color filter over the

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<v Speaker 1>different photo sites. This is called a Bear filter array

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<v Speaker 1>is named after Bryce Beyer, who invented the array. It's

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<v Speaker 1>a filter consisting of a mosaic or array of red, green,

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<v Speaker 1>and blue filters above the photo sites on the sensor chip.

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<v Speaker 1>So it looks kind of like a checkerboard, except you've

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<v Speaker 1>got three colors, not two, and uh. One fourth of

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<v Speaker 1>those filters are red, one fourth of those filters are blue,

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<v Speaker 1>and the other half are green. So you have twice

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<v Speaker 1>as many green as you have either blue or red.

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<v Speaker 1>So why is that Why would you have twice as

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<v Speaker 1>many green filters? Well, that's to mimic the color sensitivity

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<v Speaker 1>of the human eye, because our color sensitivity is not

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<v Speaker 1>even across the board from a biological standpoint. Some filters,

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<v Speaker 1>some Bayer filters, will include different shades of green, so

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<v Speaker 1>you won't just have one single shade of green filter

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<v Speaker 1>you might have to you might have one that's like

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<v Speaker 1>a dark forest green and one that's kind of more

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<v Speaker 1>of a lighter green or something along those lines. Uh.

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<v Speaker 1>Some filters will use clear filters in place of some

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<v Speaker 1>of the green, and that's in order to improve light sensitivity,

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<v Speaker 1>but in general, that's how most of those filters work.

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<v Speaker 1>When the camera records an image, initially, it's a picture

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<v Speaker 1>that's just red, green, and blue in the raw file.

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<v Speaker 1>So if you were to look at a raw photo

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<v Speaker 1>image before any processing has happened, it would look really weird.

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<v Speaker 1>It wouldn't look color realistic at all. It could look

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<v Speaker 1>pretty awful. It's what photogra is often called false color.

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<v Speaker 1>But then you have this image processing unit that's part

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<v Speaker 1>of digital cameras, and it can take this raw file

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<v Speaker 1>and convert it into more natural imaging using what is

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<v Speaker 1>called a demosaic stage, So it takes all that jumblee

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<v Speaker 1>information and makes some meaning out of it. One cool

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<v Speaker 1>thing that happens with this software is how it determines

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<v Speaker 1>the color of an individual pixels. So remember images are

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<v Speaker 1>made up of millions of these pixels. A pixels essentially

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<v Speaker 1>a point of light, or if you prefer a single

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<v Speaker 1>point of color in an image, and the more pixels

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<v Speaker 1>you have, the smaller they Let's say that you have

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<v Speaker 1>the same dimensions of a photo. Let's start with that.

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<v Speaker 1>So let's say you're using an eight by ten photo.

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<v Speaker 1>This is just for the purposes of explaining pixels and resolution.

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<v Speaker 1>If you increase the resolution of an eight by ten photos,

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<v Speaker 1>so you're not changing the size of the image, You're

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<v Speaker 1>just changing the resolution. If you increase the resolution, that

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<v Speaker 1>means you're packing or pixels into that same physical space.

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<v Speaker 1>That means the pixels themselves have to be smaller. If

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<v Speaker 1>you are reducing the resolution, you're decreasing the number of pixels.

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<v Speaker 1>That means the size of each individual pixel gets larger.

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<v Speaker 1>So if you've ever seen an image where someone has

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<v Speaker 1>taken a digital photo that was for a very small

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<v Speaker 1>set of dimensions and then they've blown it up, it

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<v Speaker 1>looks very blocky or pixelated, that's because it was a

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<v Speaker 1>certain resolution and a certain size, and now you've stretched it,

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<v Speaker 1>so all of those pixels have individually been stretched as well.

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<v Speaker 1>If you want to increase resolution, then you have to

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<v Speaker 1>reduce pixel size to add more pixels to that image.

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<v Speaker 1>This only works to make an image sharper up to

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<v Speaker 1>a point. Higher resolution does not automatically mean a better

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<v Speaker 1>quality of picture. There are other elements that are also

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<v Speaker 1>very important, things like color representation, so in contrast ratio,

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<v Speaker 1>So it's not just resolute shan that you need to

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<v Speaker 1>think about. This is why we've done episodes of tech

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<v Speaker 1>stuff in the past where we've talked about the megapixel myth,

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<v Speaker 1>the idea that if you go out and buy a

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<v Speaker 1>camera that has more megapixels that automatically takes better photos

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<v Speaker 1>than a camera that has a lower megapixel count. That's

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<v Speaker 1>just not necessarily the case. It might be true, but

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<v Speaker 1>it's not because of the megapixels. It's because of other

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<v Speaker 1>elements as well. The only time you really have to

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<v Speaker 1>worry about really high megapixels counts as if you wanted

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<v Speaker 1>to take a photo and then blow it up to

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<v Speaker 1>a really large size and you didn't want to have

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<v Speaker 1>too much distortion when you were doing that. You want

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<v Speaker 1>a really high megapixel count so that you can do

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<v Speaker 1>that without losing too much on the resolution side. Well,

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<v Speaker 1>the way this image processing software tends to work is

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<v Speaker 1>it looks at each individual pixel and then it looks

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<v Speaker 1>at all that pixels neighbors and it starts to say, well,

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<v Speaker 1>based upon all the neighbors of this pixel, what color

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<v Speaker 1>should this specific pixel be. And it starts to extrapolate

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<v Speaker 1>information based on this and it makes some decisions about

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<v Speaker 1>what color each pixel should be based upon the nature

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<v Speaker 1>of its neighbors. And as it turns out, this software

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<v Speaker 1>is pretty good. It can reproduce colors fairly faithfully. And

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<v Speaker 1>that seems pretty interesting to me when you think that.

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<v Speaker 1>You know, when you how do you start with that?

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<v Speaker 1>Right when you first start, you don't have any necessarily

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<v Speaker 1>any natural colors. It's all the red, green, blue. But

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<v Speaker 1>by using this kind of process of deduction, the image

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<v Speaker 1>processing software can create a natural looking image. And it's

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<v Speaker 1>all about again looking at all the neighbors of this

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<v Speaker 1>one pixel to determine what color it should be. This

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<v Speaker 1>happens super fast. By the way, it sounds like something

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<v Speaker 1>that would take a really long time, but the software

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<v Speaker 1>is incredibly fast. Now. Bear filters are found in many,

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<v Speaker 1>but not all cameras. Some use other types of filter systems. Uh.

0:12:54.480 --> 0:12:57.960
<v Speaker 1>The fob on sensor has red, green, and blue filters

0:12:58.040 --> 0:13:01.000
<v Speaker 1>over every single photo site. So instead of having either

0:13:01.120 --> 0:13:04.839
<v Speaker 1>a red, or green, or blue filter over each photo site.

0:13:05.240 --> 0:13:08.640
<v Speaker 1>Every single photo site has all three, and some photographers

0:13:08.640 --> 0:13:14.479
<v Speaker 1>say that this produces more natural looking images. Others say

0:13:14.520 --> 0:13:19.800
<v Speaker 1>they are completely bonkers crazy wah wah, who uh. I

0:13:19.840 --> 0:13:23.440
<v Speaker 1>guess it really depends on your perspective and what you

0:13:23.520 --> 0:13:27.080
<v Speaker 1>have experience with um, because as far as I can tell,

0:13:27.280 --> 0:13:30.840
<v Speaker 1>it's not that different. But then my visual acuity is

0:13:30.880 --> 0:13:34.520
<v Speaker 1>nowhere near the level of say a professional photographers. The

0:13:34.600 --> 0:13:37.360
<v Speaker 1>important thing to remember here is that the image sensor

0:13:37.520 --> 0:13:41.840
<v Speaker 1>generates an electrical charge based off these photons, whether it's

0:13:42.000 --> 0:13:44.440
<v Speaker 1>measuring the red, green, or blue, or just the amount

0:13:44.440 --> 0:13:47.720
<v Speaker 1>of light in general, and the camera has to measure

0:13:47.760 --> 0:13:52.160
<v Speaker 1>that that electrical charge and convert that value into a

0:13:52.240 --> 0:13:55.080
<v Speaker 1>digital value, or convert that electrical charge into a digital

0:13:55.160 --> 0:13:59.559
<v Speaker 1>value with an analog to digital converter, and then you're

0:13:59.600 --> 0:14:02.720
<v Speaker 1>left with digital data for all the processing. So the

0:14:02.840 --> 0:14:05.440
<v Speaker 1>software does all the work on the back end, so

0:14:05.480 --> 0:14:08.079
<v Speaker 1>you've got the hard work on the front end where

0:14:08.120 --> 0:14:10.760
<v Speaker 1>the image has to her image sensor has to take

0:14:10.800 --> 0:14:16.679
<v Speaker 1>all these this light information converted into electrical charges, measure

0:14:16.720 --> 0:14:19.560
<v Speaker 1>that and convert that into digital information, and then the

0:14:19.600 --> 0:14:22.960
<v Speaker 1>software takes that digital information and interprets it to create

0:14:23.000 --> 0:14:25.880
<v Speaker 1>the image that you're looking at. There are other things

0:14:25.880 --> 0:14:28.520
<v Speaker 1>that take into consideration here, such as the shutter speed

0:14:28.600 --> 0:14:31.000
<v Speaker 1>of the camera. Shutter is a device that cuts off

0:14:31.120 --> 0:14:34.600
<v Speaker 1>light exposure to the sensor in the camera. The shutter

0:14:34.600 --> 0:14:40.040
<v Speaker 1>speed determines the exposure time of a camera's UH the

0:14:40.080 --> 0:14:43.640
<v Speaker 1>image that you're taking, So a short exposure is good

0:14:43.680 --> 0:14:45.560
<v Speaker 1>if you're trying to take an image of something that

0:14:45.760 --> 0:14:48.360
<v Speaker 1>is moving very quickly, but you need a lot of

0:14:48.440 --> 0:14:51.720
<v Speaker 1>light to do that. You don't you're not leaving the

0:14:51.720 --> 0:14:54.720
<v Speaker 1>shutter open very long for light to get to the

0:14:54.760 --> 0:14:57.680
<v Speaker 1>image sensor. The same was true of film cameras. You

0:14:57.680 --> 0:14:59.640
<v Speaker 1>need a very fast shutter speed, but you need a

0:14:59.680 --> 0:15:01.960
<v Speaker 1>lot of light in order for the light to be

0:15:02.000 --> 0:15:06.680
<v Speaker 1>able to register against the the photo sensitive material, whether

0:15:06.720 --> 0:15:10.240
<v Speaker 1>it was film or an image sensor. If you're using

0:15:10.240 --> 0:15:13.200
<v Speaker 1>a very slow shutter speed where the shutter is open

0:15:13.240 --> 0:15:15.600
<v Speaker 1>for a longer amount of time, and this is all

0:15:15.640 --> 0:15:18.080
<v Speaker 1>relative by the way, we're talking about fractions of a second.

0:15:18.920 --> 0:15:20.920
<v Speaker 1>If you're leaving the shutter speed open for a longer

0:15:20.920 --> 0:15:25.160
<v Speaker 1>amount of time, that's great for low light UH activities

0:15:25.160 --> 0:15:26.640
<v Speaker 1>like if you want to take an image of something

0:15:26.680 --> 0:15:30.120
<v Speaker 1>that's in really low light. Using a longer shutter speed

0:15:30.160 --> 0:15:34.960
<v Speaker 1>where it's open longer is a good idea, But any

0:15:35.080 --> 0:15:38.280
<v Speaker 1>motion is going to insert a lot of blur into

0:15:38.320 --> 0:15:41.760
<v Speaker 1>that image, So you want the you wanted to be

0:15:41.880 --> 0:15:45.920
<v Speaker 1>very still. If you're going to use a slower shutter speed.

0:15:46.160 --> 0:15:48.800
<v Speaker 1>If you wanted to do something like high speed camera

0:15:48.880 --> 0:15:51.320
<v Speaker 1>work where you're going to show something back in super

0:15:51.400 --> 0:15:55.400
<v Speaker 1>slow motion, that shutter is moving incredibly fast. You're talking

0:15:55.400 --> 0:16:00.960
<v Speaker 1>about taking thousands of images every single second. In order

0:16:01.000 --> 0:16:03.120
<v Speaker 1>to do that, you have to have it very very

0:16:03.160 --> 0:16:07.400
<v Speaker 1>well lit. So if you've ever been on a set

0:16:07.480 --> 0:16:12.240
<v Speaker 1>where they're shooting super high speed UH footage in order

0:16:12.280 --> 0:16:15.360
<v Speaker 1>to show back at at slow speed, then you know

0:16:15.360 --> 0:16:18.120
<v Speaker 1>what I'm talking about. The lights in those kind of

0:16:18.160 --> 0:16:21.280
<v Speaker 1>situations tend to be out of control. They're really actually

0:16:21.360 --> 0:16:24.920
<v Speaker 1>very much in control. They're just extremely well lit. So

0:16:25.280 --> 0:16:27.400
<v Speaker 1>the whole reason I wanted to talk about this bit

0:16:27.640 --> 0:16:29.920
<v Speaker 1>is that if you move a camera around while you're

0:16:29.960 --> 0:16:33.400
<v Speaker 1>taking images, whether it's snapshot or video, you can end

0:16:33.440 --> 0:16:35.840
<v Speaker 1>up with a jittery mess and it's really difficult to

0:16:35.880 --> 0:16:40.480
<v Speaker 1>hold completely still. If you've ever tried to just hold still, uh,

0:16:40.520 --> 0:16:42.480
<v Speaker 1>you know even if you've got the hands of a surgeon,

0:16:42.520 --> 0:16:44.480
<v Speaker 1>you're gonna notice a little bit of a jitter in there.

0:16:44.960 --> 0:16:47.800
<v Speaker 1>Most of us have some of that whenever we operate

0:16:47.800 --> 0:16:51.040
<v Speaker 1>a camera. Some of it's more obvious than others, and

0:16:51.840 --> 0:16:54.600
<v Speaker 1>a little bit people can tend to look past, but

0:16:54.680 --> 0:16:56.600
<v Speaker 1>more than a little bit, it gets very distracting. So

0:16:56.640 --> 0:16:58.960
<v Speaker 1>if you ever wanted to do something like move around

0:16:59.080 --> 0:17:03.200
<v Speaker 1>while you're shoeing video, you might have so much jetd

0:17:03.360 --> 0:17:05.400
<v Speaker 1>that's distracting, and you want to figure out a way

0:17:05.440 --> 0:17:07.760
<v Speaker 1>to reduce that, and we found numerous ways to cut

0:17:07.800 --> 0:17:10.879
<v Speaker 1>that down. Some ways just involved locking down the camera,

0:17:11.160 --> 0:17:14.000
<v Speaker 1>so you might put it in a tripod, and then

0:17:14.240 --> 0:17:18.960
<v Speaker 1>the camera's motion is strictly limited and you can operate

0:17:19.000 --> 0:17:20.959
<v Speaker 1>it without it having too much jetter. But then you

0:17:21.040 --> 0:17:24.760
<v Speaker 1>have a pretty static shot. You could use cranes and dollies,

0:17:24.840 --> 0:17:29.240
<v Speaker 1>which tend to have very smooth movement along certain directions,

0:17:29.240 --> 0:17:31.480
<v Speaker 1>but you are limited in the ways you can move

0:17:31.680 --> 0:17:35.640
<v Speaker 1>the camera. In both of those, you can't go anywhere

0:17:35.640 --> 0:17:37.560
<v Speaker 1>an actor can go. For example, if you wanted to

0:17:37.560 --> 0:17:41.399
<v Speaker 1>shoot a film, you could put the camera on a

0:17:41.560 --> 0:17:45.960
<v Speaker 1>dolly that isn't on a track. So there's some track systems.

0:17:46.119 --> 0:17:48.560
<v Speaker 1>Those are great. If you have uneven ground or rough

0:17:48.680 --> 0:17:50.760
<v Speaker 1>terrain and you put tracks down, you can have a

0:17:50.840 --> 0:17:53.560
<v Speaker 1>nice smooth camera operation, but again you're limited to just

0:17:53.680 --> 0:17:56.160
<v Speaker 1>moving on the tracks, or you could do a wheeled

0:17:56.320 --> 0:17:59.360
<v Speaker 1>dolly that can move around uh an area, but then

0:17:59.400 --> 0:18:02.280
<v Speaker 1>you need some that's an area that's pretty smooth and flat.

0:18:02.920 --> 0:18:05.080
<v Speaker 1>That really still limits what you can do with a camera.

0:18:05.640 --> 0:18:09.679
<v Speaker 1>So one of the ways that we have come up

0:18:09.760 --> 0:18:13.320
<v Speaker 1>with two improve camera operation and to be able to

0:18:13.359 --> 0:18:15.880
<v Speaker 1>go in the same places where it say performers can

0:18:15.920 --> 0:18:20.879
<v Speaker 1>go is with steadicams. Now. The steadicam was invented in

0:18:20.920 --> 0:18:23.880
<v Speaker 1>the mid nineteen seventies as a way for camera operators

0:18:23.920 --> 0:18:26.680
<v Speaker 1>to move around while running a camera and get smooth footage.

0:18:26.960 --> 0:18:30.400
<v Speaker 1>Whether it's with a documentary or with a film where

0:18:30.400 --> 0:18:33.560
<v Speaker 1>you're following actual characters. The steadicam can remove the jitter

0:18:33.760 --> 0:18:36.800
<v Speaker 1>created by walking or running. And when we move around

0:18:36.840 --> 0:18:39.440
<v Speaker 1>in our own bodies, this is happening all the time.

0:18:39.480 --> 0:18:42.040
<v Speaker 1>There's always this jitter as we're walking or running, but

0:18:42.080 --> 0:18:44.280
<v Speaker 1>we don't really notice it because our brains are really

0:18:44.280 --> 0:18:46.199
<v Speaker 1>good at smoothing all of that out to create a

0:18:46.200 --> 0:18:49.640
<v Speaker 1>more steady experience in our consciousness. So it's only when

0:18:49.640 --> 0:18:53.480
<v Speaker 1>you're really concentrating on it that you become aware of it.

0:18:53.480 --> 0:18:55.199
<v Speaker 1>It's sort of similar to how the world does not

0:18:55.320 --> 0:18:58.560
<v Speaker 1>spontaneously go away and then come back every time you

0:18:58.600 --> 0:19:01.160
<v Speaker 1>blink your eyes. It's only when you really think about

0:19:01.200 --> 0:19:03.720
<v Speaker 1>blinking your eyes that you start to notice it. And

0:19:03.760 --> 0:19:08.120
<v Speaker 1>now you're noticing it, aren't you sorry about that? My bad?

0:19:08.640 --> 0:19:10.840
<v Speaker 1>Don't worry. You'll you'll stop thinking about blinking your eyes

0:19:10.840 --> 0:19:12.879
<v Speaker 1>in just a minute and then everything will be fine.

0:19:13.440 --> 0:19:16.080
<v Speaker 1>So how does a steady cam stabilize the image so

0:19:16.080 --> 0:19:18.640
<v Speaker 1>that you can get the really cool effects you see

0:19:18.680 --> 0:19:21.920
<v Speaker 1>in movies like the Amazing copa shot in Good Fellas.

0:19:22.280 --> 0:19:24.520
<v Speaker 1>So if you're not familiar with the sequence I'm talking about,

0:19:24.920 --> 0:19:27.840
<v Speaker 1>it's it's in the movie. It's well in the film.

0:19:27.920 --> 0:19:30.880
<v Speaker 1>There's a sequence that's a little bit more than two

0:19:30.880 --> 0:19:34.320
<v Speaker 1>and a half minutes long, and it's a an uncut shot.

0:19:34.640 --> 0:19:38.040
<v Speaker 1>It tracks two characters as they cross a New York street.

0:19:38.560 --> 0:19:41.879
<v Speaker 1>They walk down some stairs into the kitchen of a

0:19:41.920 --> 0:19:46.080
<v Speaker 1>busy restaurant. They walk through the kitchen, passing by dozens

0:19:46.080 --> 0:19:48.800
<v Speaker 1>of extras as they're moving around in the kitchen as

0:19:48.840 --> 0:19:53.520
<v Speaker 1>cooks or or waiters, they emerge onto a dining floor

0:19:54.359 --> 0:19:56.439
<v Speaker 1>and they're seated right up front at a stage. And

0:19:56.480 --> 0:19:59.480
<v Speaker 1>this is all in a single uncut shot. And it

0:19:59.560 --> 0:20:02.119
<v Speaker 1>was using a film camera, not a digital camera. This

0:20:02.240 --> 0:20:05.640
<v Speaker 1>was in the early nineties, and there were other challenges there.

0:20:05.640 --> 0:20:08.240
<v Speaker 1>For example, the way the film camera worked. It was

0:20:08.280 --> 0:20:11.920
<v Speaker 1>actually pulling film from one side of the camera and

0:20:12.000 --> 0:20:15.040
<v Speaker 1>it would go in through the camera where you would

0:20:15.040 --> 0:20:18.480
<v Speaker 1>expose the film to light coming through the camera. The

0:20:18.560 --> 0:20:21.800
<v Speaker 1>exposed film would then go into a canister on the

0:20:21.800 --> 0:20:24.080
<v Speaker 1>other side of the camera. Now, what that meant was

0:20:24.119 --> 0:20:26.840
<v Speaker 1>that as you shot film, the weight of the camera

0:20:26.920 --> 0:20:32.400
<v Speaker 1>started to shift because the side worthy the the exposed

0:20:32.440 --> 0:20:34.879
<v Speaker 1>film was coming out that started getting heavier and heavier,

0:20:35.240 --> 0:20:37.399
<v Speaker 1>so you had to compensate for that. It's actually pretty

0:20:37.400 --> 0:20:40.359
<v Speaker 1>remarkable if you watched that sequence that it doesn't just

0:20:40.400 --> 0:20:43.480
<v Speaker 1>slowly start tilting towards the right because the camera was

0:20:43.520 --> 0:20:47.200
<v Speaker 1>getting progressively more heavy on the right side. By the way,

0:20:47.240 --> 0:20:52.000
<v Speaker 1>if you're curious, there's some great behind the scenes documentaries

0:20:52.040 --> 0:20:54.840
<v Speaker 1>and interviews about the copa shot. It's one of those

0:20:54.880 --> 0:20:57.840
<v Speaker 1>things that's talked about in film school. It took them

0:20:57.920 --> 0:21:01.160
<v Speaker 1>eight takes and that was it, and they actually finished

0:21:01.160 --> 0:21:03.640
<v Speaker 1>it in half a day of shooting, which if you've

0:21:03.640 --> 0:21:06.399
<v Speaker 1>ever been on a film shoot for a two and

0:21:06.440 --> 0:21:10.400
<v Speaker 1>a half minute sequence uncut, to get completed in eight

0:21:10.440 --> 0:21:13.680
<v Speaker 1>takes is pretty phenomenal. Also, it tells you the difference

0:21:13.720 --> 0:21:19.080
<v Speaker 1>between someone, say like Martin Scorsese and Stanley Kubrick, because

0:21:19.119 --> 0:21:21.960
<v Speaker 1>if Kubrick were shooting that, he would have still been

0:21:21.960 --> 0:21:27.439
<v Speaker 1>doing it years later. Uh. Anyway, the steadicam was a

0:21:27.480 --> 0:21:31.000
<v Speaker 1>big part of why this shot was even possible because

0:21:31.040 --> 0:21:34.640
<v Speaker 1>it meant following these actors through these different environments, including

0:21:34.720 --> 0:21:39.240
<v Speaker 1>downstairs and through a crowded kitchen, and it was something

0:21:39.280 --> 0:21:42.000
<v Speaker 1>that you just could not do on a track or

0:21:42.080 --> 0:21:45.600
<v Speaker 1>on a wheeled dolly. Uh. And it was all because

0:21:45.600 --> 0:21:47.679
<v Speaker 1>of the steadicam. Now, let's say he came itself was

0:21:47.720 --> 0:21:50.439
<v Speaker 1>invented again in the seventies, not in the nineties. It

0:21:50.520 --> 0:21:52.520
<v Speaker 1>was invented by a guy named Garrett Brown who was

0:21:52.560 --> 0:21:55.240
<v Speaker 1>a commercial director and a producer. He was not an engineer,

0:21:55.480 --> 0:21:57.520
<v Speaker 1>and he was just trying to come up with a

0:21:57.600 --> 0:22:01.320
<v Speaker 1>way to remove all this jetter that was coming around

0:22:01.400 --> 0:22:04.359
<v Speaker 1>whenever you wanted to do a handheld shot and you

0:22:04.400 --> 0:22:07.480
<v Speaker 1>wanted to follow an actor along a place where you

0:22:07.520 --> 0:22:11.880
<v Speaker 1>couldn't have these other traditional camera setups, and he got

0:22:11.880 --> 0:22:15.720
<v Speaker 1>a rough idea of it and called it the Brown's Stabilizer.

0:22:15.760 --> 0:22:19.359
<v Speaker 1>In nine three, fortunately, a more refined version would become

0:22:19.400 --> 0:22:23.280
<v Speaker 1>the first steadicam, and it consisted of three components. You

0:22:23.320 --> 0:22:28.639
<v Speaker 1>had an articulated iso elastic arm that would attach to

0:22:29.200 --> 0:22:33.640
<v Speaker 1>a sled. The sled was a kind of a it's

0:22:33.680 --> 0:22:36.399
<v Speaker 1>it's a housing for the camera and for all the

0:22:36.440 --> 0:22:39.640
<v Speaker 1>camera components. It looks like a big pole, and then

0:22:39.800 --> 0:22:42.040
<v Speaker 1>the various components attached to either the top or the

0:22:42.040 --> 0:22:43.560
<v Speaker 1>bottom of the pole, the camera at the top and

0:22:43.600 --> 0:22:46.720
<v Speaker 1>then everything else closer towards the bottom. And then a

0:22:47.200 --> 0:22:49.840
<v Speaker 1>vest that helped distribute the weight of the system and

0:22:49.880 --> 0:22:53.320
<v Speaker 1>provide more stability. So you had an iso elastic arm

0:22:53.400 --> 0:22:56.640
<v Speaker 1>that on one end would attach to the vest and

0:22:57.040 --> 0:23:00.359
<v Speaker 1>thus have that, you know, just weight distribution. On the

0:23:00.359 --> 0:23:04.280
<v Speaker 1>other end, it attached to the sled which held the

0:23:04.320 --> 0:23:07.680
<v Speaker 1>camera and its various components like a battery pack, a monitor,

0:23:08.240 --> 0:23:11.280
<v Speaker 1>that kind of thing. Now, the arm of the original

0:23:11.320 --> 0:23:13.720
<v Speaker 1>steadicam was a lot like a swing arm lamp with

0:23:13.760 --> 0:23:17.040
<v Speaker 1>a spring loaded arm. Uh if you ever look at

0:23:17.040 --> 0:23:18.760
<v Speaker 1>one of those. In fact, I have some right in

0:23:18.760 --> 0:23:20.920
<v Speaker 1>front of me right now, because the microphones I use

0:23:20.960 --> 0:23:24.920
<v Speaker 1>are on that this style of arm, you have two

0:23:25.119 --> 0:23:27.760
<v Speaker 1>bars that make up each segment of the arm, and

0:23:27.760 --> 0:23:32.760
<v Speaker 1>they're in parallel with one another. Uh. These two bars

0:23:32.920 --> 0:23:37.359
<v Speaker 1>would then end at metal blocks and they would also

0:23:37.520 --> 0:23:40.920
<v Speaker 1>join together with a pivot point, a pivot joint that

0:23:40.920 --> 0:23:43.520
<v Speaker 1>will allow them to kind of bend like a human

0:23:43.600 --> 0:23:46.920
<v Speaker 1>arm would, and the camera sled would fit onto the arm.

0:23:47.000 --> 0:23:49.879
<v Speaker 1>The sled would consist of that assembly that holds the camera,

0:23:50.040 --> 0:23:53.359
<v Speaker 1>the battery, the motor, counterweights, and some systems. All of

0:23:53.400 --> 0:23:55.840
<v Speaker 1>that's very important, and it's on was called the sled

0:23:55.920 --> 0:23:59.280
<v Speaker 1>pole central piece of the sled, and that fits into

0:23:59.320 --> 0:24:01.639
<v Speaker 1>the arm of the stead decam. Now, the way of

0:24:01.680 --> 0:24:06.520
<v Speaker 1>the sled and the camera is constantly pulling the arm

0:24:06.560 --> 0:24:10.080
<v Speaker 1>that's attached to the vest downward. Right. So imagine that

0:24:10.160 --> 0:24:13.879
<v Speaker 1>you're holding a weight at arms length. Let's say it's

0:24:13.920 --> 0:24:19.159
<v Speaker 1>a a fifteen pound weight. You're constantly feeling gravity pulling

0:24:19.240 --> 0:24:22.120
<v Speaker 1>down on that weight that's being held out arms length.

0:24:22.600 --> 0:24:24.680
<v Speaker 1>The steadicam arm is the same sort of thing. It's

0:24:24.720 --> 0:24:28.160
<v Speaker 1>holding up the sled and the camera. Well, the way

0:24:28.200 --> 0:24:29.960
<v Speaker 1>it holds it up and keeps it in the same

0:24:30.000 --> 0:24:33.720
<v Speaker 1>relative position, so that the camera doesn't just continuously sink

0:24:33.720 --> 0:24:38.080
<v Speaker 1>towards the floor. Is through this spring loaded system, it's

0:24:38.200 --> 0:24:41.160
<v Speaker 1>counteracting that downward force. The parallel metal bars in each

0:24:41.280 --> 0:24:46.919
<v Speaker 1>arm have these spring systems that are creating a force

0:24:47.000 --> 0:24:50.720
<v Speaker 1>that's directly opposite the downward force of the weight from

0:24:50.760 --> 0:24:55.640
<v Speaker 1>the sled and the camera. In fact, it's precisely calibrated

0:24:55.720 --> 0:24:58.840
<v Speaker 1>so it will maintain that that way. The only time

0:24:58.880 --> 0:25:00.760
<v Speaker 1>you change the elevation of the camera is if the

0:25:00.800 --> 0:25:04.439
<v Speaker 1>camera operator wants to. The camera operator can raise or

0:25:04.520 --> 0:25:07.639
<v Speaker 1>lower the camera, but it will then stay in that

0:25:07.720 --> 0:25:12.520
<v Speaker 1>relative position relative to the camera operator because the arms

0:25:12.880 --> 0:25:17.320
<v Speaker 1>spring loaded system is counteracting that downward pull from gravity.

0:25:17.560 --> 0:25:21.400
<v Speaker 1>It's really clever. It's also very difficult, obviously to explain

0:25:21.480 --> 0:25:25.639
<v Speaker 1>this in an audio format. Fortunately, there are numerous articles,

0:25:25.640 --> 0:25:28.480
<v Speaker 1>including one on How Stuff Works, about how steadicams work,

0:25:28.800 --> 0:25:32.560
<v Speaker 1>as well as videos on various platforms that show how

0:25:32.600 --> 0:25:36.199
<v Speaker 1>steadicam systems work to kind of help you get a

0:25:36.280 --> 0:25:39.960
<v Speaker 1>visual reference to what I'm talking about. So if you

0:25:40.359 --> 0:25:43.800
<v Speaker 1>still are having trouble imagining this, I highly recommend checking

0:25:43.800 --> 0:25:46.280
<v Speaker 1>out an article or watching a video to get a

0:25:46.359 --> 0:25:51.320
<v Speaker 1>little deeper understanding. To get that spring system UH into

0:25:51.320 --> 0:25:54.080
<v Speaker 1>further detail, it would require a very deep discussion, so

0:25:54.240 --> 0:25:56.679
<v Speaker 1>and again it's very difficult to explain it in an

0:25:56.680 --> 0:25:59.399
<v Speaker 1>audio format. So let's just say that there's a system

0:25:59.440 --> 0:26:03.520
<v Speaker 1>of pulleys and springs inside these arms that provide that

0:26:03.600 --> 0:26:05.919
<v Speaker 1>counter force, and will move on to talk about the

0:26:05.960 --> 0:26:10.160
<v Speaker 1>sled and the sled pole. So the sled includes an

0:26:10.200 --> 0:26:13.520
<v Speaker 1>element called a gimbal and a gimbals, a mechanism that

0:26:13.640 --> 0:26:17.000
<v Speaker 1>keeps something in a position of relative stability despite a

0:26:17.080 --> 0:26:21.840
<v Speaker 1>moving environment, typically horizontally, and in fact, gimbles have been

0:26:21.840 --> 0:26:24.520
<v Speaker 1>around for centuries and the good old days ships used

0:26:24.560 --> 0:26:28.000
<v Speaker 1>compasses mounted on gimbals, and that allowed the compass to

0:26:28.040 --> 0:26:30.919
<v Speaker 1>appear horizontal even as the ship was pitching or rolling

0:26:30.920 --> 0:26:33.919
<v Speaker 1>on rough seas. Typically gimbals consists of a couple of

0:26:34.000 --> 0:26:37.560
<v Speaker 1>rings pivoted at right angles to achieve this effect, and

0:26:37.640 --> 0:26:44.240
<v Speaker 1>so the UH, the the system around the compass moves,

0:26:44.280 --> 0:26:49.000
<v Speaker 1>but the compass itself appears to be steady relative to you.

0:26:49.920 --> 0:26:53.520
<v Speaker 1>The camera sled also changes a camera's center of gravity.

0:26:53.960 --> 0:26:56.680
<v Speaker 1>So the center of gravity, obviously that's the point at

0:26:56.680 --> 0:27:01.480
<v Speaker 1>which you can balance an object, and cameras typically there

0:27:01.560 --> 0:27:03.840
<v Speaker 1>their center of gravity, it doesn't make it very easy

0:27:03.920 --> 0:27:06.760
<v Speaker 1>to keep them nice and stable. But adding them to

0:27:06.800 --> 0:27:09.000
<v Speaker 1>the sled, if you add mass to something, you change

0:27:09.000 --> 0:27:12.679
<v Speaker 1>at center of gravity, and typically the the handle the

0:27:12.720 --> 0:27:17.080
<v Speaker 1>control system for a steadicam is located very close to

0:27:17.119 --> 0:27:21.119
<v Speaker 1>the actual center of gravity of the whole system. That

0:27:21.160 --> 0:27:23.920
<v Speaker 1>allows you to have much more control over the camera

0:27:24.240 --> 0:27:30.280
<v Speaker 1>and stabilize it. As such, the sled also changes the

0:27:30.280 --> 0:27:34.119
<v Speaker 1>the moment of inertia for the camera system. Uh. That

0:27:34.160 --> 0:27:38.280
<v Speaker 1>means that it becomes more resistant to rotation, and that's

0:27:38.320 --> 0:27:41.119
<v Speaker 1>really important for image stabilization. To the effect of a

0:27:41.119 --> 0:27:44.119
<v Speaker 1>steadicam is that you get this gliding shot that isn't

0:27:44.520 --> 0:27:47.879
<v Speaker 1>bothered by all the shakes of walking or running. And

0:27:47.920 --> 0:27:52.240
<v Speaker 1>there are tons of examples of steadicam shots in cinema.

0:27:52.880 --> 0:27:55.320
<v Speaker 1>Uh the Good Fellows shot being a really famous one.

0:27:55.560 --> 0:27:59.800
<v Speaker 1>Or there's also one in Kubricks The Shining there's a

0:27:59.800 --> 0:28:02.720
<v Speaker 1>part where Danny is running away from his dad in

0:28:02.800 --> 0:28:06.040
<v Speaker 1>a hedge maze in the snow, and we're following right

0:28:06.080 --> 0:28:09.280
<v Speaker 1>behind him as he's making turns left and right, and uh,

0:28:09.320 --> 0:28:12.960
<v Speaker 1>it's a steadicamp SHOT's pretty impressive. So that's another famous one.

0:28:12.960 --> 0:28:16.000
<v Speaker 1>But there are tons of them in movies now. As

0:28:16.000 --> 0:28:18.640
<v Speaker 1>we'll see in a bit, some cameras today incorporate equally

0:28:18.840 --> 0:28:22.560
<v Speaker 1>ingenious ways to reduce unwanted motion in footage that do

0:28:22.640 --> 0:28:25.320
<v Speaker 1>not require you to strap it to some sort of

0:28:25.400 --> 0:28:29.840
<v Speaker 1>complicated apparatus that you have to then wear so that

0:28:29.960 --> 0:28:32.240
<v Speaker 1>you can take some of the weight onto your own body.

0:28:33.040 --> 0:28:34.679
<v Speaker 1>And we'll talk about him in just a second, but

0:28:34.760 --> 0:28:37.520
<v Speaker 1>first let's take a quick break to thank our sponsor.

0:28:45.480 --> 0:28:47.800
<v Speaker 1>All right, So let's say you want to get smooth video,

0:28:48.040 --> 0:28:50.560
<v Speaker 1>or you plan on capturing still images, but you want

0:28:50.600 --> 0:28:53.040
<v Speaker 1>to use a lower shutter speed to capture in low light,

0:28:53.200 --> 0:28:55.880
<v Speaker 1>and you're gonna be holding the camera by hand, you're

0:28:55.880 --> 0:28:58.040
<v Speaker 1>gonna want to reduce that jitter, or else what you'll

0:28:58.040 --> 0:29:00.320
<v Speaker 1>get back won't look nearly as good as what you want,

0:29:00.520 --> 0:29:03.200
<v Speaker 1>what you saw in person, unless you're really going for

0:29:03.280 --> 0:29:07.080
<v Speaker 1>that shaky cam look, in which case image stabilization isn't

0:29:07.080 --> 0:29:10.120
<v Speaker 1>really your bag. Baby. For a camera to correct for

0:29:10.160 --> 0:29:12.880
<v Speaker 1>that kind of motion, you need a few elements. The first,

0:29:12.920 --> 0:29:16.240
<v Speaker 1>which you'll find in both of the major solutions to

0:29:16.360 --> 0:29:20.040
<v Speaker 1>this problem would be sensors that can detect camera motion.

0:29:20.280 --> 0:29:22.520
<v Speaker 1>For a camera to correct for a shaking motion. It

0:29:22.600 --> 0:29:24.840
<v Speaker 1>first has to detect that shaking is happening in the

0:29:24.880 --> 0:29:29.200
<v Speaker 1>first place, or else nothing can happen. So let's consider

0:29:29.240 --> 0:29:34.000
<v Speaker 1>the type of sensors found in these solutions that can

0:29:34.080 --> 0:29:37.000
<v Speaker 1>detect camera motions. So, for example, we'll talk about optical

0:29:37.080 --> 0:29:41.360
<v Speaker 1>image stabilization or o I S solutions. That's one of

0:29:41.400 --> 0:29:43.480
<v Speaker 1>the two that we're going to chat about in this section.

0:29:43.960 --> 0:29:46.920
<v Speaker 1>Optical image stabilization and in camera systems. Those are the

0:29:46.960 --> 0:29:50.600
<v Speaker 1>two big ones. Both of those rely on sensors to

0:29:50.680 --> 0:29:53.920
<v Speaker 1>detect when motion is happening. Otherwise there's no way to

0:29:54.080 --> 0:29:56.880
<v Speaker 1>compensate for it, right, You have to know something's happening

0:29:56.880 --> 0:30:02.600
<v Speaker 1>before you can fix it. Well, the optical image stabilization

0:30:02.680 --> 0:30:05.800
<v Speaker 1>uses the optical pathway, in other words, the lenses to

0:30:06.280 --> 0:30:09.480
<v Speaker 1>correct for camera shaking. And from a very basic standpoint,

0:30:09.480 --> 0:30:12.440
<v Speaker 1>the secret is that these lenses have a specific movable

0:30:12.600 --> 0:30:17.720
<v Speaker 1>lens of floating lens inside of them, so a an

0:30:17.800 --> 0:30:23.960
<v Speaker 1>actual lens singular inside this lens. Casing will be movable

0:30:24.120 --> 0:30:27.120
<v Speaker 1>with respect to the rest of the system inside of it.

0:30:27.120 --> 0:30:31.120
<v Speaker 1>It can shift left, right, up and down. Movable lenses

0:30:31.240 --> 0:30:33.760
<v Speaker 1>are pretty cool and I can't wait to talk more

0:30:33.760 --> 0:30:36.160
<v Speaker 1>about in a second, but again, in order to move

0:30:36.200 --> 0:30:37.959
<v Speaker 1>the lens to where it needs to be, you have

0:30:38.000 --> 0:30:40.760
<v Speaker 1>to detect the shaking in the first place. It's a

0:30:40.800 --> 0:30:44.360
<v Speaker 1>little complicated. So you've got these sensors, and with these solutions,

0:30:44.360 --> 0:30:49.720
<v Speaker 1>that's typically two piezo electric angular velocity sensors, which do

0:30:49.800 --> 0:30:52.840
<v Speaker 1>what gyroscopes do. And the reason you need two of

0:30:52.880 --> 0:30:56.440
<v Speaker 1>them is because each sensor really only detects motion along

0:30:56.520 --> 0:31:01.080
<v Speaker 1>one element of movement, like horizontal or vertical, So you

0:31:01.080 --> 0:31:04.000
<v Speaker 1>need two of them at sort of ninety degrees from

0:31:04.000 --> 0:31:07.960
<v Speaker 1>each other in order to detect vertical motion versus horizontal motion,

0:31:08.400 --> 0:31:10.840
<v Speaker 1>and together they can detect the motion you would find

0:31:10.840 --> 0:31:13.280
<v Speaker 1>in your typical camera shaking movements. They're not going to

0:31:13.320 --> 0:31:17.320
<v Speaker 1>be able to fix anything that's dramatic, so if you

0:31:17.840 --> 0:31:20.520
<v Speaker 1>whip the camera left or right or up or down,

0:31:20.880 --> 0:31:22.880
<v Speaker 1>it's not gonna be able to compensate for that. But

0:31:22.960 --> 0:31:27.320
<v Speaker 1>for just the small motions that our hands make while

0:31:27.320 --> 0:31:29.959
<v Speaker 1>we're holding a camera and trying to capture an image,

0:31:30.240 --> 0:31:35.680
<v Speaker 1>they can often correct for that. H So you gotta

0:31:35.720 --> 0:31:38.400
<v Speaker 1>keep that in mind. It's really the jitters that these

0:31:38.440 --> 0:31:43.520
<v Speaker 1>things fix, not the big stuff. Um. Also for the

0:31:43.520 --> 0:31:49.080
<v Speaker 1>optical image stabilizers, they cannot correct for rotation along the

0:31:49.160 --> 0:31:51.760
<v Speaker 1>optical axis. In other words, if you were to take

0:31:51.800 --> 0:31:54.120
<v Speaker 1>your camera. Let's say you're holding up a camera and

0:31:54.120 --> 0:31:58.000
<v Speaker 1>it's got a lock in on the way the image

0:31:58.040 --> 0:32:01.440
<v Speaker 1>is showing up like landscape, and you start rotating the

0:32:01.520 --> 0:32:05.040
<v Speaker 1>camera h so that you're doing either a clockwise or

0:32:05.040 --> 0:32:10.960
<v Speaker 1>counterclockwise motion, tilting the image. These sorts of sensors don't

0:32:11.600 --> 0:32:16.800
<v Speaker 1>detect that kind of momentum, that rotational momentum in that respect,

0:32:17.280 --> 0:32:20.880
<v Speaker 1>so you could get tilt, but no jitter in this case.

0:32:21.160 --> 0:32:23.400
<v Speaker 1>So how did those sensors work? Well, we gotta break

0:32:23.440 --> 0:32:27.080
<v Speaker 1>it down, and it's a little a little scary when

0:32:27.120 --> 0:32:30.800
<v Speaker 1>you see something saying piezo electric angular velocity sensors, What

0:32:30.840 --> 0:32:32.400
<v Speaker 1>the heck does that mean? Well, if you break it down,

0:32:32.440 --> 0:32:35.960
<v Speaker 1>it's not that tough. First, you've got piezo electric. You've

0:32:35.960 --> 0:32:38.280
<v Speaker 1>probably heard of the piezo electric effect. This refers to

0:32:38.320 --> 0:32:42.000
<v Speaker 1>the ability of certain materials to generate an alternating current voltage.

0:32:42.400 --> 0:32:46.320
<v Speaker 1>When those materials are subjected to mechanical stress or vibration.

0:32:47.280 --> 0:32:52.960
<v Speaker 1>They also will do the opposite. They will vibrate if

0:32:53.080 --> 0:32:57.600
<v Speaker 1>you subject them to an alternating current voltage, So it

0:32:57.640 --> 0:33:01.160
<v Speaker 1>goes either way. Quartz crystal do this, and that's why

0:33:01.200 --> 0:33:04.680
<v Speaker 1>they were used in watches and still are in some watches.

0:33:05.520 --> 0:33:10.840
<v Speaker 1>Uh So it's a very predictable behavior. If you know

0:33:11.080 --> 0:33:16.640
<v Speaker 1>the the the basics of that material, you can replicate

0:33:16.640 --> 0:33:18.160
<v Speaker 1>it over and over and over again. It's always going

0:33:18.200 --> 0:33:21.600
<v Speaker 1>to be the same. Next, we have the term angular velocity,

0:33:21.680 --> 0:33:24.280
<v Speaker 1>so that refers to the change in rotational angle along

0:33:24.280 --> 0:33:26.720
<v Speaker 1>an access per unit of time, and we express this

0:33:26.800 --> 0:33:30.920
<v Speaker 1>in degrees per second. That's how you measure angular velocity

0:33:30.960 --> 0:33:33.720
<v Speaker 1>in degrees per second. So a piece of electric angular

0:33:33.800 --> 0:33:37.160
<v Speaker 1>velocity sensor is one that detects changes in rotational angles

0:33:37.240 --> 0:33:41.240
<v Speaker 1>along an access by generating an alternating current voltage in

0:33:41.320 --> 0:33:45.000
<v Speaker 1>response to mechanical stress. And that mechanical stress is brought

0:33:45.040 --> 0:33:49.120
<v Speaker 1>to us courtesy of the Coriolis effect or the Coreolis force.

0:33:49.320 --> 0:33:52.000
<v Speaker 1>I really should say not the Coriolis effect, which is

0:33:52.040 --> 0:33:55.360
<v Speaker 1>a very specific thing that refers to an enormous system

0:33:55.400 --> 0:33:57.880
<v Speaker 1>called planet Earth. But the Coriolis force. This is an

0:33:57.920 --> 0:34:01.800
<v Speaker 1>inertial force that was first described by stove Gasparred Coriolis,

0:34:03.560 --> 0:34:08.719
<v Speaker 1>a French engineer of some renown, and as Encyclopedia Britannica

0:34:08.800 --> 0:34:13.000
<v Speaker 1>puts it, quote Coriolis showed that if the ordinary Newtonian

0:34:13.080 --> 0:34:15.400
<v Speaker 1>laws of motion of bodies are to be used in

0:34:15.440 --> 0:34:19.040
<v Speaker 1>a rotating frame of reference, and inertial force acting to

0:34:19.120 --> 0:34:22.480
<v Speaker 1>the right of the direction of body motion for counterclockwise

0:34:22.560 --> 0:34:25.840
<v Speaker 1>rotation of the reference frame or to the left for

0:34:25.920 --> 0:34:30.240
<v Speaker 1>a clockwise rotation, must be included in the equations of motion.

0:34:30.960 --> 0:34:36.960
<v Speaker 1>So essentially it's talking about detecting specific types of velocity

0:34:37.000 --> 0:34:40.040
<v Speaker 1>of changes in will not even changes, but just in

0:34:40.520 --> 0:34:44.719
<v Speaker 1>the direction and speed of motion. The important thing to

0:34:44.800 --> 0:34:47.360
<v Speaker 1>remember is that any motion would cause these piece of

0:34:47.440 --> 0:34:52.160
<v Speaker 1>electric sensors to deform slightly, so they can take different shapes.

0:34:52.200 --> 0:34:54.440
<v Speaker 1>And these are very tiny, tiny sensors, but they can

0:34:54.480 --> 0:34:57.759
<v Speaker 1>take different physical shapes like a tuning fork shape is

0:34:57.840 --> 0:35:04.280
<v Speaker 1>not uncommon. And as you move these things, it deforms them.

0:35:04.320 --> 0:35:07.919
<v Speaker 1>They change their shape slightly because of that inertia, and

0:35:08.000 --> 0:35:11.840
<v Speaker 1>that mechanical stress thus generates an alternating current voltage. Because

0:35:11.880 --> 0:35:16.120
<v Speaker 1>they are piezo electric materials, the sensor will detect that

0:35:16.440 --> 0:35:19.160
<v Speaker 1>change in voltage or that generation of voltage. And it

0:35:19.160 --> 0:35:22.600
<v Speaker 1>gets a little more technical from here, but it also

0:35:22.640 --> 0:35:25.359
<v Speaker 1>gets really complicated. So kind of like the steadicam, We're

0:35:25.360 --> 0:35:30.279
<v Speaker 1>gonna take a bird's eye view of this. Essentially, the

0:35:30.360 --> 0:35:34.880
<v Speaker 1>sensors consist of sensing arms and drive arms of this

0:35:34.920 --> 0:35:39.920
<v Speaker 1>piezo electric material, and the emotion sensed produces a potential difference,

0:35:39.960 --> 0:35:43.760
<v Speaker 1>an electrical potential difference. It's this potential difference that indicates

0:35:43.800 --> 0:35:47.080
<v Speaker 1>to the sensor the change in angular velocity, and the

0:35:47.120 --> 0:35:50.239
<v Speaker 1>sensor's output is an electrical signal which can then be

0:35:50.280 --> 0:35:54.000
<v Speaker 1>processed by a microcomputer. The other big element to this

0:35:54.080 --> 0:35:57.560
<v Speaker 1>optical image stabilization system is the movable lens, that floating

0:35:57.640 --> 0:36:01.960
<v Speaker 1>lens inside the overall camera lens. So this is completely

0:36:01.960 --> 0:36:05.320
<v Speaker 1>contained within a camera lens itself. If you've ever seen

0:36:05.840 --> 0:36:09.080
<v Speaker 1>a camera where you've got a body that can then

0:36:09.400 --> 0:36:12.000
<v Speaker 1>you can attach different types of lenses to it. You

0:36:12.800 --> 0:36:15.200
<v Speaker 1>attach the lens, and if you need a different lens,

0:36:15.200 --> 0:36:16.719
<v Speaker 1>you pop the first one off, you put a new

0:36:16.719 --> 0:36:21.120
<v Speaker 1>one on. This system is completely contained within those individual

0:36:21.680 --> 0:36:26.000
<v Speaker 1>lens cases. It's not in the actual camera body itself.

0:36:26.560 --> 0:36:30.440
<v Speaker 1>So we're talking about a piece of glass essentially that

0:36:30.560 --> 0:36:33.640
<v Speaker 1>shaped a very specific way, that's in a movable frame

0:36:34.200 --> 0:36:37.120
<v Speaker 1>inside this lens, and movable so that it can go up, down,

0:36:37.280 --> 0:36:42.400
<v Speaker 1>left or right, but it still remains aligned front and

0:36:42.480 --> 0:36:46.000
<v Speaker 1>back with the rest of the lens assembly. So it's

0:36:46.000 --> 0:36:48.320
<v Speaker 1>all meant to direct light back to the image sensor

0:36:48.400 --> 0:36:50.800
<v Speaker 1>in a proper way. And you typically have a lens

0:36:50.920 --> 0:36:54.120
<v Speaker 1>in the focusing group. That's the one that's closest to

0:36:54.120 --> 0:36:56.720
<v Speaker 1>the end, the part that you're you know, is facing

0:36:56.719 --> 0:36:59.200
<v Speaker 1>out to the outward world. That's the focusing group lens.

0:36:59.840 --> 0:37:02.600
<v Speaker 1>And then towards the back of the lens array you

0:37:02.640 --> 0:37:04.680
<v Speaker 1>have some other lenses that are meant to direct the

0:37:04.760 --> 0:37:08.560
<v Speaker 1>light properly. Between those two sets is where you put

0:37:08.560 --> 0:37:12.120
<v Speaker 1>the image stabilization lens. Really, you don't do it, the

0:37:12.200 --> 0:37:17.520
<v Speaker 1>lens manufacturer does. Don't open your lenses, that's crazy talk.

0:37:17.840 --> 0:37:22.040
<v Speaker 1>But the stabilization lens is in between these two other sets.

0:37:22.200 --> 0:37:24.680
<v Speaker 1>So you got the focusing lens at the at one

0:37:24.800 --> 0:37:28.120
<v Speaker 1>end of the the lens array. You've got the other

0:37:28.200 --> 0:37:30.319
<v Speaker 1>groups in the very back that are directing it towards

0:37:30.320 --> 0:37:32.680
<v Speaker 1>the image sensor. In between those, you have this floating

0:37:33.080 --> 0:37:38.040
<v Speaker 1>image stabilizer lens, and it's not fixed in relation to

0:37:38.080 --> 0:37:41.279
<v Speaker 1>the rest of the lens array the way the other

0:37:42.040 --> 0:37:46.680
<v Speaker 1>lenses are. So it's in this frame that uses electro

0:37:46.760 --> 0:37:50.200
<v Speaker 1>magnets to move the frame with respect to the rest

0:37:50.200 --> 0:37:56.000
<v Speaker 1>of the lens array, and it's this frame that reacts

0:37:56.040 --> 0:37:58.760
<v Speaker 1>to the information from the motion sensors. So the motion

0:37:58.800 --> 0:38:02.759
<v Speaker 1>sensors are picking up jet and based upon those electrical

0:38:03.480 --> 0:38:07.360
<v Speaker 1>potential differences, it's able to identify how much jeer is

0:38:07.400 --> 0:38:10.400
<v Speaker 1>coming up and down versus left and right. It sends

0:38:10.440 --> 0:38:14.160
<v Speaker 1>that information to the micro computer or micro controller rather

0:38:14.680 --> 0:38:18.680
<v Speaker 1>that controls the movement of the frame holding this image

0:38:18.719 --> 0:38:23.200
<v Speaker 1>stabilizer lens. The image stabilizer lens then is moved into

0:38:23.200 --> 0:38:26.400
<v Speaker 1>place so that the light coming in through the focusing

0:38:26.520 --> 0:38:29.760
<v Speaker 1>lens can be redirected towards the lenses in the back

0:38:30.000 --> 0:38:33.120
<v Speaker 1>of this lens array to thus go to the image

0:38:33.160 --> 0:38:36.839
<v Speaker 1>sensor in the very back of the camera. And it's

0:38:37.200 --> 0:38:40.560
<v Speaker 1>the end effect is supposed to be as if there

0:38:40.640 --> 0:38:43.319
<v Speaker 1>was not any jitter at all, as if there was

0:38:43.320 --> 0:38:46.400
<v Speaker 1>no broken line between the light coming in through the

0:38:46.400 --> 0:38:50.440
<v Speaker 1>focusing lens to the image sensor in the back. So,

0:38:51.239 --> 0:38:54.080
<v Speaker 1>if you want to think about in another way, imagine

0:38:54.080 --> 0:38:57.760
<v Speaker 1>that you've got a character, let's call him a Z's

0:38:58.360 --> 0:39:01.480
<v Speaker 1>and the ceas has a mirror, and the seas is

0:39:01.560 --> 0:39:04.480
<v Speaker 1>standing at the entrance of a cave and light is

0:39:04.520 --> 0:39:07.680
<v Speaker 1>coming in, and you need to have some light directed

0:39:07.800 --> 0:39:10.319
<v Speaker 1>from the outside of the cave into the cave. So

0:39:10.360 --> 0:39:13.200
<v Speaker 1>you can read some really funky hieroglyphics that someone wrote

0:39:13.280 --> 0:39:16.319
<v Speaker 1>years ago that suggested maybe aliens came down ages ago

0:39:16.760 --> 0:39:18.960
<v Speaker 1>and you yell a seas light and the seas has

0:39:19.000 --> 0:39:22.399
<v Speaker 1>to manipulate the mirror in such a way so that

0:39:22.520 --> 0:39:25.600
<v Speaker 1>light coming from outside is then reflected to go further

0:39:25.680 --> 0:39:29.080
<v Speaker 1>into the cave and illuminate the cave wall. That's what

0:39:29.160 --> 0:39:31.880
<v Speaker 1>this image stabilizer lens is doing, except instead of reflecting

0:39:31.960 --> 0:39:35.960
<v Speaker 1>light obviously, it's it's directing the light by making it

0:39:36.080 --> 0:39:39.879
<v Speaker 1>go through a specific part of the lens. And yes,

0:39:39.920 --> 0:39:42.640
<v Speaker 1>that was a fifth element reference for those of you

0:39:42.680 --> 0:39:44.640
<v Speaker 1>who are paying attention, And if you don't know what

0:39:44.760 --> 0:39:47.880
<v Speaker 1>that is, you should watch The Fifth Element because it's amazing.

0:39:48.120 --> 0:39:50.279
<v Speaker 1>It doesn't have a lot of steadicam shots in it,

0:39:50.480 --> 0:39:54.760
<v Speaker 1>but it's a great movie anyway. The cool thing about

0:39:54.880 --> 0:39:58.640
<v Speaker 1>this particular approach, this optical image stabilization approach, is that

0:39:58.680 --> 0:40:02.480
<v Speaker 1>it can turn any compatible camera into an image stabilized

0:40:02.520 --> 0:40:06.280
<v Speaker 1>camera because all the technology is inside the lens itself.

0:40:07.040 --> 0:40:09.840
<v Speaker 1>So if you have a lens that's got this image

0:40:09.840 --> 0:40:13.239
<v Speaker 1>stabilization system in it, then you can attach that to

0:40:13.280 --> 0:40:17.400
<v Speaker 1>any compatible camera and you get that image stabilization. The

0:40:17.480 --> 0:40:21.799
<v Speaker 1>downside is it really makes those lenses more expensive, and

0:40:21.880 --> 0:40:25.080
<v Speaker 1>lenses are not cheap to start off with, so if

0:40:25.120 --> 0:40:27.799
<v Speaker 1>you're building up a selection of lenses and you want

0:40:27.840 --> 0:40:32.040
<v Speaker 1>them all to have image stabilization capabilities, you start really

0:40:32.160 --> 0:40:35.720
<v Speaker 1>racking up the cost pretty quickly. But there is another

0:40:35.800 --> 0:40:39.399
<v Speaker 1>route to go, and that is called the in camera stabilizer.

0:40:39.440 --> 0:40:41.839
<v Speaker 1>This takes a different approach to stabilization, but it uses

0:40:41.880 --> 0:40:45.880
<v Speaker 1>a very similar philosophy. So instead of having a floating

0:40:46.000 --> 0:40:49.120
<v Speaker 1>lens internally in that array that can move around and

0:40:49.160 --> 0:40:54.520
<v Speaker 1>redirect light, UH, it actually has the image sensor itself

0:40:54.719 --> 0:40:58.239
<v Speaker 1>on a movable frame. So this would be as if

0:40:58.280 --> 0:41:01.080
<v Speaker 1>you could move that cave wall so that it was

0:41:01.120 --> 0:41:03.400
<v Speaker 1>in line with the light. As opposed to moving the

0:41:03.440 --> 0:41:06.520
<v Speaker 1>mirror to redirect the light to the cave wall, you're

0:41:06.520 --> 0:41:10.680
<v Speaker 1>actually moving the sensor itself. Otherwise it's behaving pretty much

0:41:10.760 --> 0:41:13.279
<v Speaker 1>the same way as the optical image stabilizer. These are

0:41:13.320 --> 0:41:18.040
<v Speaker 1>also sometimes called mechanical image stabilizers UH to differentiate the two,

0:41:18.160 --> 0:41:22.040
<v Speaker 1>or in camera image stabilizers. Because it's inside the camera,

0:41:22.120 --> 0:41:24.320
<v Speaker 1>the body of the camera itself, not inside the lenses.

0:41:24.560 --> 0:41:26.960
<v Speaker 1>So the big pro here is that if you've got

0:41:26.960 --> 0:41:28.920
<v Speaker 1>that in the camera, it doesn't matter what kind of

0:41:29.000 --> 0:41:31.799
<v Speaker 1>lens you use, because it's already got the image stabilization

0:41:31.840 --> 0:41:35.400
<v Speaker 1>in there. The downside is, if you're using lenses for

0:41:36.280 --> 0:41:39.080
<v Speaker 1>something that's further away, you're using like zoom lenses that

0:41:39.160 --> 0:41:42.560
<v Speaker 1>kind of thing, the reduction in jender is less effective

0:41:42.600 --> 0:41:44.560
<v Speaker 1>than it would be if you were using the optical

0:41:44.600 --> 0:41:49.439
<v Speaker 1>image stabilizer. So depending upon your use, one may be

0:41:49.440 --> 0:41:52.400
<v Speaker 1>better than the other. Depending on your budget, the in

0:41:52.520 --> 0:41:54.719
<v Speaker 1>camera version may be better. And in fact, you can

0:41:54.760 --> 0:41:58.640
<v Speaker 1>find this specific type of image stabilization, and lots of

0:41:58.680 --> 0:42:02.440
<v Speaker 1>smartphones out there actually have this capability of moving the

0:42:02.480 --> 0:42:07.319
<v Speaker 1>image sensor tiny tiny amounts to reduce jitter. Not all

0:42:07.360 --> 0:42:08.759
<v Speaker 1>of them do this, by the way. Some of them

0:42:08.840 --> 0:42:11.520
<v Speaker 1>use post process image stabilization, which we'll talk about in

0:42:11.520 --> 0:42:16.920
<v Speaker 1>a minute. So it's kind of a neat an elegant solution. Um,

0:42:16.960 --> 0:42:19.359
<v Speaker 1>if you have stabilized your camera, let's say that you've

0:42:19.400 --> 0:42:21.919
<v Speaker 1>got one of these two systems in place in your

0:42:22.080 --> 0:42:28.239
<v Speaker 1>camera system. Uh, and let's say that you've decided to

0:42:28.239 --> 0:42:30.279
<v Speaker 1>to really lock down your camera. Let's say that you

0:42:30.280 --> 0:42:32.840
<v Speaker 1>put it on a tripod, you actually probably want to

0:42:32.840 --> 0:42:37.120
<v Speaker 1>turn off image stabilization at that point, and if you

0:42:37.200 --> 0:42:40.040
<v Speaker 1>don't turn it off, the motions of the stabilizer itself

0:42:40.080 --> 0:42:42.279
<v Speaker 1>can end up being picked up by the system, which

0:42:42.320 --> 0:42:45.799
<v Speaker 1>then tries to compensate for that movement. Which puts me

0:42:45.840 --> 0:42:47.480
<v Speaker 1>in mind of the time I was in college and

0:42:47.520 --> 0:42:49.879
<v Speaker 1>tried tight rope walking for the first and only time

0:42:49.920 --> 0:42:52.160
<v Speaker 1>in my life. So let me explain, because this analogy

0:42:52.200 --> 0:42:55.320
<v Speaker 1>I think is very apt. When I tried tight rope walking,

0:42:55.520 --> 0:42:57.959
<v Speaker 1>I stepped on the tight rope and it was really

0:42:58.040 --> 0:43:00.960
<v Speaker 1>something between a tight rope and a slide rope, and

0:43:01.040 --> 0:43:03.279
<v Speaker 1>as I put weight on my leg, my leg began

0:43:03.320 --> 0:43:05.880
<v Speaker 1>to shake. Now that caused the rope to move around,

0:43:06.320 --> 0:43:09.560
<v Speaker 1>and I tried to catch my balance but found myself overcompensating,

0:43:09.680 --> 0:43:12.160
<v Speaker 1>so I would shift and then the rope would move

0:43:12.160 --> 0:43:13.839
<v Speaker 1>the other way, and I try and shift again, and

0:43:14.040 --> 0:43:17.840
<v Speaker 1>it was just getting worse and worse, and it caused

0:43:17.840 --> 0:43:20.520
<v Speaker 1>my leg to shake more, and instead of studying myself,

0:43:20.560 --> 0:43:22.160
<v Speaker 1>I just found the lower half of my body was

0:43:22.200 --> 0:43:24.399
<v Speaker 1>going crazy and not in a fun way. So, after

0:43:24.440 --> 0:43:27.839
<v Speaker 1>approximately fifteen seconds of trying this, I realized that tight

0:43:27.920 --> 0:43:29.719
<v Speaker 1>ropes were probably just one of those things I wasn't

0:43:29.719 --> 0:43:33.520
<v Speaker 1>meant to experience, and I stopped. Now, the image stabilizer

0:43:33.560 --> 0:43:36.560
<v Speaker 1>system kind of behaves the way my legs did on

0:43:36.640 --> 0:43:39.680
<v Speaker 1>that tight rope in these situations. So you've got your

0:43:39.760 --> 0:43:43.239
<v Speaker 1>image stabilized camera on a tripod and your image stabilization

0:43:43.360 --> 0:43:46.440
<v Speaker 1>is turned on. A little motion within the system itself

0:43:46.719 --> 0:43:49.319
<v Speaker 1>could be picked up as a camera shake, so then

0:43:49.360 --> 0:43:51.520
<v Speaker 1>it tries to compensate, but because the camera is not

0:43:51.600 --> 0:43:55.000
<v Speaker 1>actually shaking, it's on a steady tripod, uh, it then

0:43:55.120 --> 0:43:58.439
<v Speaker 1>starts to detect the solution for that shake as its

0:43:58.440 --> 0:44:01.960
<v Speaker 1>own problem, and it becomes this feedback loop. And this

0:44:02.000 --> 0:44:04.760
<v Speaker 1>can actually introduce motion, blur and jitter in your photos

0:44:05.160 --> 0:44:07.680
<v Speaker 1>even and your video even though you've got your camera

0:44:07.719 --> 0:44:10.680
<v Speaker 1>mounted to a stable tripod. So you might want to

0:44:10.760 --> 0:44:15.480
<v Speaker 1>turn off image stabilization in that process unless you plan

0:44:15.560 --> 0:44:18.200
<v Speaker 1>on doing a panning shot. So panning shots can be

0:44:18.239 --> 0:44:20.600
<v Speaker 1>tricky to you want a nice even pan You're either

0:44:20.640 --> 0:44:22.960
<v Speaker 1>going left to right or right to left, and you

0:44:22.960 --> 0:44:26.680
<v Speaker 1>want to avoid introducing any jitter in the image. Vertically. Well,

0:44:26.760 --> 0:44:30.040
<v Speaker 1>some image stabilizers have a panning mode so that way

0:44:30.040 --> 0:44:34.000
<v Speaker 1>they compensate for vertical movements, but not horizontal movements, and

0:44:34.000 --> 0:44:36.239
<v Speaker 1>those systems will remove some of that jitter while still

0:44:36.239 --> 0:44:39.560
<v Speaker 1>allowing for a nice smooth panning motion. With both optical

0:44:39.560 --> 0:44:42.640
<v Speaker 1>image stabilizers and mechanical image stabilizers, it took a lot

0:44:42.680 --> 0:44:44.880
<v Speaker 1>of engineering to figure out precisely how to make the

0:44:44.920 --> 0:44:47.640
<v Speaker 1>internal mechanisms respond in such a way to preserve the

0:44:47.680 --> 0:44:51.919
<v Speaker 1>integrity of an image while simultaneously removing jitter. And while

0:44:51.960 --> 0:44:54.360
<v Speaker 1>the basics could be found in much older technologies and

0:44:54.440 --> 0:44:58.319
<v Speaker 1>use for centuries, like the gimbal, getting that precision and

0:44:58.360 --> 0:45:00.719
<v Speaker 1>response time to a level that is useful in a

0:45:00.800 --> 0:45:04.000
<v Speaker 1>dynamic use case such as taking video or photos required

0:45:04.480 --> 0:45:07.680
<v Speaker 1>a whole lot of engineering. So I'm really impressed at

0:45:07.719 --> 0:45:11.000
<v Speaker 1>this technology. But we still have one more variation to

0:45:11.040 --> 0:45:13.719
<v Speaker 1>talk about because some systems don't use any moving parts

0:45:13.760 --> 0:45:16.800
<v Speaker 1>at all to create image stabilization. Instead, they try to

0:45:16.840 --> 0:45:20.280
<v Speaker 1>beat the problem with software in a post process solution.

0:45:20.719 --> 0:45:23.360
<v Speaker 1>So how does that work? Well, we'll find out, but

0:45:23.480 --> 0:45:26.320
<v Speaker 1>first let's take another quick break to thank our sponsor.

0:45:34.239 --> 0:45:37.680
<v Speaker 1>Some digital cameras, particularly some smartphones, have what is called

0:45:37.840 --> 0:45:42.400
<v Speaker 1>virtual image stabilization or electronic image stabilization, or sometimes just

0:45:42.800 --> 0:45:47.040
<v Speaker 1>post process image stabilization, and these systems don't use moving

0:45:47.080 --> 0:45:50.399
<v Speaker 1>parts to adjust sensors or lenses in order to keep

0:45:50.440 --> 0:45:54.000
<v Speaker 1>the image nice and steady. Instead, they use software. So

0:45:54.200 --> 0:45:57.759
<v Speaker 1>what's going on here, Well, from a high level perspective,

0:45:57.880 --> 0:46:01.480
<v Speaker 1>a program attempts to reverse any shake found in an

0:46:01.520 --> 0:46:04.959
<v Speaker 1>image algorithmically, and some do this in a pretty basic way.

0:46:05.200 --> 0:46:08.719
<v Speaker 1>Imagine you have a video open on YouTube. So let's

0:46:08.719 --> 0:46:12.240
<v Speaker 1>just say you've got a regular video. It's not full frame,

0:46:12.480 --> 0:46:18.800
<v Speaker 1>it's just the video in YouTube's desktop application. Now, imagine

0:46:18.840 --> 0:46:23.839
<v Speaker 1>that the actual video footage extends beyond the borders of

0:46:23.880 --> 0:46:26.160
<v Speaker 1>that video frame. I mean, even if you were looking

0:46:26.200 --> 0:46:28.440
<v Speaker 1>at it in full screen mode. Imagine that the video

0:46:28.440 --> 0:46:32.360
<v Speaker 1>itself would extend a little bit beyond every single border,

0:46:32.560 --> 0:46:35.040
<v Speaker 1>just a touch. So what you're seeing is not the

0:46:35.080 --> 0:46:38.720
<v Speaker 1>full frame of video. It's a section, a cropped section

0:46:38.920 --> 0:46:41.600
<v Speaker 1>of that video. The edges are cut off because those

0:46:41.680 --> 0:46:44.280
<v Speaker 1>edges provide some cheat room, a little bit of buffer

0:46:44.880 --> 0:46:49.320
<v Speaker 1>for the purposes of image stabilization. Now, this approach relies

0:46:49.360 --> 0:46:52.959
<v Speaker 1>on some assumptions. The program does not necessarily know which

0:46:53.000 --> 0:46:55.600
<v Speaker 1>elements of a video you're really interested in, so it

0:46:55.680 --> 0:46:58.799
<v Speaker 1>has to make some guesses. Let's say that you're taking

0:46:58.800 --> 0:47:00.919
<v Speaker 1>a video of a kid running uh and the kids

0:47:01.000 --> 0:47:04.160
<v Speaker 1>running out though through the snow in a hedge maze,

0:47:04.280 --> 0:47:06.560
<v Speaker 1>and you're running after the kid. Maybe you're shouting out

0:47:06.600 --> 0:47:09.239
<v Speaker 1>encouraging words about this nifty hotel you've been hired to

0:47:09.280 --> 0:47:12.360
<v Speaker 1>look after, and your video footage would be really shaky

0:47:12.400 --> 0:47:14.600
<v Speaker 1>because you're holding the camera as you're running. You don't

0:47:14.600 --> 0:47:17.480
<v Speaker 1>have a steady camp, so every single run step you're

0:47:17.520 --> 0:47:20.839
<v Speaker 1>taking it's it's jittering the camera. But feeding the footage

0:47:20.880 --> 0:47:24.239
<v Speaker 1>through an algorithm can smooth things out a bit, and

0:47:24.280 --> 0:47:28.160
<v Speaker 1>the algorithm recognizes that the kid you're chasing is the

0:47:28.200 --> 0:47:30.319
<v Speaker 1>interesting thing in the frame. It's doing this through some

0:47:30.520 --> 0:47:33.080
<v Speaker 1>processing and figuring out which pixels are changing the most

0:47:33.120 --> 0:47:35.680
<v Speaker 1>and which ones are staying more or less the same,

0:47:35.800 --> 0:47:39.160
<v Speaker 1>and kind of drawing some conclusions based on that. So

0:47:39.160 --> 0:47:42.720
<v Speaker 1>while the camera shakes around, the algorithm repositions the frame

0:47:42.800 --> 0:47:46.319
<v Speaker 1>of view for the audience, so the kid remains more

0:47:46.400 --> 0:47:49.280
<v Speaker 1>or less in the same general area relative to the screen.

0:47:49.480 --> 0:47:51.600
<v Speaker 1>So you can think of it as like a a

0:47:51.600 --> 0:47:54.799
<v Speaker 1>picture in picture sort of thing, and the picture in

0:47:54.880 --> 0:47:57.759
<v Speaker 1>picture that frame is moving around with relation to the

0:47:57.800 --> 0:48:01.960
<v Speaker 1>rest of the the the the big picture view. But

0:48:02.600 --> 0:48:06.520
<v Speaker 1>if you just stare at whatever is happening inside that

0:48:06.600 --> 0:48:09.000
<v Speaker 1>picture within picture, it looks nice and steady, or at

0:48:09.040 --> 0:48:13.600
<v Speaker 1>least compared to the overall image. Uh. This is not

0:48:13.680 --> 0:48:18.680
<v Speaker 1>a perfect system, obviously, it can sometimes be very off putting,

0:48:18.960 --> 0:48:21.520
<v Speaker 1>but it is a common one that's in use in

0:48:21.600 --> 0:48:25.879
<v Speaker 1>post process image stabilization. The way this is done practically

0:48:26.040 --> 0:48:28.160
<v Speaker 1>has changed over the years, like the way that people

0:48:28.160 --> 0:48:31.520
<v Speaker 1>have actually designed the algorithms so that they could make

0:48:31.600 --> 0:48:34.720
<v Speaker 1>this happen. That has changed. So a very early version

0:48:34.760 --> 0:48:39.200
<v Speaker 1>of this would have a camera essentially the image processing

0:48:39.200 --> 0:48:43.200
<v Speaker 1>software identify a point in the background that was clearly

0:48:44.000 --> 0:48:49.440
<v Speaker 1>defined and lit. So let's say that you've got uh

0:48:49.480 --> 0:48:52.400
<v Speaker 1>an image of a person standing in a field, and

0:48:52.440 --> 0:48:57.680
<v Speaker 1>there's a some wooded forest as opposed to the unwitted

0:48:57.719 --> 0:49:00.560
<v Speaker 1>forest in the background, and there's a particular tree that's

0:49:00.560 --> 0:49:05.160
<v Speaker 1>a nice sharp relief. Well, the image processing software might

0:49:05.480 --> 0:49:08.359
<v Speaker 1>focus on that tree and say, all right, we're going

0:49:08.440 --> 0:49:11.879
<v Speaker 1>to lock onto this section of the tree, and we

0:49:11.920 --> 0:49:14.120
<v Speaker 1>want that section of the tree to be in this

0:49:14.280 --> 0:49:19.640
<v Speaker 1>relative position in our frame of view for the duration

0:49:19.680 --> 0:49:22.920
<v Speaker 1>of this video. So you're hand holding the camera pointing

0:49:22.920 --> 0:49:25.719
<v Speaker 1>it at somebody who standing in the field chatting, and

0:49:25.800 --> 0:49:28.799
<v Speaker 1>because of the image processing, trying to keep that one

0:49:28.840 --> 0:49:30.920
<v Speaker 1>part of the tree in that one part of the frame.

0:49:31.280 --> 0:49:34.080
<v Speaker 1>It stabilizes the image even if there's a little bit

0:49:34.120 --> 0:49:36.640
<v Speaker 1>of jitter as you're holding it pointing it at the

0:49:36.680 --> 0:49:42.319
<v Speaker 1>person who's talking in the video. Uh, that works, okay,

0:49:42.480 --> 0:49:46.279
<v Speaker 1>it's it's a little primitive. You could actually do a

0:49:46.320 --> 0:49:49.160
<v Speaker 1>fairly nice static shot that way, but you can't move

0:49:49.200 --> 0:49:52.160
<v Speaker 1>the camera at all because if you start moving the

0:49:52.200 --> 0:49:55.880
<v Speaker 1>camera purposefully, i mean, beyond just the little jitters, then

0:49:55.960 --> 0:49:59.080
<v Speaker 1>that frame of reference is going to move dramatically and

0:49:59.160 --> 0:50:02.040
<v Speaker 1>the software can and handle that. It has to, you know,

0:50:02.160 --> 0:50:05.719
<v Speaker 1>keep an eye on a relatively stable shot. So this

0:50:05.760 --> 0:50:10.080
<v Speaker 1>is for static images static video. A slightly more advanced

0:50:10.160 --> 0:50:13.480
<v Speaker 1>version of that same approach would pick to reference points,

0:50:13.520 --> 0:50:15.440
<v Speaker 1>so one on either side of the frame, and then

0:50:15.440 --> 0:50:18.760
<v Speaker 1>it was essentially draw an imaginary line between those two points.

0:50:18.760 --> 0:50:22.000
<v Speaker 1>So let's say it's identified a tree on one side

0:50:22.400 --> 0:50:25.319
<v Speaker 1>and a bush on the other side, and said, all right,

0:50:25.760 --> 0:50:29.400
<v Speaker 1>based upon this setup, we want these two points to

0:50:29.520 --> 0:50:33.560
<v Speaker 1>remain the same general spots in your frame of view,

0:50:34.239 --> 0:50:37.239
<v Speaker 1>and the line that's between them will always be at

0:50:37.239 --> 0:50:41.160
<v Speaker 1>the same alignment no matter what. This would allow you

0:50:41.200 --> 0:50:44.040
<v Speaker 1>to actually have some rotation of the camera as well,

0:50:44.080 --> 0:50:49.520
<v Speaker 1>and the processor could could account for that and correct

0:50:49.560 --> 0:50:53.080
<v Speaker 1>for it. So, let's say you're holding a smartphone and

0:50:53.120 --> 0:50:56.759
<v Speaker 1>you're trying to take video of someone, and you're using

0:50:56.800 --> 0:51:00.520
<v Speaker 1>this particular version of image stabilization. If the outside of

0:51:00.560 --> 0:51:03.080
<v Speaker 1>your smartphone where to dip down a little bit and

0:51:03.120 --> 0:51:05.320
<v Speaker 1>the left side lifts up a little bit, thus you

0:51:05.320 --> 0:51:06.920
<v Speaker 1>would have a little bit of a tilt to the

0:51:07.000 --> 0:51:11.759
<v Speaker 1>video before you corrected it. Because of this particular form

0:51:11.800 --> 0:51:15.040
<v Speaker 1>of post process image stabilization, it would detect that change

0:51:15.280 --> 0:51:19.400
<v Speaker 1>relative to that imaginary line and correct for it. Uh,

0:51:19.520 --> 0:51:22.680
<v Speaker 1>depending on how dramatic your turn was. You might actually

0:51:22.680 --> 0:51:26.080
<v Speaker 1>notice this while looking at the playback, because unless you

0:51:26.160 --> 0:51:28.920
<v Speaker 1>crop further into the image, you might start seeing the

0:51:29.080 --> 0:51:33.280
<v Speaker 1>edges of where the cut off is for the video

0:51:33.640 --> 0:51:35.680
<v Speaker 1>popping up and it can be a little weird. You

0:51:35.719 --> 0:51:38.680
<v Speaker 1>may have even seen this in some videos online where

0:51:39.040 --> 0:51:41.480
<v Speaker 1>you start seeing an edge kind of creep into the

0:51:41.560 --> 0:51:44.360
<v Speaker 1>video a little bit. That's due to this post process

0:51:44.400 --> 0:51:48.080
<v Speaker 1>image stabilization, whether it was for jitter or for rotation,

0:51:48.600 --> 0:51:51.720
<v Speaker 1>and it can be very off putting. That's why most

0:51:52.320 --> 0:51:55.000
<v Speaker 1>people who use this, who are actual video editors, will

0:51:55.040 --> 0:51:57.920
<v Speaker 1>digitally punch in a little bit. They'll crop the image

0:51:58.160 --> 0:52:00.759
<v Speaker 1>so that they cut off those edges so that you

0:52:00.840 --> 0:52:03.319
<v Speaker 1>can't see that when it happens. Of course, the problem

0:52:03.360 --> 0:52:05.160
<v Speaker 1>with that is that you have to be at a

0:52:05.200 --> 0:52:08.319
<v Speaker 1>high enough resolution where when you digitally punch in, it's

0:52:08.360 --> 0:52:12.319
<v Speaker 1>not it's not a noticeable decrease in quality of the

0:52:12.360 --> 0:52:17.960
<v Speaker 1>actual image itself. For moving shots, visual image stabilization might

0:52:18.000 --> 0:52:21.720
<v Speaker 1>look at individual pixels and track how they change over time,

0:52:22.400 --> 0:52:25.440
<v Speaker 1>and they interpret that as motion. So if these pixels

0:52:25.440 --> 0:52:30.040
<v Speaker 1>are changing in ways where you see one pixel changing

0:52:30.360 --> 0:52:32.279
<v Speaker 1>and the pixel next to it has become the same

0:52:32.320 --> 0:52:35.120
<v Speaker 1>as the pixel that was to its left, and then

0:52:35.920 --> 0:52:38.880
<v Speaker 1>two pixels down it becomes what was two pixels to

0:52:38.880 --> 0:52:41.360
<v Speaker 1>the left, etcetera, etcetera. It can then start to interpret

0:52:41.360 --> 0:52:44.319
<v Speaker 1>this as motion and starts to work out where things

0:52:44.320 --> 0:52:46.960
<v Speaker 1>are moving, and then and editing, you can again crop

0:52:47.000 --> 0:52:49.920
<v Speaker 1>your video to remove those jolting edges and punch in

0:52:49.960 --> 0:52:54.600
<v Speaker 1>a bit. Some folks from Google and Georgia Tech actually

0:52:54.600 --> 0:52:57.600
<v Speaker 1>developed a new method of virtual image stabilization a few

0:52:57.680 --> 0:52:59.600
<v Speaker 1>years ago. So I guess it's not new now, but

0:52:59.680 --> 0:53:01.720
<v Speaker 1>it was a couple of years ago, and they published

0:53:01.719 --> 0:53:05.720
<v Speaker 1>their work in a paper titled Auto directed Video Stabilization

0:53:05.760 --> 0:53:09.719
<v Speaker 1>with Robust L one Optimal Camera Paths. The paper also

0:53:09.800 --> 0:53:12.839
<v Speaker 1>gets super technical. It is out there free for you

0:53:12.880 --> 0:53:16.200
<v Speaker 1>to read, so feel free to seek it out if

0:53:16.239 --> 0:53:18.960
<v Speaker 1>you are technically minded. Here's the bit that I think

0:53:19.040 --> 0:53:22.280
<v Speaker 1>is really important. They lay out that this post process

0:53:22.360 --> 0:53:27.319
<v Speaker 1>video stabilization requires three steps, and the first is to

0:53:27.480 --> 0:53:29.920
<v Speaker 1>estimate the original camera path, which is the one that's

0:53:29.960 --> 0:53:32.000
<v Speaker 1>all shaky and stuff. It's the one you want to fix.

0:53:32.440 --> 0:53:36.799
<v Speaker 1>The second step is to estimate a new smooth camera path,

0:53:37.239 --> 0:53:40.600
<v Speaker 1>and the third step is to synthesize a stabilized path

0:53:40.680 --> 0:53:44.600
<v Speaker 1>by following the estimated smooth path. This is not easy

0:53:44.640 --> 0:53:47.200
<v Speaker 1>to do, and there are lots of different ways to

0:53:47.280 --> 0:53:50.239
<v Speaker 1>try and do it, and we're always seeing developments in

0:53:50.239 --> 0:53:53.840
<v Speaker 1>this space. However, that being said, even as this post

0:53:53.880 --> 0:54:00.480
<v Speaker 1>process stabilization technique advances and it evolves, I think most

0:54:00.520 --> 0:54:04.719
<v Speaker 1>filmmakers would argue that the optical image stabilization and the

0:54:04.800 --> 0:54:09.200
<v Speaker 1>in camera stabilization systems are far superior that you can

0:54:09.600 --> 0:54:12.959
<v Speaker 1>get some image stabilization that's all right for basic use

0:54:13.280 --> 0:54:16.680
<v Speaker 1>in this post process approach, especially if you're going to

0:54:16.719 --> 0:54:18.960
<v Speaker 1>just do something like share something online, like it's a

0:54:19.320 --> 0:54:22.200
<v Speaker 1>online video or you know something on Facebook or Twitter,

0:54:22.600 --> 0:54:24.360
<v Speaker 1>it's not that big a deal to have this post

0:54:24.400 --> 0:54:28.960
<v Speaker 1>process image stabilization then. But if you want something that

0:54:29.120 --> 0:54:33.280
<v Speaker 1>is more of a professional level, hands down, the argument

0:54:33.280 --> 0:54:35.320
<v Speaker 1>I have seen is that you should go optical image

0:54:35.320 --> 0:54:39.239
<v Speaker 1>stabilization if you can, in camera stabilization if you if

0:54:39.280 --> 0:54:43.239
<v Speaker 1>optical is too cost prohibitive, But either of them are

0:54:43.360 --> 0:54:49.560
<v Speaker 1>far more reliable and effective than post process image stabilization,

0:54:49.600 --> 0:54:53.200
<v Speaker 1>and they are not going to create the weird artifacts

0:54:53.239 --> 0:54:57.719
<v Speaker 1>that you might see using a software based solution. So

0:54:57.800 --> 0:55:00.600
<v Speaker 1>it turns out that in this case, the pchanical one,

0:55:00.680 --> 0:55:04.319
<v Speaker 1>the electronic mechanical one, might be better than the software one.

0:55:04.400 --> 0:55:06.640
<v Speaker 1>That may not always be the case. We may eventually

0:55:06.680 --> 0:55:09.920
<v Speaker 1>get to a point where they are advanced enough algorithms

0:55:09.960 --> 0:55:14.840
<v Speaker 1>and advanced enough cameras where it becomes a non factor,

0:55:15.200 --> 0:55:19.640
<v Speaker 1>but we're not there yet. So generally speaking, image stabilization

0:55:19.719 --> 0:55:23.880
<v Speaker 1>is all about trying to take out the frailties of

0:55:23.920 --> 0:55:28.560
<v Speaker 1>being human, trying to remove that little element of humanity

0:55:28.680 --> 0:55:32.279
<v Speaker 1>where we get that imperfection that creeps into our art.

0:55:32.880 --> 0:55:35.439
<v Speaker 1>And for some of us. That means that we get

0:55:36.040 --> 0:55:38.960
<v Speaker 1>an image that we actually really wanted to convey to

0:55:39.080 --> 0:55:41.320
<v Speaker 1>our audience. For other people, they may say, well, that

0:55:41.400 --> 0:55:43.800
<v Speaker 1>kind of removes some of the humanity from the art itself,

0:55:44.040 --> 0:55:46.600
<v Speaker 1>and I'm not here to make either argument. I think

0:55:46.640 --> 0:55:49.799
<v Speaker 1>that there are some amazing uses of image stabilization that

0:55:49.880 --> 0:55:55.680
<v Speaker 1>create really compelling effects and are great for storytelling, and

0:55:55.719 --> 0:55:58.239
<v Speaker 1>I think there are elements where you don't want that,

0:55:58.320 --> 0:56:01.360
<v Speaker 1>where you want something more natural, a stick and shaky,

0:56:01.440 --> 0:56:05.759
<v Speaker 1>to convey a specific kind of mood or tone, And

0:56:05.800 --> 0:56:09.799
<v Speaker 1>really it comes down to the intent of what you

0:56:09.800 --> 0:56:13.759
<v Speaker 1>are doing and the theme that you're going for. I

0:56:13.800 --> 0:56:17.759
<v Speaker 1>don't think that either is necessarily inferior or superior to

0:56:17.800 --> 0:56:21.719
<v Speaker 1>the other, and I enjoy plenty of work that incorporates

0:56:22.360 --> 0:56:28.680
<v Speaker 1>both types of elements, hopefully purposefully. Sometimes you get these

0:56:28.719 --> 0:56:32.319
<v Speaker 1>these effects just by happenstance because people just didn't know

0:56:32.360 --> 0:56:35.279
<v Speaker 1>any better, and that can still be effective, but it's

0:56:35.280 --> 0:56:37.200
<v Speaker 1>a little less special to me than when people go

0:56:37.239 --> 0:56:40.960
<v Speaker 1>into it knowing what they're doing. Thank you so much

0:56:41.200 --> 0:56:42.799
<v Speaker 1>for joining me on this episode. It was a lot

0:56:42.840 --> 0:56:45.600
<v Speaker 1>of fun to look into a more technical aspect. I've

0:56:45.640 --> 0:56:48.920
<v Speaker 1>got another one coming up soon. That's also extremely technical,

0:56:48.920 --> 0:56:51.280
<v Speaker 1>and also was a suggestion that was left in the

0:56:51.320 --> 0:56:55.200
<v Speaker 1>twitch dot tv slash text stuff chat room. Remember, on

0:56:55.200 --> 0:56:59.239
<v Speaker 1>Wednesdays and Fridays, I do live stream my recordings of

0:56:59.560 --> 0:57:02.480
<v Speaker 1>text so just go to twitch dot tv slash tech Stuff.

0:57:02.520 --> 0:57:05.480
<v Speaker 1>You can see the schedule there. Also, if you have

0:57:05.520 --> 0:57:08.279
<v Speaker 1>any suggestions for future episodes of tech Stuff, you can

0:57:08.280 --> 0:57:11.480
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0:57:11.560 --> 0:57:14.040
<v Speaker 1>at how stuff works dot com. People ask me for

0:57:14.120 --> 0:57:16.680
<v Speaker 1>it all the time. I say it in every single

0:57:16.720 --> 0:57:21.560
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0:57:21.680 --> 0:57:24.080
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0:57:24.160 --> 0:57:26.920
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0:57:27.640 --> 0:57:29.720
<v Speaker 1>That's it for me. I'll tell it to you again.

0:57:30.440 --> 0:57:38.960
<v Speaker 1>Releas for more on this and thousands of other topics

0:57:39.040 --> 0:57:50.320
<v Speaker 1>because at how stuff works dot com.