WEEK1- The Age of the Image and the Trend of the Lens
What are the current trends of VFX?
With the help of advanced technology, the visual work that was previously done in post production may now be done in pre production in the new period known as virtual production. The VFX industry is expanding quickly, from the creation of stop motion to special effects there has been a massive expansion. Mocap has also taken over, making it more efficient to create cosmetics digitally with the use of modern technology rather than spending time and money doing it by hand.
Virtual Production:
Filmmaking has quickly advanced with virtual production, which is changing conventional methods and expanding creative possibilities. With its real-time rendering, sophisticated graphics, and immersive environs, this technology has a number of advantages.
LED Screens and Virtual Sets For Production:
LED screens are increasingly being used as virtual backgrounds. Green screens and physical sets can be replaced with lifelike environments displayed on high-resolution LED walls. This gives performers a more engaging experience while also saving time and resources.
Motion graphics have been incorporated into films more and more, improving their visual impact, involvement of the audience, and storyline.
Impact Of Lenses On Techniques For Cinematography:
Due to their effects on perspective, depth of field, low-light performance, picture distortion, and artistic rendering, lenses have had a significant influence on cinematography techniques. In order to craft the visual language of a film, cinematographers carefully consider focal length, aperture, and optical properties while selecting lenses. Lens technology is always evolving, offering filmmakers ever-more creative opportunities and elevating lenses to the status of essential instruments for cinematography.
Deep focus shot:
Example of Deep depth of field:
Vertigo Effect
Shift: Perspective Control
Howard Edgerton
American engineer, inventor, and photographer Harold “Doc” Edgerton (1903–1990) made major contributions to the domains of technology and photography. Especially renowned for his work with stop-motion and stroboscopic flash, Edgerton was a pioneer in the creation of high-speed photography.
American engineer, inventor, and photographer Harold “Doc” Edgerton (1903–1990) made major contributions to the domains of technology and photography. Especially renowned for his work with stop-motion and stroboscopic flash, Edgerton was a pioneer in the creation of high-speed photography.
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What does Dr. James Fox mean by his phrase ‘The Age of the Image’?
Dr. James Fox explores the reasons behind humanity’s reliance on images and how it came to be where it is today in “The Age of the Image.” Fox begins by highlighting the fact that today’s humans are more preoccupied with snapping photos to preserve the moment as a memory than with actually experiencing it. the statement he made that today’s photo consumption exceeds that of the entire 19th century. Not only that, but they also stare at screens for six hours each day. The 20th century is hence referred to as the age of the image.
Dr. James Fox discusses the evolution of early artists like Thomas Edison and Paul Cezanne, who focused on capturing time and motion in images. He highlights the impact of light, angles, and elements on still photographs. The Brownie camera, introduced by Kodak Brownie, revolutionized the photography industry, influencing the general population’s interest in capturing memories. Images are not only for capturing memories but also for conveying messages, education, and experiences. According to the fox, it has become impossible to even think about living without the images. Modern technology has enabled the capture of millions of photographs with cell phones, with over a trillion images taken last year.
Furthermore, by combining the imagination with the captured moment, photos can be manipulated to create any image. This is the “age of the image,” as Dr. James Fox puts it, since more and more people are interested in taking pictures that capture time in the future.
Reference
A New Reality‘ (2020) Age of the Image, Series 1, episode 1. BBC 4, Television, 24 February, 21:00.
WEEK2- The Photographic Truth Claim: Can we believe what we see?
Brief Explanation of Plato’s Cave
Plato’s cave is a philosophical allegory from his work “The Republic.” It represents the human situation and the path to enlightenment. People in the allegory are locked inside a dark cave, facing a wall, and can only see shadows of items behind them. These shadows represent the majority of people’s limited perception of reality. After exiting the cave and experiencing the outer world, the philosopher became illuminated and truth, breaking free from ignorance and illusion. It is a metaphor for the process of obtaining philosophical insight and comprehending the distinction between appearances and reality.
Semiotics
Charles Sanders Peirce divided signs into three groups in semiotics: index, symbol, and icon. Here’s a quick rundown of each:
Index:
An index is a symbol that is directly and causally related to the thing it stands for. A cause-and-effect connection underpins the relationship between the symbol and its meaning. For instance, finger print is a direct indicator of human.
Symbol:
A symbol is a sign in which the signified (the meaning) and the signifier (the sign’s form) are connected in an artificial and traditional way. Social or cultural norms create the link between the signifier and the signified. Words in a language are symbols, For example, the flag clearly identifies the nation and conveys information about that specific country.
Icon:
An icon is a symbol that resembles or is comparable to the thing it stands for. A visual or perceptual resemblance serves as the foundation for the interaction between the signifier and the signified. Such as traffic signs, where the yellow octagonal form of a car sign is a well-known symbol signifying road danger.
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What’s the Point of index? Or, Faking Photographs
TOM GUNNING
The Photographic Truth Claim, as discussed in Tom Gunning’s article ‘What’s the Point of Index? Or, Faking Photographs’, questions the truthfulness of images, particularly analog or digital photography. Traditional and modern methods of photography were never indexical, which refers to the medium’s inherent ability to capture and preserve real-world traces. The image created by the camera is frequently seen as an index, providing evidence of the existence of the objects or scene captured. The photograph’s indexicality displays the physical relationship between the subject captured and the final picture formed. The truth claim may be compromised because of digital photographic modification. I believe photos have been manipulated since before the digital era. However, in today’s world, this has become a trend and a great approach to creating narrative in the filmmaking business. The photographs have no story; they are just images of a moment, item, or time period. It is up to the artist to portray it in his or her own unique way. In many businesses, picture transformation is normal; in the VFX industry, this is the sole source they work with. However, in order to enjoy and experience the fake form of the photograph, an in-depth understanding of the situation and its original form is required. It has a major influence on the entertainment sector, but in the modern era, manipulating an image has grown so accurate that the truth claim has now been called into question more than ever before, as time will tell how far individuals can take it.
Reference
Gunning, T. (2017) PLENARY SESSION II. Digital Aestethics. What’s the Point of an Index? or, Faking Photographs . Nordicom Review, Vol.25 (Issue 1-2), pp. 39-49. https://doi.org/10.1515/nor-2017-0268
WEEK3- Faking Photographs: Image manipulation and computer collage.
4 Famous Faked Analogue Photographs
1.William Mumler’s spirit photos
William Mumler, the first name in spirit photos, created the first-ever photo of a ghost in 1861. His most famous photo is of Abraham Lincoln’s widow, Mary Todd Lincoln, circa 1871. Mumler’s work was hailed as the first spirit photographer.
A Chicago bellhop named Ted Serios made a name for himself in 1967 when he claimed that he could transfer his thoughts to film in a process called “thoughtography.”
Ted performed a theatrical display with a “gizmo” tube and Polaroid camera, revealing a blurry figure of his “thoughtographs.” A psychiatrist published a book about him, leading to an article in Life magazine.
How They Did It: Ted controlled the gizmo, possibly using a photograph transparency lens, according to magician James Randi, who recreated the hoax procedure himself.
3. O’Rahilly’s Two Photographs Combined Forces to Spawn the Wem Ghost Apparition
In Wem, England, Tony O’Rahilly claimed to have found a terrifying image of a little girl in flames from a burning building, a claim he maintained until his death ten years later.
How They Did It: In 2010, Brian Lear discovered an older image in Wem that contradicts O’Rahilly’s claims, suggesting he used a double exposure technique similar to spirit photography, resembling a ghost girl..
4. Elsie Wright and Frances Griffiths
In 1917, Frances Griffith returned from a brook with wet feet and claimed to have seen fairies. Her cousin Elsie supported her, and the girls took photos of fairies and gnomes. The photos sparked a public phenomenon, with even Sir Arthur Conan Doyle believing them to be genuine proof of humanity’s ability to commune with the spirit world.
How They Did It: Frances and Elsie, nearly 60 years later, admitted to a hoax, using Elsie’s art training to create fake photographs and destroy evidence in a brook.
Digitally produced fake analog photographs
These days, it’s relatively simple to produce manipulated photos and real photography. Technology makes it very difficult to figure out if an image is real or fake. Nowadays, it’s popular to avoid creating photos that look artificial, and it’s becoming increasingly uncommon to find photographs that are unadulterated—that is, without any filters or adjustments made to the lighting or colors.
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A Short Overview of VFX Composition.
The primary goal of VFX compositing is to mix these different visual components seamlessly, making them appear to coexist naturally within the same movie universe. This is the stage at which filmmakers include unusual elements and make them appear to be from the same world, giving viewers the sense that everything is natural. Compositing improves the story-telling and visual appeal of films by including elements that do not exist in reality but offer audiences meaningful experiences. Jurassic World is the best example of this. In which viewers got a brief sense and experience of what if the dinosaurs were alive, and Jurassic Park franchisees got better and better over the years.
There are several steps to creating a meaningful composition. Many elements link together to build a good, meaningful composition, such as the production of CGI and digital assets, green screening and tracking, rotoscoping, masking layering mixing, and many more. Not simply to make anything out of nothing, such as a dinosaur in the water. However, it is possible to create something quite basic, such as a crowded area with only a green screen and a few people, or a normal house door that seems like a castle entrance. Composition is all about faking reality in a realistic way.
Compositing in film stretches back to the early twentieth century, with Georges Méliès’ Double Exposure methods. Later, background projection and matte painting became significant approaches. Today, greenscreen is a common technique for producing visual effects. However, as time passes, composition improves in terms of managing time, film budget, and providing an enjoyable experience.
WEEK4- Trends of Photorealism
These days, photorealism is a popular technique in cinema and is often employed. In my opinion, creating photorealistic and realistic content for feature films really captures the audience’s attention and gives them the impression that what they see and experience is real.
As a visual effects artist, your goal is to create photorealistic visuals for the audience that either don’t exist in real life or are difficult to film.
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Photorealism in VFX
In films, photorealism refers to the quality of the product, character, environment, and things that are computer-generated yet make the audience think as if they were shot directly via the camera to form the image or a scene. A camera lens captures reality in photography; therefore, the image is affected by light, depth of field, shutter speed, point of view and perspective, framing, colors, and so on. Photorealism, in the context of VFX, is the art of making an artificially made image look like a photograph of anything in the real world.
Furthermore, the book ‘Special Effects: New Histories, Theories, and Contexts’ by Flueckiger, B. (2015, pp. 81–89) explains how artists may achieve photorealism by employing grain, scratches, dust, noise, depth of field, motion blur, diffusion, lens flare, and vignetting. The most fascinating component I learned was about depth of field (DOF) and how it played a role in every change in the film industry from the historical era to the early 1990s. Shallow depth-of-field and deep-focus approaches have long been popular. Early films used deep focus to depict the whole visual space, but shallow depth-of-field became popular in the late teens and mid-1920s. In the late 1930s, deep-focus pictures became fashionable.
VFX, on the other hand, is not limited to the real world. VFX artists have created magnificent creatures such as aliens and dinosaurs, utilizing CGI and achieving convincing images. Those images can still be photorealistic or realistic, depending on indexical and psychological factors. This is why it is critical to maintain the quality of the renders in order to build a photorealistic CGI, as it requires all digital assets to produce the final scene.
Reference
Flueckiger, B. (2015) Special effects: new histories/theories/contexts. Edited by D. North et al. London: Bloomsbury, pp. 81-89.
WEEK5- Digital Index: Bringing indexicality to the capture of movement
Reality Capture
In today’s lesson, we discussed reality capture and its different forms. Reality capture is now a significant part of the visual effects and motion picture industries. For anything from large 3D sets to microscopic stone-like objects, reality capture is essential. In addition to being the best representation of reality, it also saves the artist a ton of time. Instead of taking hours to fully 3D model it from start, it may be scanned and developed in a matter of minutes. Using photos or laser scans, photogrammetry software called Reality Capture enables the creation of three-dimensional models. Reality Capture significantly improves quality, safety, accuracy, and efficiency throughout the project.
Capture
A location is scanned using gear such as laser scanners or camera-mounted drones, and a detailed collection of data or “points” is gathered for future processing.
Compute
Scan data is automatically recorded, stitched into a coordinate system, cleaned up, and analyzed using Reality Capture software. The end result is a point cloud or mesh that is suitable for use with CAD and BIM authoring tools.
Create
Design with confidence, knowing that your base information is a model of actual site conditions based on up-to-date data, whether on a building renovation or a large-scale infrastructure project.
Motion capture
Motion capture captures movement and converts it into data that animation tools can interpret and apply to a 3D rig or figure. A prevalent misperception is that motion capture projects require a large budget and a large production crew. With the advancement of technology, you can even use your iPhone to perform simple motion capture. Instagram filters, for example, employ a form of mocap to follow your face in real time and add basic animation overlays. It’s comparable to the technology used in Rokoko’s face mocap software for iOS, which allows 3D artists to capture facial gestures as blend shapes and apply them to bespoke characters in 3D animation projects.
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Comparing Motion Capture to Key Frame Animation.
For the animation process, two methods are used: motion capture and keyframe. Each has its own benefits and drawbacks. Motion capture, sometimes referred to as Mo-cap, utilizes live action as a model to create lifelike motions, eliminating the need to manually animate each aspect of a CG character. Mo-cap takes real-world movement and turns it into data that can be applied to a character.
Therefore, motion capture can provide complex, realistic, and physically precise motion that would be challenging to replicate in other ways. In his explanation of Christian Bale’s motion capture performance in Mowgli (Vanity Fair, 2019), Andy Serkis talks about how they used motion capture to create animal facial expressions that resemble human vowels as though they were real animals, representing people. Accurate animation is quicker and more precise than every frame, especially for recording animals or human-like creations, but it comes with a price, and creating an animation of an item is difficult, if not impossible.
Key frame animation is a cost-effective and time-efficient method for creating precise object animations. Unlike Mocap, it involves animators manually creating keyframes to specify an object’s location, rotation, and other characteristics at specific moments in time. Real-world video is often used as a reference for accurate animation production. According to Johnson, O., and Thomas in The Illusion of Life, Disney Animation (1981, pp. 320) utilized the artist’s gestures and facial expressions to produce animation. Furthermore, live action is less expressive than keyframe animation. Nonetheless, Motion Capture’s recent development has made it a useful tool for creating efficiency, even though key frame animation remains the foundation of the animation industry.
Reference
www.youtube.com. (n.d.). Andy Serkis Explains Christian Bale’s Motion Capture Performance in Mowgli | Vanity Fair. [online] Available at: https://www.youtube.com/watch?v=1oE9nUOOpg4 [Accessed 7 Nov. 2023].
Johnson, O. and Thomas, F. (1981) The Illusion of Life. New York: Disney Editions.
WEEK6- Reality Capture (LIDAR) and VFX
LIDER Scanner
LiDAR, or light detection and ranging, is an acronym. Other names for it include 3D scanning and laser scanning.LiDAR is a remote sensing technique that produces a very accurate three-dimensional (3D) image of an environment or object by using the pulse from a laser. A LiDAR device consists primarily of a laser, a scanner, and a dedicated GPS receiver.
LiDAR measures depth by means of a light detection method. It measures the time it takes for infrared light pulses to return after colliding with adjacent objects. Based on the speed of light, the LiDAR sensor can determine each object’s distance by measuring the interval between the output laser pulse and the reflected pulse.
Numerous sectors have embraced LiDAR technology. LiDAR technology uses finely detailed measurements of an object or environment to build 3D models and maps, capturing the physical world in digital form. To turn a space into a digital asset, for example, you can walk around it and use a piece of equipment with LiDAR sensors, a camera, and other sensors to scan it.
LIDER Scans
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A Case Study Post on Reality Capture (Photogrammetry)
The technique of scanning an item, asset, structure, or environment to produce a digital image at a particular time is known as “reality capture. “Using image or laser scanning equipment, the scanning process produces a digital snapshot of the actual environment. A laser scanner or hundreds of overlapping high-resolution digital photos are used in reality capture to produce the digital replica. Technologies like 3D scanning, photogrammetry, LiDAR, and drones can be used to capture reality. It may be used to a wide range of fields and is useful for producing precise, in-depth models of real-world environments and things.
One of the most used techniques in filmmaking for creating 3D assets is photogrammetry. One of the first examples of photogrammetry being used in a major motion picture was in the James Bond film Quantum of Solace (2008),which was directed by David Stump, ASC. Bryant Frazer, a journalist based in New York City who specializes in filmmaking technology and technique, discussed this technique in one of his posts. In a five-meter-wide wind tunnel designed to literally imitate freefalling at 120 mph, Craig and Kurylenko were filmed from seventeen different angles. CGI meshes were created from the real bodies of Craig and Kurylenko using the synced frames from every camera. These forms were overlaid with the performers’ original photos, creating photorealistic 3D geometry. Additionally, as stated by Stump, there were no fans in their faces, belly bands, green screens, or blue screens. The actors’ body language and facial reactions were completely real since the footage was shot in real freefall settings without any safety belts or wires fastened.
Reference
Frame.io Insider. (2021). Photogrammetry Is Changing How We Make Movies. [online] Available at: https://blog.frame.io/2021/06/14/photogrammetry-future-of-filmmaking/
WEEK7- Reality Capture (Photogrammetry) and VFX
This week, we study reality capture in great detail, with particular focus on Photogrammetry from the perspective of visual effects. Using measurements from photos, a process known as photogrammetry is used to produce three-dimensional (3D) models or scenes. Photogrammetry is frequently utilized in the Visual Effects (VFX) industry for a variety of purposes to improve the efficiency and realism of the filmmaking process.
Photogrammetry is useful for creating large assets, live action computer-generated characters, and even the smallest objects, such as props. The process of creating a 3D character of an actor that may be used in a scenario is made incredibly simple by picture scanning the actor. Aside from that, creating extra assets like trees and stones helps VFX artists do their task much more quickly and easily. Furthermore, you can obtain realistic textures with photogrammetry while maintaining the highest level of detail.
Examples of Assets Created Using Photogrammetry:
Examples of Human Character Created Using Photogrammetry:
Process:
In order to capture as much detail as possible, photogrammetry involves capturing numerous images of the object from many different angles. Afterwards, the artist processes these photos via a software to create a 3D model.
However, it has never been quite as simple as it seems. To reach this point and create a precise replica of the item in a 3D environment, it requires a great deal of calculation. Additionally, the photographs’ sink needs to be completed correctly. Furthermore, photogrammetry technology is highly expensive. Considering that one can do it from their cell phone these days, it has undoubtedly become simpler, but one might have to face some inconveniences. However, VFX artists employ very high-tech equipment to capture the finest details. These cameras are positioned to capture all perspectives in order to produce the greatest results.
The Veronica Scanner:
We talked about The Veronica Scanner later in class. This technology can generate the most detailed models and scanned, or 3D, assets.
A collaboration between the Factum Foundation, the Rothschild Foundation, and the Royal Academy of Arts produced the Veronica Scanner: Live 3D Portraiture. The Bartlett School of Architecture (UCL) provides and operates robots and robot supervision. 3D printers that iMakr (MyMiniFactory) supplies and runs. Capturing Reality provides on-site processing software. Autodesk’s virtual online gallery and Ember: Precision Desktop 3D Printer software are also available for cloud processing. Original artwork donated by Leeds and London’s Tomassio Brothers.
Week8- Simulacra, Simulation and the Hyperreal
What exactly is a simulation?
A simulation is the process of generating something that has elements of reality. Simulation frequently demonstrates how a model that was initially constructed has evolved over time.
Simulations are essential in the Visual Effects (VFX) business for creating realistic and dynamic visual elements. These simulations are frequently used to simulate natural phenomena, physics, and complicated systems. Water, smoke, destruction, clothing, explosion, and introducing dynamic moments into the character are some of the scenarios in which Simulation is used.
Simulacra and Simulation
Simulacra are replicas of objects that either did not have an originality or no longer have an original. Simulation is the replication of a real-world process or system’s operation over time.
What Did Baudrillard Think about The Matrix?
Jean Baudrillard, a French philosopher and sociologist, is frequently associated with the concepts of simulation and hyperreality. His ideas, notably those addressed in his book “Simulacra and Simulation,” have been related to film interpretations such as “The Matrix.”
“The Matrix,” a Wachowskis science fiction film, addresses themes of reality and simulation, with Baudrillard’s influence visible in its examination of a world where reality is mimicked and humans are ignorant of their existence. According to Baudrillard’s views, especially the hyperreal, modern society has been saturated with simulations, making it difficult to differentiate between reality and the simulated depiction of reality. Scholars and critics have made parallels between Baudrillard’s views and the film’s themes, emphasizing on the simulation of reality, the deceptive aspect of the universe, and the idea that individuals may live in a manufactured, simulated environment.
Sign-order: Phases of the Image
1. It is the reflection of a profound reality:
This means that what we see is reality. It is a true representation of reality. This plainly convinces you that it is a strawberry.
2. It masks and denatures a profound reality:
In this situation, the representation is regarded to both reflect and falsify the true nature of reality. It conceals the underlying character of what it represents, almost like a mask. The same as the Strawberry artwork.
3. It masks the absence of a profound reality:
This implies that the representation is intended to conceal the fact that it is based on a fictitious reality. There is no depth or meaning in reality; the image or representation gives the idea that there is. There is 2D art of the Strawberry, for example.
4. It has no relation to any reality whatsoever: it is its own pure simulacrum:
In an extreme case, this statement implies that there is no relationship between the representation and any underlying reality. It becomes its own reality and continues to exist as a simulation, a replica without an original, on its own. Like the product in which there is no strawberry but which nonetheless convinces you to buy one because of the fake fragrance.
Week9- Virtual Filmmaking
This week’s class is all about virtual production. By merging physical and digital aspects in real-time, virtual production transforms filmmaking. Filmmakers build immersive worlds using new technologies such as LED walls and motion capture, decreasing the need for traditional sets. This strategy boosts creativity by allowing filmmakers to rapidly see situations, make quick changes, and shorten the production process. Virtual production also allows departments to collaborate, encouraging a dynamic and efficient workflow. By seamlessly combining the physical and virtual worlds on the cinematic stage, this revolutionary technique is redefining the industry, giving cost-effective solutions, and pushing the boundaries of storytelling.
Using Unreal Engine for Virtual Production
Virtual production has been changed across sectors by Unreal Engine, a potent real-time 3D development platform. Its innovative features and adaptability let game developers, filmmakers, and architects create immersive experiences. Unreal Engine replaces traditional green screens in film and television by generating lifelike landscapes in real-time, facilitating virtual production. Instant scene visualization allows directors to be more creative and expedites the production process.
Using Unreal Engine, architects can create dynamic, lifelike 3D visuals that provide clients a fully immersive tour of their proposed ideas. The powerful features of Unreal Engine help the gaming industry by facilitating the development of dynamic and aesthetically appealing game environments. Because of its real-time rendering, developers can iterate quickly and innovate more.
The influence of Unreal Engine is seen in training simulations, virtual events, and other areas, demonstrating its versatility and revolutionary potential across a range of industries. Unreal Engine continues to be at the vanguard of technological advancement, propelling virtual manufacturing into the future.
Assignment 02
Essay Writing
What are Spectacular, Invisible and Seamless effects? Using examples or case studies; Identify, analyse, and examine current trends in spectacular, invisible, and seamless effects.
Presentation
What are Spectacular, Invisible and Seamless effects.pptx
Screen shots of essay