18 research outputs found
Evidence that Viewers Prefer Higher Frame Rate Film
High frame rate (HFR) movie-making refers to the capture and projection of movies at frame rates several times higher than the traditional 24 frames per second. This higher frame rate theoretically improves the quality of motion portrayed in movies, and helps avoid motion blur, judder and other undesirable artefacts. However, there is considerable debate in the cinema industry regarding the acceptance of HFR content given anecdotal reports of hyper-realistic imagery that reveals too much set and costume detail. Despite the potential theoretical advantages, there has been little empirical investigation of the impact of high-frame rate techniques on the viewer experience. In this study we use stereoscopic 3D content, filmed and projected at multiple frame rates (24, 48 and 60 fps), with shutter angles ranging from 90 degrees to 358 degrees, to evaluate viewer preferences. In a paired-comparison paradigm we assessed preferences along a set of five attributes (realism, motion smoothness, blur/clarity, quality of depth and overall preference). The resulting data show a clear preference for higher frame rates, particularly when contrasting 24 fps with 48 or 60 fps. We found little impact of shutter angle on viewers’ choices, with the exception of one measure (motion smoothness) for one clip type. These data are the first empirical evidence of the advantages afforded by high frame rate capture and presentation in a cinema context.https://source.sheridancollege.ca/centres_sirt_works/1000/thumbnail.jp
Paper: Expert Viewers\u27 Preferences for Higher Frame Rate 3D Film
Recently the movie industry has been advocating the use of frame rates significantly higher than the traditional 24 frames per second. This higher frame rate theoretically improves the quality of motion portrayed in movies, and helps avoid motion blur, judder and other undesirable artifacts. Previously we reported that young adult audiences showed a clear preference for higher frame rates, particularly when contrasting 24 fps with 48 or 60 fps. We found little impact of shutter angle (frame exposure time) on viewers’ choices. In the current study we replicated this experiment with an audience composed of imaging professionals who work in the film and display industry who assess image quality as an aspect of their everyday occupation. These viewers were also on average older and thus could be expected to have attachments to the “film look” both through experience and training. We used stereoscopic 3D content, filmed and projected at multiple frame rates (24, 48 and 60 fps), with shutter angles ranging from 90◦ to 358◦, to evaluate viewer preferences. In paired-comparison experiments we assessed preferences along a set of five attributes (realism, motion smoothness, blur/clarity, quality of depth and overall preference). As with the young adults in the earlier study, the expert viewers showed a clear preference for higher frame rates, particularly when contrasting 24 fps with 48 or 60 fps. We found little impact of shutter angle on viewers’ choices, with the exception of one clip at 48 fps where there was a preference for larger shutter angle. However, this preference was found for the most dynamic “warrior” clip in the experts but in the slower moving “picnic” clip for the naïve viewers. These data confirm the advantages afforded by high-frame rate capture and presentation in a cinema context in both naïve audiences and experienced film professionals.https://source.sheridancollege.ca/centres_sirt_works/1002/thumbnail.jp
Virtually Real: Cinematographic Verisimilitude within the Construct of Artistic Referentiality
The creation of so-called realistic images is seemingly incongruously a key aspiration for many feature film cinematographers creating dramatic films today. This may be, as theorised by Charles Pierce, that the lens-based imagery of photography, and by extension cinema, is connected to reality in a way unlike any other artform. Prince refers to the cinematographic form as a tension between perceptual realism and referential artifice. He uses the term perceptual realism in reference to Peirce’s claim of the photograph as icon. With the term referential artifice though, Prince is suggesting the artificial proposition of film making is in reference to the subjects and object within the frame. This concept can be extended when connected to Bordwell, Thompson and Smith’s claim that stylistic choices are made in reference to the film’s content, its script. For example, a period film may be captured on celluloid film negative whilst a science fiction narrative may be captured with the newest digital cinema camera. Realism, however, does not necessitate the same or even a similar cinematographic form response for feature filmmaking. This essay will explore how feature film cinematographers interpret realism or verisimilitude within the construct of artistic referentiality as a response to narrative content
Reframing cinematography
Current discussions around the practice of cinematography are focusing on the extension, or disruption, of the art-form as it is increasingly practiced in the realm of the virtual. The process of performing cinematography in a virtual environment is discussed initially by reflecting on the work of early cinematographers compared and contrasted with the work of modern cinematographers. Following this, comparisons are made between current leading examples of virtual cinematography in the discipline. Traditional and ‘new’ virtual practices of cinematography are unpacked through the prism of concepts proposed by theorists Jean Baudrillard (Simulacra and Simulation 1995) and Charles Pierce (Triadic Model of Indexical, Iconic and Symbolic Signs). Conceptually, this paper argues the practice of the contemporary cinematographer is, in style and substance, much the same as the very earliest cinematographic practice. In conclusion, a summation of the application of the leading methodological virtual cinematographic processes to the independent, low-budget, feature film Space/Time (Michael O'Halloran, 2017a (in-production)) is discussed by the author who is also the director of photography for this film
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Perceptual model for adaptive local shading and refresh rate
When the rendering budget is limited by power or time, it is necessary to find the combination of rendering parameters, such as resolution and refresh rate, that could deliver the best quality. Variable-rate shading (VRS), introduced in the last generations of GPUs, enables fine control of the rendering quality, in which each 16×16 image tile can be rendered with a different ratio of shader executions. We take advantage of this capability and propose a new method for adaptive control of local shading and refresh rate. The method analyzes texture content, on-screen velocities, luminance, and effective resolution and suggests the refresh rate and a VRS state map that maximizes the quality of animated content under a limited budget. The method is based on the new content-adaptive metric of judder, aliasing, and blur, which is derived from the psychophysical models of contrast sensitivity. To calibrate and validate the metric, we gather data from literature and also collect new measurements of motion quality under variable shading rates, different velocities of motion, texture content, and display capabilities, such as refresh rate, persistence, and angular resolution. The proposed metric and adaptive shading method is implemented as a game engine plugin. Our experimental validation shows a substantial increase in preference of our method over rendering with a fixed resolution and refresh rate, and an existing motion-adaptive techniqu