Right now I'm working on the book, pretty much all the time I'm not working on my day job.
But I'm still hoping to work on a number of other projects involving VR, once I have the time.
Each project is scored 1-10 on difficulty and scope, 10 being hardest / biggest. Each project also has a low medium or high priority to indicate how likely I am to work on it given any amount of time to do so.
Articles related to virtual reality with a focus on software development, by the authors of Oculus Rift in Action.
Showing posts with label movies. Show all posts
Showing posts with label movies. Show all posts
Friday, April 4, 2014
The project list
Labels:
3D,
c,
c++,
celestia,
desktop replacement,
homeworld,
iron man,
kindle,
kindle fire,
movies,
oculus,
oculus rift,
OO,
reading,
virtual reality,
VR
Wednesday, October 9, 2013
The Challenges of Adapting Cinematography to VR
There was a question today on the Oculus VR Developer Forums about cut scenes in video games and how to approach them in VR. Essentially, the original poster was asking how to address the conflict between cut scenes, which typically follow the language of cinema, offering frequent cuts from one point of view to another, and VR where 'cuts' can be disorienting to the viewer.
Here's my response, only lightly edited:
This is an interesting topic and is part of understanding the intersection of VR and cinematography as a whole. Part of cinematography is the manipulation of the frame, the field of view, the depth of field, the lighting, etc in order to convey an emotion or idea.
However, the language of cinema doesn't necessarily translate 1:1 to VR. Sudden transition of the viewpoint in film, or 'cuts' are so common in that it's considered notable when you go for long periods without them. But as you say, they can be extremely disconcerting when done in VR, where you've increased the level of immersion specifically to make the viewer feel more like they're present in the scene than simply a viewer. This means that common things like the 'Angle / Reverse Angle' sequences used to alternate between closeups of two people speaking as they converse is something that doesn't really work in VR.
The problem is, how do you convey certain non-verbal ideas without saying them. Cinema itself had this very problem, because it was a medium that grew out of the effect of disruptive technology on a prior storytelling medium, the stage, which in turn had to deal with the same problems.
Here's my response, only lightly edited:
This is an interesting topic and is part of understanding the intersection of VR and cinematography as a whole. Part of cinematography is the manipulation of the frame, the field of view, the depth of field, the lighting, etc in order to convey an emotion or idea.
However, the language of cinema doesn't necessarily translate 1:1 to VR. Sudden transition of the viewpoint in film, or 'cuts' are so common in that it's considered notable when you go for long periods without them. But as you say, they can be extremely disconcerting when done in VR, where you've increased the level of immersion specifically to make the viewer feel more like they're present in the scene than simply a viewer. This means that common things like the 'Angle / Reverse Angle' sequences used to alternate between closeups of two people speaking as they converse is something that doesn't really work in VR.
The problem is, how do you convey certain non-verbal ideas without saying them. Cinema itself had this very problem, because it was a medium that grew out of the effect of disruptive technology on a prior storytelling medium, the stage, which in turn had to deal with the same problems.
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