Guide: How to create proper 3D content

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    [b]Short description of what filming is.[/b]

    The camera captures light from what’s being filmed.

    [b]Short description of capturing the light.[/b]

    The light fits into the area the camera see’s it, and not more or less area than that.
    The size of the area the light is filmed in changes the size of the light being captured.

    [b]Short description of seeing the captured light[/b].

    To see the light of what’s being filmed you need to see from the area the camera captures it.
    It’s possible to see the captured light from a different area it was captured in, and when this happens you don’t see the captured light exactly as the camera saw it.

    The viewer should see the filmed light at the intended size.
    If you see the light of what’s being filmed from a different area than where the camera was when it captured the light, your seeing the size of the captured light differently than the camera saw it, and this makes the size you see different than the size the camera saw.

    So maintaining the area is important when watching the captured light, the quality of the area your watching the film in is judged by whether or not the captured light being seen is the same size the camera filmed it at.
    So there is a new term I’ll coin – “quality area” .

    [b]Short description of Bad Filming – Zoom.[/b]

    When watching the captured light in a quality area, what’s seen is in a naturally proportioned size – Faces don’t seem too large that it’s strange to see them.

    There’s a problem when the area is quality and the faces are too large or small when first seen: this creates a problem with motion as well, when they move they seem to move exaggeratedly.
    To fix this you would see the persons face at a normal proportion for the area it was filmed in, and then dolly the camera to zoom in or out and so change the area to a larger one or smaller one.

    The same thing for the environments foreground and background, it exists in the area the light is captured in.

    [b]Short description of Good Filming.[/b]

    The person or thing is in the area your filming.

    The shot begins with the area. The area holds the background and foreground in context of their natural proportion, or you look at the area and everything seems neither too large or small.
    The character is then shown within the area.
    If the area is not holding the background and foreground in proportion, when the character is first seen he or she is too large or small for what seems natural and the speed the character moves at is also off.

    Then with the background and foreground set up so when the character is first shown he or she is in natural proportion, if the person wanders out around the area he or she will stay in proportion: the camera may stay stationary, dolly up to them, or turn following them from one stationary spot.

    Think of the area as a web-page and the character as font size. The size of the web-page when you see the font is neither too large or small for what seems natural.
    Then the font changes size on the web-page so it becomes either larger or smaller. Seeing the font at a exaggerated size when first seeing the web-page is not seeing it as a natural web-page.
    Different text is different size, but there’s stationary or regular font size.

    [b]Short description of Good Filming using technical details specified in terms of stereoscopic camera geometry as an equivalent of human vision system.[/b]

    The simple rules are.

    • Fixed HFOV field of view of 40 deg, target screen size 48 inch (diagonal) screen.

    • The stereo window of the camera is the same size as the target screen.

    • The view angle of the camera is the same as the viewer view angle.

    • No zoom. Best focus and maximum DOF as permitted by the lens system.

    • To project such content on different size of the screen one must simply float the window in or out to transform the stereo-window into its original camera position.


    “The objects of a scene that are on negative side of stereo window become sliced and look like floating in front of the screen.”.

    “To prevent object from being sliced simply back off the camera or use a lightweight metal frame which would be place where the real stereo window is.
    It is like a guard rail that prevent objects or actor from getting to close to the camera passing the stereo window distance.

    James Cameron’s toe-in camera wasn’t ever preset to stereo window equal to cinema screen size and worst of all the camera varied IO together with focus and convergence
    coupled just to satisfy minimum and maximum parallax value. Which resulted in totally confusing experience.
    Imagine an actor growing in size and getting squashed in depth at the same time during just a second or two of action. Human brain cannot be fulled when it comes to stereo vision and perception of size and distance.

    Mathew Orman”

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