|
||||||||||||||||||
|
||||||||||||||||||
And with the advent of 3D into theaters in the mid-2000s, there was a refreshed opportunity for HFR systems to establish themselves. With the right amount of planning during preproduction and production, the kind of strobing/ghosting effect we’ve talked about could be minimized - but as we’ll see in the next section, planning for 3D exhibition was not generally done very successfully. HFR was tremendously beneficial to 3D visuals: quick movement and motion could be depicted in full 3D with no strobing or motion blur. There is perhaps no better example of HFR in a mass-market setting than Peter Jackson’s Hobbit films. The movie itself may have been shot with the Red Epic, with all of that 3D system’s disadvantages against something like Fusion, but it was shot in 3D for exhibition in 3D, and the camera movements and edits were orchestrated with this in mind. The use of HFR-48 on the movies is what set it apart, and what initiated a rather intensely love-it-or-hate-it reaction among test audiences, with most of the reaction coming down firmly in the “hate it” column. The points for and against using HFR weren’t really any different from what we’ve identified here in our controlled environment; it was the totality of the response that garnered attention. With fantasy films like The Hobbit, where effects and makeup and costuming and set design combine to create an artificial reality, the immediacy of the visuals - arrived at by shooting at a frame rate much closer to the 60 interlaced “fields” per second we get on reality TV shows and news broadcasts - have the effect of decisively removing the viewer from the world of the film. This may be partially due to culture. We have been exposed to 24 frames per second for generations; movies and TV shows with higher frame rates enjoy greater acceptance and prevalence in other countries. Here, though, it’s unlikely that we’ll see HFR advertised theatrically to nearly the degree that we saw with the initial Hobbit film (promotion for HFR for both of the sequels was noticeably diminished). In marked contrast, frame interpolation is omnipresent in home cinema; it generally presents itself as something like TruMotion or Smooth Motion or Cinemotion or some other portmanteau of two terms. Motion interpolation on an HDTV is generally a matter of a processor within the TV artificially creating frames in between those already present: if the original media has Frame A, Frame B, and Frame C, motion interpolation would create an intermediary image between each of these actual ones. If you put them in sequence, the frames would look like this: A-AB-B-BC-C. Frame interpolation is a fairly common way to optimize a video sequence, and it’s been around long enough for most HDTVs to accomplish it with little to no artifacting of the image. If HFR does gain a wider acceptance down the road, it’s likely to be due to frame interpolation making inroads in the home-theater space. It’s still awful, though.
[ View other Intermittent Issues columns ]
[ View other columns by Ben Gruchow ]
[ Email this column ]
|
|
|||||||||||||||||
Monday, May 6, 2024 © 2024 Box Office Prophets, a division of One Of Us, Inc. |