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and human errors, and other incidents that generate depth issues. Fortunately,
most common depth issues, provided they really are depth issues (and not
geometry issues masquerading as depth issues), are relatively easy to resolve.
Parallel vs. Converged 3D
Before we discuss depth in detail, we need to understand two major ways teams
capture 3D imagery. These two imaging methods are converged and parallel .
Neither is inherently superior to the other. Each has its benei ts and drawbacks
and is a perfectly valid way to acquire imagery. Some 3D productions combine
converged and parallel footage in the same show. As a practicing or aspiring
post professional, you should be familiar with both methods. Understanding these
two methods can also help us understand why devoting sufi cient resources to
depth is a good idea, and treating the depth workl ow as an equal partner with
the editorial workl ow reduces risk to your 3D show.
Parallel
In parallel imaging systems the imaginary centerlines of the L and R imagers never
intersect (Figure 5.2) . The output of parallel systems is not viewable as 3D right out
L CENTER LINE
L
IMAGER
R
IMAGER
R CENTER LINE
exaggerated for clarity
Figure 5.2 Shooting Parallel.
( Continued )
 
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