Graphics Reference
In-Depth Information
“The important thing to know is that there is rarely just one tool
that i ts all productions. That makes some people think that 3D is
really complicated to edit. But the same is true now of 4K RAW 2D
workl ows. There is no one tool that will solve 4K problems in 2D,
much less in 3D. There is a hodgepodge of solutions in 2D post as
well, especially with higher resolution cameras. Each solution has
its own benei ts and challenges.”
“That's the thing about 3D. Part of it has to do with 3D, but
imaging in general now is just as complex. 3D does not make things
more complicated. We already work in a complicated production
environment with new codecs and capture formats. 3D takes
tremendous amount of planning to do efi ciently. But 2D does also.
In the last i ve years, 3D has become easier, and 2D has become
a lot more complicated so now both worlds require planning and
expertise. There's a whole new profession in 2D (and 3D) that did
not exist a few years ago to help deal with this complexity—on-set
digital imaging technicians.”
—George Bellias
2.2.4 Terms
3D postproduction is challenging enough without adding to your workload
(and risking your resources) with misunderstanding and miscommunication.
3D has inherited many of the terms of 2D postproduction. Yet even among
professional 3D practitioners, there is great variation in dei nitions of terms
of the trade. There is a strong potential for misunderstanding even before
you discuss the specii c topic or issue at hand. As with each of the other
workl ow elements, terms can address any of six process areas: input/output,
calibration, monitoring/reviewing, correction/grading, analysis and quality
control. It is up to the managing team to determine the various dei nitions
of key aspects of your show.
2.2.4.1 “Good 3D”
The most important term is one we introduced in Chapter 1 : “Good 3D.” In
some shows, good 3D is what the person(s) in the stereography role says is
good 3D. In other shows, good 3D is a set of numerical values determining
how and where scene elements appear in Z-space. Good 3D can also be
 
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