{"id":189719,"date":"2017-04-27T02:13:43","date_gmt":"2017-04-27T06:13:43","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-shoots-demand-a-new-set-of-tricks-variety\/"},"modified":"2017-04-27T02:13:43","modified_gmt":"2017-04-27T06:13:43","slug":"virtual-reality-shoots-demand-a-new-set-of-tricks-variety","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-shoots-demand-a-new-set-of-tricks-variety\/","title":{"rendered":"Virtual Reality Shoots Demand a New Set of Tricks &#8211; Variety"},"content":{"rendered":"<p><p>    Ss technology evolves, job descriptions change.  <\/p>\n<p>    This story first appeared in the April 25, 2017 issue of    Variety. Subscribe    today.See more.  <\/p>\n<p>    For example, some years ago, when digital cameras came to    dominate filmmaking, cinematographers began hiring    digital-imaging technicians, or DITs, to handle image-quality    control and color correction directly on the set.  <\/p>\n<p>    And now, with the arrival of virtual-reality entertainment, a    new job category has emerged  VR operator  to help manage    camera systems on such productions.  <\/p>\n<p>    The challenges of transitioning from traditional film and TV to    VR are obvious. A single camera is enough to capture images for    a movie or show, but VR content aims to replicate a realistic    360-degree environment. And the movements of a headset-wearing    viewer control the point of view from which that environment is    seen.  <\/p>\n<p>    Veteran visual-effects supervisor Ben Grossmann, co-founder of    VR-content producer Magnopus, says he gets eye rolls from the    videogame-industry types on his team when he mentions the job    titles he has to create.  <\/p>\n<p>    They always go, That doesnt make any sense, and Im like,    Thats because its half of what I know and half of what you    know, Grossmann told the crowd at the From VFX to VR panel    at VRLA, a virtual-reality expo that took place in downtown Los    Angeles on April14 and 15.  <\/p>\n<p>    Grossmann, who won an Oscar as part of the VFX team on Martin Scorseses Hugo,    explained that many of the asset-development people who make    objects, textures and matte paintings can work in both visual    effects and gaming. But on projects like Magnopus Oculus    Rift VR experience Mission: ISS, created using Unreal and    Unity game-engine software, he needs computer programmers with    skills specific to those platforms.  <\/p>\n<p>    The process pushes engineers to the forefront to manage    workflow and adds a layer of as many as 30 people working    around the clock on quality assurance.  <\/p>\n<p>    In visual effects, youre like: No ones going to see that    corner. Well fix that in the grade, Grossmann explained.    But in [VR], theyre like, No, 600 people are going to hit    that bug, and then theyre going to complain.  <\/p>\n<p>    In addition to big changes in effects creation, image capture    is entirely different in VR because a 360-degree field of    vision must be captured using an array of cameras pointed in    different directions.  <\/p>\n<p>    And data-management issues on a 360-degree video shoot are    exponentially larger than those on a traditional film or TV    production. Each camera in the array of a VR shoot has a memory    card recording an image stream. For instance, Googles Omni VR    camera rig has six GoPro cameras, while a Jaunt One VR rig has    an array of 24 cameras.  <\/p>\n<p>    Salt Lake City-based Cosmic Pictures has built a proprietary    system with 25 Blackmagic Micro Cinema Cameras that shoots    about 26 gigabytes a minute, according to the companys VR    project manager, Chris Nielsen. Youre dealing with some major    file sizes, Nielsen said.  <\/p>\n<p>    Many 360-degree shoots use as many as five camera rigs,    compounding the file-management challenges. On the VRLA panel    Shooting VR for Post, cinematographer Eve Cohen said that, to    her, the various VR camera rigs are akin to the different    lenses she uses on a traditional production, and Im not going    to show up on a shoot with one kind of lens.  <\/p>\n<p>    VR operators manage these systems. To me, its like having    somebody in charge of that camera  not necessarily from a    creative standpoint, but with a technical understanding, Cohen    said.  <\/p>\n<p>    Traditional three-point lighting is generally out of the    question when working with the all-seeing cameras, so producers    must find creative ways to illuminate sets. Shooting an    interactive\/VR experience for the Epix series Berlin Station, Chaos Labs    co-founder and creative director Stevo Chang used Freedom 360    rigs with four GoPros, which dont handle low light well.  <\/p>\n<p>    So for one scene we had to place an enormous number of lamps    around the room just to bring the exposure level up, he said.  <\/p>\n<p>    For T Magazines 360-degree mini-documentary The Creators:    Taryn Simon, director Luca Guadagnino wanted just enough light    to make artist Simons cavernous installation An Occupation of    Loss appear as darkly haunting on screen as in person, so he    used minimal practical lighting fixtures and removed them in    post.  <\/p>\n<p>    In a way, its almost an identical process to filming a normal    narrative film, said Guadagnino, whose non-VR projects include    the 2010 feature I Am Love. It involves alot of    post-production.  <\/p>\n<p>    But the fix-it-in-post attitude that reigns in traditional film    and TV can get one in trouble on a VR shoot, particularly when    it comes to stitching  the joining of image feeds from    multiple cameras, accomplished using special software and    manual cleanup work by CG artists. If the image is captured    improperly, no amount of digital massaging can fix it.  <\/p>\n<p>    For me, the most important parameter is how close can you get    to the camera, observed DP Andrew Shulkind during the Shooting    VR for Post panel. Depending on where the [image] overlap is,    you may not be able to come closer than five or six feet. If    you shoot too close to a chain-link fence, that part of the    shot will not stitch. If you move just a couple of feet away,    that could make the difference between the shot working and the    shot not working.  <\/p>\n<p>    The technology is tricky, to be sure. But its clear that it    takes a VR operator to help figure it out.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>More: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/variety.com\/2017\/artisans\/production\/virtual-reality-production-jobs-1202395330\/\" title=\"Virtual Reality Shoots Demand a New Set of Tricks - Variety\">Virtual Reality Shoots Demand a New Set of Tricks - Variety<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Ss technology evolves, job descriptions change. This story first appeared in the April 25, 2017 issue of Variety.  <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-shoots-demand-a-new-set-of-tricks-variety\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-189719","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/189719"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=189719"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/189719\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=189719"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=189719"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=189719"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}