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Virtual Cinema

Team

Peter McLaughlin petermirrorimageuk@gmail.com

Description

In this project we will investigate and innovate Virtual Experiences and Virtual reality. The next months we will work together with HVA researcher Mirjam Vosmeer, Avrotros and WemakeVR to create a deepening Virtual Reality Experience for the brand new tv-series Project Orpheus.

Filming Days

12316448_10154341021033362_5246372750524115306_nThe weekend of the 28th and 29th of November was the peak moment of our entire creative since  those days were our shooting days. Everything done until that moment was to prepare the ground and be ready for any kind of  problems and changes. The pre- production phase from the long scripting sessions, the room 3D sketching, the VR research, the call sheets, the meetings and the endless emails about a variety of matters to the scenes’ simulation and props hunt, it was an amazing ride. However, the smoothness of the filming days showed that we were lucky because we had a combination of opportunity and preparation. Everything went even better than expected, the crew was in tune, the actors were in the right mood (especially our rising star Martjin) and the sets were so beautiful that helped us create the best atmosphere during shooting. People were moving up and down but a sense of harmony and coordination prevailed since everyone knew his/her duties and responsibilities.11202447_10154351182638362_2287403331340650845_n
Filming with a 360 camera is a different experience from the one we see behind the scenes in Hollywood films. People who stand behind the cameras and observe the scene’s progress is something impossible to see with in Virtual Reality shootings. When the director starts rolling, the crew along with himself should have already gone outside. Thus, the performers are left alone in the room until the director shouts “Cut!” and then everyone swarms back in order to proceed to the next scene. The risk of losing a scene or having an unsuccessful one is something possible but impossible to control when the camera starts rolling. Fortunately, most of the footage turn out to be efficient in terms of quantity and quality.

Overall, filming in VR was amazing that taught us a lot about the newly emerging medium but also gave us a good experience on how crew and cast can collaborate in a professional but also entertaining way.

Experimentation with a Virtual Environment

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The Stitched Angles and the room’s floorplan

In order understand and familiarize with Virtual Reality, simulation is mandatory. Having to think that an immovable camera films all the different angles simultaneously, is something quite uncommon for the average mind that views filming through traditional cinematic lenses. Recreating a room in 3D was the first step to visually grasp how a camera with 16 go pro can be used in a specific environment. After the room’s formation and decoration, the camera was put in the middle and take pictures according to the angle of each pair of go pros. Think of the camera as a bizarre multifunctioning organism full of pair of eyes. 16 go pros make 8 pairs of eyes and they seems as if 8 people are looking  around the environment you are in, towards all possible directions as well as up and down in some VR cameras. Thus, the viewer wearing the Oculus Rift headset is witnessing what the cameras recorded for him/her but without restricting the possible  head movements. This kind of freedom implies the creation of a well-structured environment and a demanding post production processing for the end product to adequately resemble reality.

The experimentation with the different pictures takes from the 3d room helped us understand how all the partial angles match to each other and therefore can be stitched together since they are all pieces of the same puzzle. The process after this realization was to print the pictures of each angle and “stitch” them (glue them one next to the other) together in order to create the feeling of the 360 environment. This revealed to us how much of a delicate procedure is to position the camera in the right place and then stitch the cameras’ footages avoiding overlapping angles and creating an as much as possible realistic environment for the Virtual Reality users.