Introducing Basic Principles of Haptic Cinematography and Editing
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Game of Thrones
2012 ISSN 1433-2620 > B 43362 >> 16. Jahrgang >>> www.digitalproduction.com Deutschland € 14,95 Published by Österreich € 17,– 5 Schweiz sfr 23,– 05|12 MAGAZIN FÜR DIGITALE MEDIENPRODUKTION SEPTEMBER | OKTOBER 05|12 Game of Thrones | ParaNorman | Cinema 4D R14 | Maya 2013 | Element | Cinema 4D R14 Maya | ParaNorman 3DThrones | | SpeedGrade of Game Sony NEX Sony | SynthEyes | HP Z1 & HP Z820 | Tears of Steel | HP Z1 & Z820 Tears | SynthEyes Pixomondo erobert Westeros Game of Thrones Cinema 4D R14 Element 3D Maya 2013 Seit wann kann C4D Animation für Adobes Workflow-Winner oder sculpten? After Effects Pflicht-Update? DDP1205_001-001_U1_TitelP1205_001-001_U1_Titel 1 009.08.20129.08.2012 008:28:148:28:14 AKTUELL FILM & VFX 3D & ANIMATION INTERACTIVE INDUSTRIE DIGITAL ART SCIENCE & EDUCATION SERVICE Alle Bilder: (CC) Blender Foundation | mango.blender.org Matte Painting – WIP einer Matte für die Kuppel, in der die Zeitreise passiert. Tears of Steel – Film als Open Source Ende September soll das neue Open Movie „Tears of Steel“ (Codename: Project Mango) der Blender Foundation fertig gestellt werden. Es handelt sich dabei um einen Film zum Anfassen, zum Untersuchen und zum Studieren. Bis ins kleinste Detail werden die Quellen des Films offengelegt. Für den VFX-Interessierten eine wahre Fundgru- be. Gleichzeitig dient der Film dazu, die Blender-basierte Produktions-Pipeline zu erkunden, zu verbessern und fit zu machen für VFX. DP wagt einen Blick unter die (offene) Haube. von Gottfried Hofmann 104 WWW.DIGITALPRODUCTION.COM DDP1205_104-109_TearsSteelP1205_104-109_TearsSteel 110404 009.08.20129.08.2012 009:56:149:56:14 AUSGABE 05|12 BLENDER | OPEN MOVIE Open Source Footage Da „Tears of Steel“ Open Source ist, werden Sie nach der Fertigstellung das gesamte Material herunterladen können unter http://mango.blender.org/. -
W4: OBJECTIVE QUALITY METRICS 2D/3D Jan Ozer [email protected] 276-235-8542 @Janozer Course Overview
W4: OBJECTIVE QUALITY METRICS 2D/3D Jan Ozer www.streaminglearningcenter.com [email protected] 276-235-8542 @janozer Course Overview • Section 1: Validating metrics • Section 2: Comparing metrics • Section 3: Computing metrics • Section 4: Applying metrics • Section 5: Using metrics • Section 6: 3D metrics Section 1: Validating Objective Quality Metrics • What are objective quality metrics? • How accurate are they? • How are they used? • What are the subjective alternatives? What Are Objective Quality Metrics • Mathematical formulas that (attempt to) predict how human eyes would rate the videos • Faster and less expensive than subjective tests • Automatable • Examples • Video Multimethod Assessment Fusion (VMAF) • SSIMPLUS • Peak Signal to Noise Ratio (PSNR) • Structural Similarity Index (SSIM) Measure of Quality Metric • Role of objective metrics is to predict subjective scores • Correlation with Human MOS (mean opinion score) • Perfect score - objective MOS matched actual subjective tests • Perfect diagonal line Correlation with Subjective - VMAF VMAF PSNR Correlation with Subjective - SSIMPLUS PSNR SSIMPLUS SSIMPLUS How Are They Used • Netflix • Per-title encoding • Choosing optimal data rate/rez combination • Facebook • Comparing AV1, x265, and VP9 • Researchers • BBC comparing AV1, VVC, HEVC • My practice • Compare codecs and encoders • Build encoding ladders • Make critical configuration decisions Day to Day Uses • Optimize encoding parameters for cost and quality • Configure encoding ladder • Compare codecs and encoders • Evaluate -
Encoding H.264 Video for Streaming and Progressive Download
W4: KEY ENCODING SKILLS, TECHNOLOGIES TECHNIQUES STREAMING MEDIA EAST - 2019 Jan Ozer www.streaminglearningcenter.com [email protected]/ 276-235-8542 @janozer Agenda • Introduction • Lesson 5: How to build encoding • Lesson 1: Delivering to Computers, ladder with objective quality metrics Mobile, OTT, and Smart TVs • Lesson 6: Current status of CMAF • Lesson 2: Codec review • Lesson 7: Delivering with dynamic • Lesson 3: Delivering HEVC over and static packaging HLS • Lesson 4: Per-title encoding Lesson 1: Delivering to Computers, Mobile, OTT, and Smart TVs • Computers • Mobile • OTT • Smart TVs Choosing an ABR Format for Computers • Can be DASH or HLS • Factors • Off-the-shelf player vendor (JW Player, Bitmovin, THEOPlayer, etc.) • Encoding/transcoding vendor Choosing an ABR Format for iOS • Native support (playback in the browser) • HTTP Live Streaming • Playback via an app • Any, including DASH, Smooth, HDS or RTMP Dynamic Streaming iOS Media Support Native App Codecs H.264 (High, Level 4.2), HEVC Any (Main10, Level 5 high) ABR formats HLS Any DRM FairPlay Any Captions CEA-608/708, WebVTT, IMSC1 Any HDR HDR10, DolbyVision ? http://bit.ly/hls_spec_2017 iOS Encoding Ladders H.264 HEVC http://bit.ly/hls_spec_2017 HEVC Hardware Support - iOS 3 % bit.ly/mobile_HEVC http://bit.ly/glob_med_2019 Android: Codec and ABR Format Support Codecs ABR VP8 (2.3+) • Multiple codecs and ABR H.264 (3+) HLS (3+) technologies • Serious cautions about HLS • DASH now close to 97% • HEVC VP9 (4.4+) DASH 4.4+ Via MSE • Main Profile Level 3 – mobile HEVC (5+) -
Ulrich Kaiser Die Einheiten Dieses Openbooks Werden Mittelfristig Auch Auf Elmu ( Bereitge- Stellt Werden
Ulrich Kaiser Die Einheiten dieses OpenBooks werden mittelfristig auch auf elmu (https://elmu.online) bereitge- stellt werden. Die Website elmu ist eine von dem gemeinnützigen Verein ELMU Education e.V. getra- gene Wikipedia zur Musik. Sie sind herzlich dazu eingeladen, in Zukun Verbesse rungen und Aktualisierungen meiner OpenBooks mitzugestalten! Zu diesem OpenBook finden Sie auch Materialien auf musikanalyse.net: • Filmanalyse (Terminologie): http://musikanalyse.net/tutorials/filmanalyse-terminologie/ • Film Sample-Library (CC0): http://musikanalyse.net/tutorials/film-sample-library-cc0/ Meine Open Educational Resources (OER) sind kostenlos erhältlich. Auch öffentliche Auf- führungen meiner Kompositionen und Arrangements sind ohne Entgelt möglich, weil ich durch keine Verwertungsgesellschaft vertreten werde. Gleichwohl kosten Open Educatio- nal Resources Geld, nur werden diese Kosten nicht von Ihnen, sondern von anderen ge- tragen (z.B. von mir in Form meiner Ar beits zeit, den Kosten für die Domains und den Server, die Pflege der Webseiten usw.). Wenn Sie meine Arbeit wertschätzen und über ei- ne Spende unter stützen möchten, bedanke und freue ich mich: Kontoinhaber: Ulrich Kaiser / Institut: ING / Verwendungszweck: OER IBAN: DE425001 0517 5411 1667 49 / BIC: INGDDEFF 1. Auflage: Karlsfeld 2020 Autor: Ulrich Kaiser Umschlag, Layout und Satz Ulrich Kaiser erstellt in Scribus 1.5.5 Dieses Werk wird unter CC BY-SA 4.0 veröffentlicht: http://creativecommons.org/licenses/by-sa/4.0/legalcode Für die Covergestaltung (U1 und U4) wurden verwendet: -
Open Animation Projects
OPEN ANIMATION PROJECTS State of the art. Problems. Perspectives Julia Velkova & Konstantin Dmitriev Saturday, 10 November 12 Week: 2006 release of ELEPHANT’S DREAM (Blender Foundation) “World’s first open movie” (orange.blender.org) Saturday, 10 November 12 Week: 2007 start of COLLECT PROJECT (?) “a collective world wide "open source" animation project” Status: suspended shortly after launch URL: http://collectproject.blogspot.se/ Saturday, 10 November 12 Week: 2008 release of BIG BUCK BUNNY (Blender Foundation) “a comedy about a fat rabbit taking revenge on three irritating rodents.” URL: http://www.bigbuckbunny.org Saturday, 10 November 12 Week: 2008 release of SITA SINGS THE BLUES (US) “a musical, animated personal interpretation of the Indian epic the Ramayan” URL: http://www.sitasingstheblues.com/ Saturday, 10 November 12 Week: 2008 start of MOREVNA PROJECT (RUSSIA) “an effort to create full-feature anime movie using Open Source software only” URL: morevnaproject.org Saturday, 10 November 12 Week: 2009 start of ARSHIA PROJECT (Tinab pixel studio, IRAN) “the first Persian anime” Suspended in 2010 due to “lack of technical knowledge and resources” URL: http://www.tinabpixel.com Saturday, 10 November 12 Week: 2010 release of PLUMIFEROS (Argentina) “first feature length 3D animation made using Blender” URL: Plumiferos.com Saturday, 10 November 12 Week: 2010 release of LA CHUTE D’UNE PLUME (pèse plus que ta pudeur) - France “a short French speaking movie made in stop motion” URL: http://lachuteduneplume.free.fr/ Saturday, 10 November 12 -
“Blender, a Classic Underdog Story, Is the World's Most Widely Used 3D
The art of open source Open source powers every part of the creative arts. Jim Thacker explores how Blender is conquering animation and movie effects. lender has been used to create It may not be the market leader – animations for national commercial tools, particularly those television channels and developed by Autodesk, are still used for Bcommercials for Coca-Cola, the majority of professional animation, Pizza Hut and BMW. It creates slick visual effects and game development marketing images for brands ranging from projects – in the West, at least. But it is Puma to Philippe Starck. It has even been capable of great work. used on Oscar-nominated movies. And Over the next four pages, we’ll meet best of all, it’s open- source software. “Blender, a classic underdog Blender is a classic underdog story. story, is the world’s most Originally the in-house 3D toolset of a small widely used 3D software.” Dutch animation firm, it has survived early financial hardships and some of the companies using Blender for even the collapse of its original distributor to commercial projects, from illustrations win widespread popular acclaim. With over for cereal boxes to the visual effects four million downloads each year, it is now by for Red Dwarf. We’ll explore how the far the world’s most widely used 3D software. software powers an international But more importantly for the purposes network of animation studios on every of this article, it’s software that commands continent except Antarctica. And we’ll even the respect of professional artists. Once try to answer the question: ‘If Blender is so dismissed as a tool for hobbyists, Blender is great, why doesn’t it get used on more now praised by some of the world’s largest Hollywood movies?’ animation studios. -
Deep–CNN Architecture for Error Minimisation in Video Scaling
International Journal of Applied Engineering Research ISSN 0973-4562 Volume 13, Number 5 (2018) pp. 2558-2568 © Research India Publications. http://www.ripublication.com Deep–CNN Architecture for Error Minimisation in Video Scaling Safinaz S.1 and Dr. Ravi Kumar AV2 1Department of Electronics and Electrical Engineering, Sir M.V.I.T, Bangalore Karnataka, 562 157, India. 1E-mail: [email protected] 2Department of Electronics and Electrical Engineering, SJBIT, Bangalore, Karnataka, 560060, India. 2E-mail: [email protected] Abstract the high resolution frames. This type of video scaling's are very useful in the fields such as face recognition, video coding or People like to watch high-quality videos, so high-resolution decoding, satellite imaging etc. In case of super resolution videos are in more demand from few years. The techniques like technique, it captures the video and displays the video in which DWT which are used to obtain the high-quality videos results it will helps in production of UHD content. [6]To obtain a with high distortions in videos which ends in low resolution. noise free video or image with high quality is a very difficult But there are numerous super-resolution techniques in signal task in recent years. To retrieve the high quality images or processing to obtain the high-resolution frames from the videos needs high amount of precision point and also needs multiple low resolution frames without using any external high speed to access large amount of datasets in which the hardware. Super-resolution techniques offer very cheap and normal techniques cannot be able to handle because of the efficient ways to obtain high-resolution frames. -
Introducing Basic Principles of Haptic Cinematography and Editing
Eurographics Workshop on Intelligent Cinematography and Editing (2016) M. Christie, Q. Galvane, A. Jhala, and R. Ronfard (Editors) Introducing Basic Principles of Haptic Cinematography and Editing Philippe Guillotel†1, Fabien Danieau1, Julien Fleureau1, and Ines Rouxel2 1Technicolor, Cesson-Sévigné, France. 2ESRA, Rennes, France. Abstract Adding the sense of touch to hearing and seeing would be necessary for a true immersive experience. This is the promise of the growing "4D-cinema" based on motion platforms and others sensory effects (water spray, wind, scent, etc.). Touch provides a new dimension for filmmakers and leads to a new creative area, the haptic cinematography. However design rules are required to use this sensorial modality in the right way for increasing the user experience. This paper addresses this issue, by introducing principles of haptic cinematography editing. The proposed elements are based on early feedback from different creative works performed by the authors (including a student in cinema arts), anticipating the role of haptographers, the experts on haptic content creation. Three full short movies have been augmented with haptic feedback and tested by numerous users, in order to provide the inputs for this introductory paper. Categories and Subject Descriptors (according to ACM CCS): 1. Tactile: the perception of vibrations, pressure and temperature H.5.2 [HCI]: User Interfaces—Haptic I/O through the skin; 2. Kinesthetic: the perception of positions and movements of limbs and forces from spindles and tendons; 1. Introduction 3. Proprioception: the perception of position and posture of the Today only two senses are stimulated when being in a movie the- body in space. -
Quality Assessment Experiment for 4K SVT- AV1 Video Format
Telfor Journal, Vol. 13, No. 1, 2021. 35 Quality Assessment Experiment for 4k SVT- AV1 Video Format Ana M. Gavrovska, Member, IEEE, Milan S. Milivojevic, Student Member, IEEE, and Goran Zajic and many other aspects contribute to the fact that the video Abstract — The industrial consortium AOMedia has recently developed the AV1 (AOMedia Video 1) format content distribution takes a large part of telecommunication considered as a successor of VP9. One of the main goals with traffic. Thus, new standards should be guided by resolving the video coding and compression format is to enable efficient memory bottlenecks and greater workloads. This means that web based video content delivery, as in the case of OTT (Over- scalable solutions are necessary for content delivery the-top) services. Nowadays, there are different AV1 software networks (CDNs), having in mind hardware based implementations available for experimental analysis besides optimizations [3]. the reference tool libaom. The Scalable Video Technology for AV1, or SVT-AV1 codec, is oriented towards further Advanced Video Coding (AVC) is still very popular for optimizations for specific Intel hardware. In this paper, we video coding and decoding, where the H.264/AVC standard have performed a video quality assessment experiment with video codecs are widely used in most of the applications [5]. some of the SVT-AV1 implementations using 4k like video. Generally, the H.264/AVC format is considered as mp4 file The results show the advantages of SVT-AV1 format, as well with AVC coding implemented [6]. A multimedia container as its performance for different quantization factors. such as mp4 is one of the most popular formats famous for Keywords — SVT-AV1, Quality Assessment, Mp4, 4k, internet, VP9, HEVC, Streaming services. -
Blender for Animation and Film-Based Production
Boca Raton London New York CRC Press is an imprint of the Taylor & Francis Group, an informa business AN A K PETERS BOOK CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2015 by Taylor & Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Version Date: 20140624 International Standard Book Number-13: 978-1-4822-0475-9 (eBook - PDF) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the valid- ity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or uti- lized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopy- ing, microfilming, and recording, or in any information storage or retrieval system, without written permission from the publishers. For permission to photocopy or use material electronically from this work, please access www.copyright.com (http:// www.copyright.com/) or contact the Copyright Clearance Center, Inc. -
Premiere Short Film “Tears of Steel” at Youtube and in Hollywood - Fourth Open Movie by Blender Foundation Explores an Open VFX Pipeline
Amsterdam, September 24, 2012 (For immediate release) Premiere short film “Tears of Steel” at YouTube and in Hollywood - Fourth Open Movie by Blender Foundation explores an Open VFX pipeline. After 7 months of work in Amsterdam by a dozen of open source visual effect specialists, the Blender Foundation will release director Ian Hubert's new short film online, and at a special event in L.A. hosted by ASIFA-Hollywood. The online release will be on Wednesday 26 September, around 17h UTC. For over half a year an international team of 3D visual effects artists worked in the studio of the Amsterdam Blender Institute on the short film "Tears of Steel", written and directed by Seattle talent Ian Hubert. This independent production was financed by the online user community of the free program Blender and was supported by the Netherlands Film Fund, the Cinegrid consortium, and by corporate sponsors such as Google. The film project's primary target was intended as an incentive for the development of a free and open source pipeline for visual effects in film, using the popular Blender 3D creation software. The film itself, and any material made in the studio, will be released as Creative Commons shortly after the premiere. This concept, a true Open Movie, allows filmmakers to study and reproduce every detail of the creation process. After the short animation films "Elephants Dream" (2006), "Big Buck Bunny" (2008) and "Sintel" (2010) this is the 4th short created in the Amsterdam studio with crowd-funding support. For "Tears of Steel" the ambitions were set high again - using as a reference the international standard of visual effects, applied to a fun and witty science-fiction theme in the old city of Amsterdam. -
3D - Visualisierung Mit Blender Erik Schufmann, M.A
3D - Visualisierung mit Blender Erik Schufmann, M.A. Architekt In diesem Vortrag soll den Teilnehmern ein Überblick über die OpenSource 3D-Suite Blender vermittelt werden. Dabei wird eine kurze Einführung in folgende Themen gegeben: Einleitung - Geschichte der Blender Foundation Eine kurze Einführung in die Entstehungsgeschichte des Programms und der dahinter stehenden Blender Foundation. Die Meilensteine des Programms werden dargelegt (Elephants Dream, Big Buck Bunny, Sintel, Tears of Steel) und Ausschnitte aus den Kurzfilmen vorgeführt. Zusätzlich werden die vielfältigen Anwendungsmöglichkeiten des Programms erläutert. Mit Einblicken in die persönliche Praxis in der Architekturvisualisierung in Studium und Beruf wird das Bild vervollständigt. Benutzeroberfläche Eine kurzer Überblick über die Benutzeroberfläche und deren Inhalt erleichtert den Umgang mit dem Programm für den Erstbenutzer und bildet den Einstieg in die Arbeit. Eine Liste der für den Vortrag nützlichen Tastaturkürzel wird als Ausdruck zur Verfügung gestellt. Modellierung (Object-/ Edit-Mode) Die Varianten, 3D-Modelle zu erstellen, sind vielfältig. In diesem Vortrag werden sowohl die Importoptionen des Programms gezeigt, als auch die verschiedenen Möglichkeiten selbst 3D- Modelle zu gestalten. Im Rahmen dessen wird auf die Modi des Programms eingegangen. Materialien Ohne ein Material ist selbst einfarbiges Rendering ausdruckslos. Erst durch die Wahl der richtigen Materialien und Umgang deren Einstellungen wird das Modell zum Leben erweckt. Die verschiedenen Materialtypen werden erklärt und an Beispielen erläutert. Beleuchtung Das erste Rendering jedes Erstnutzers ist oft viel zu dunkel oder ganz schwarz. Dem schafft Kenntnis über die wählbaren Lampenarten und deren Optionen Abhilfe. Sowohl Interior- als auch Exterior-Beleuchtungssysteme werden erklärt und an Beispielen erläutert. Rendern Mit dem einfachen "Hit Render" ist es auch bei kleineren Projekten nicht getan.