Hollywood is all
aflutter over a
new leap forward
in technology. With 3D
becoming a blasé part
of the mainstream and
4K still a distant dream,
the hot topic among the
Tinsel Town production
community is high-frame rate)—shooting and exhibiting
films at frame rates from 48 fps or 60 fps
and even up to 120 fps. This proposal could
draw audiences back into theaters.
The technology is already here since
most digital cinema cameras can easily be
over-cranked and almost all second-generation
digital projectors can ramp up to at
least 48 fps playback with just a software
upgrade. But, the crucial question is whether
flipping more frames past a lens actually
improves the viewing experience.
The SMPTE 2012 Annual Technical Conference
& Exhibition, held in October in
Hollywood, featured a sold-out seminar that
looked at HFR from all sides. The discussion
was instigated by an impressive series of
test shots that James Cameron and the folks
at the Cameron|Pace Group. Since the 2012
NAB Show the company has been presenting
simulated movie scenes of a medieval
banquet, an armor-clashing sword fight and
damsels dancing in gossamer veils that were
shot and presented at, variously, 48 fps, 60
fps and 120 fps. This was the fourth time I
had seen this HFR presentation, and it looks
very convincing.
KICKING AND SCREAMING
“24 fps was chosen by tight-fisted studio
guys who didn’t want to pay for a foot
more of film than they needed to,” Cameron
said onscreen during the demo. “In fact,
they were dragged kicking and screaming
from the 16-fps rate when it turned out 16
fps was not fast enough to support sound
on film.”
Cameron found that higher frame rates
can eliminate strobing during near-lens pan
shots and provide a smoothness to physical
movement denied to 24 fps images.
“It requires a rate of image replacement,
a frame rate, of over 60 fps before the illusion
of continuous motion is complete,”
Cameron said.
 |
|
Still from the film “The Hobbit: An Unexpected Journey.” The film’s high frame rate has reportedly been too much for some viewers, creating nausea and headaches. |
Although most of the other production
luminaries during the day-long SMPTE
seminar also
supported Cameron’s
HFR initiative,
the keynote
speaker, Douglass
Trumbull, offered
a cautionary
note.
Famed for his
groundbreaking
special photographic
effects
work on Stanley
Kubrick’s “2001:
A Space Odyssey”
and for developing
the 60 fps,
70mm Showscan
process—a celluloid-
based HFR approach—Trumbull questioned
HFR’s universal applicability.
When making an expo film in 1989 for
the Italian government, “Leonardo’s Dream”
in Showscan 3D, Trumbull found that 60 fps
“looked a little too vivid,” he said.
Cameron’s HFR test footage had been
carefully chosen to include a warm, smokey
atmosphere in the banquet scene; lots of
splashing water droplets kicked up the
sword fight; and a lyrical softness to the
dancer’s multiple layers of translucent fabric.
But as Trumbull pointed out, real action
in high contrast sunlight starts to look hyper-
real in HFR.
Trumbull’s recommendation is to use
HFR selectively, choosing it for action sequences
that benefit from crystal clarity, but
retaining the motion blur of 24 fps when
appropriate for the intimacy of film.
“Use it dynamically throughout the film,”
he told the SMPTE audience, “changing
frame rates for every scene, every object,
every pixel, just as you would brightness or
color timing.”
That may be the reason that previews
of Peter Jackson’s upcoming “The Hobbit”
designed for 48 fps presentation have
received mixed reviews. For many, HFR
looks too real. For others, it looks too
much like video.
CAN WE HANDLE IT?
But, is our industry ready to handle the
challenge of HFR?
Quantel’s Pablo Rio color-correction system
is already designed for 48 fps HFR, according
to Steve Owen, marketing director
at Quantel. “However, to be really honest,
there is not really a lot of interest in HFR in
high-end post yet,” Owen said. “But certainly
broadcast is looking to it for high-speed action
scenes to improve temporal resolution.”
“For us, HFR is a nascent discussion in
technology,” said Maurice Patel, entertainment
industry manager at Autodesk. “But, of
course, we have been able to mix multiple
frame rates like 60P on the same timeline
for quite some time.”
“We’re still reliant on a lot of other parts
of the puzzle coming together before this
becomes an issue for our customers,” added
Marcus Schioler, Autodesk product manager,
“but questions such as creating special effects,
handling timecode, modifying EDL’s,
syncing audio and dealing with metadata
are still to be standardized.”
For cameras, going to a higher frame
rate to achieve greater image clarity will
require higher bandwidth, according to
Klaus Weber, director of product marketing
for cameras at Grass Valley. “For live
sports, we believe that using a higher
frame rate will be a better use of that increased
bandwidth than increasing the
number of pixels.”
“Premiere Pro has become a playground
for people exploring HFR on the source
side since it easily handles all frame rates,”
said Patrick Palmer, senior product manager
for finishing at Adobe. “However, the
challenge is to create deliverables that are
derived from that HFR source material. Of
course, we’ll have to confront how to monitor
the results since few displays can handle
multiple levels of HFR.”
“We’ve been working closely with many
of the HFR productions being completed
today,” said David Colantuoni, senior director
of broadcast, storage and editor product
management at Avid, “and we were at
the SMPTE seminar on HFR. The whole
production pipeline past the camera acquisition
is interrupted by HFR. But, it’s no
more complicated than accommodating
stereoscopic 3D; and we’ll do the same
thing with HFR. We’d like to be able to edit
natively in 48 fps, 60 fps or 120 fps, and our
goal is to avoid the conversion that may
have to go on along the way.”
Jay Ankeney is a freelance editor and
post-production consultant based in Los
Angeles. Write him at JayAnkeney@mac.com.