Seb | 1 Jan 11:23
Picon

Re: stereoscopy

hi,


no i am not talking about guessing an images z-depth on certain areas which i know would be far to complicated and impossible without a tool like blender. what i talk about is combining two matching videotracks to one stereoscopic video track. you should be able to choose what kind of colours your 3D-glases have and stuff like that. so we need a set of tools that makes editing/creating and rendering 3D-movies easier. well i don't think that we need to have support for polarized (linear and circular) projection methods since thos projectors are far to expensive and the amount of needed storage is far to much.

when it comes to coding i would try to clone the source repo of cinelerra, but then i could need a helping hand to get a grip on the code. so is it even possible to start working on those features in the state lumiera is right now?

greets

seb

2009/12/31 Brian Rytel <tesla.pictures-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org>
A few typos in the last email:


While not a 3D expert, it doesn't exactly work that way.

 3D video shot with parralax (the current technique) would have to lined up and synched, which would be a playback issue. But what you're talking about is a 3D compositing function, which would involve "making up" 3D information rather than playing back parralax/stereoscopic 3D video and editing it.

Extrapolating depth from an image in an attempt to create a 3D composite is very tricky business. Using two alternating/polarized 3D images to give a 2D version of a shot to each eye is very different. But it's a cool idea nonetheless.

B.J.M.R.



On Thu, Dec 31, 2009 at 1:12 AM, Brian Rytel <tesla.pictures-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org> wrote:
While not a 3D expert, it doesn't exactly work that way. 3D video shot with parralax (the current technique) would have to lined up and synched, which would be a playback issue. But what you're talking about is a 3D compositing function, which would involve "making up" 3D information rather than playing back parralax/stereoscopic 3D video and editing it. Extrapolating depth from an image in an attempt to create a 3D composite is very tricky business. Using two alternating/polarized 3D images to give a 2D version of a shot to each eye is very different.

B.J.M.R.


On Thu, Dec 31, 2009 at 12:47 AM, Seb <seb.semper-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org> wrote:
hi,

i thought about some kind of a filter or mixing-effect. so for example you put the two video-tracks in sync above each other and then you apply some kind of stereo-mix-mode and you are done. this would also allow more flexibility since you still can edit both tracks with all the other filters and effects available in lumiera.

so can this be done and does anybody wants it to be done?

sincerely seb




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--
Sebastian Semper
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Ichthyostega | 2 Jan 00:11
Picon

Re: stereoscopy


Seb schrieb:
> let me first introduce myself. i am a 19 year old student from germany...

> i would like to ask whether there is any ambition to integrate stereoscopy 
> into your program since this is the obvious future of creating movies.

Hi Sebastian,

be welcome to Lumiera!
As you probably know, I am one of Lumiera's core developers and working
on the "middle layer", where the editing operations done by the user
will work with the objects in the current session. I am a 40+ years old
software developer and living in munich, southern germany.

Speaking for myself, 3D isn't just a feature. Rather, stereoscopy and
spatial sound are about the primary motivations why I decided that we
need better editing tools. Not that our current tooling is broken,
but it contains seemingly innocuous pre-decisions, which effectively
drive you into handling some aspects of film-making in a ever repeating
standard-way. So it just looks as being most rational, when you
"stick to the standards"

Relating to the topic in question here, it works out as being plain
irrational if you want to build upon the full spatiality of sound for
your soundtrack; you will endanger the deadline of the project, or
at least risk ruining your health by excessively working overtime.
It is just so plain flat more rational to do a plain flat "panned mono"
soundmix, and then make it "pop" after the fact by adding proper effects.
Thus, what /would be possible/ going the other route remains undiscovered.
Panned mono (and flat imagery) gets all the resources, all the training
all the mastery of the seasoned experts of the field and the reviewers.

Here I've mentioned spatial sound first, because I guess much more
folks have hit this invisible wall when concerned with sound. But the
situation is completely similar, if not even worse when it comes to
spatiality in the imaging. Personally, coming from painting and
photography, at some point around 1991 I've almost completely switched
over to stereoscopy -- and I've learned the lesson that you can't just
add an "3D" effect to an conventional image composition. The whole
nature of composition is changed. And on top of this artistic challenge
comes the fact, that, the moment you switch to 3D, the existing tooling
starts working against you.

Now the fact that a fully professionally oriented editing solution is
lacking for the Linux platform gives us the chance to re-do some of
the basic decisions. We don't have to re-invent everything from scratch,
just re-visit the basic concepts, re-investigating if they support such
a new ascent, or rather work out as an impediment.

For sake of completeness I should mention that Lumiera has a bunch of goals.
None of them is strictly "codified" of course. The project is open and will be
moved by those dedicating their time and efforts.
Certainly one of the goals of Lumiera is to be prepared for the technological
advancements. What does it mean to work with 2k, 4k, 8k? How important is
hardware acceleration (really), and how can it be made fit in into the
existing environment? What benefits can we take from the advent of massively
multi-core hardware?
Besides that, another goal within the Lumiera project can be called "building
bridges". Classical film editing is an very deep, very minimal, almost ascetic
art. There is the real danger of this getting buried within an environment
which is totally focussed on effects. A mentality which thinks, steady-cams
and blue screens are what make a movie cool. To the contrary, Lumiera shall
be an environment, where the good old art of editing can be exercised,
without being hostile to the new achievements.

> ...I decided to get some grip onto this filming techniqe. I have been 
> following the talk in the mailinglist and some updates on your website but 
> still i don't know whether your concept allows implementing such a feature. 
> if so i would like to offer trying to implement it. i have got some 
> programming skills and it would be worth a try. but first let me know what 
> you think about it!

Of course we'll welcome such an effort. We have an ambitious concept and
thus far we've just ignored the reality (i.e. the available manpower) and
worked on implementing this concept step by step. Of course we're cutting
edges here and there, because we do need some integration and a working
end-to-end chain. But up to now we didn't sacrifice any of the fundamental
goals and we didn't add a solution which would endanger the concept.

Now you're probably interested especially how this relates to stereoscopy.
Personally, I've always considered 3D imaging and sound, and I came to the
conclusion, that supporting it creates special requirements on two different
levels: openness/awareness in the core, and special extension modules, which
need to be first-class citizens.

Within the core, 3D just needs to be an option. This may seem trivial, but it
isn't. It means, that 3D can be chosen the same way, as you can choose to do
your project with RGB or with YUV+alpha-floats. All relevant parts simply
need to be prepared, that -- just by virtue of project configuration -- there
could be 2 channels or 5 channels or 21 channels or even a complicated mixture
of channels with different media types. Thus, branching and decisions have to
be modularised and factored out, and the backbone of the application has to
be written at an (sometimes quite demanding) level of abstraction. Especially,
this is demaning, as too much generality can kill pretty much every software
development project.

Following this general approach, in my design of the session's internal
structures I've settled down on some solutions, which I want to point out
in this context: To start with, I've removed most of the traditional meaning
of a "track".
You know, the classical association is a track on a magnetic tape or even
the film strip itself. It contains the data, or the data is piped through
the track. Then you can hook up your processing on top of it.
I've done away with this concept. In Lumiera, a track is just a space
(or a scope) where you can place media objects (along a time axis, that is).
It's the job of the engine to wire up these objects in a way which is in
accordance to the object's media type. The usual separation between "audio"
and "video" is gone. A clip is just a clip and contains a combination of
channels. If you want to treat sound separately, then make a clip just
comprised of sound and put it somewhere; the system will understand no
"video out" connection is necessary.
Another decision I want to mention here is to make some relations between
media objects into first class citizens: It is very common to help the editor
with arranging the elements by providing "snap-to" and alignment GUI functions.
E.g. the GUI is manipulated in a way that it makes a second clip snap in at the
end of the first clip. I think, it's a better approach not to implement such
fundamental things by GUI trickery. Rather, the information of a relation
between these two clips ("seamlessly following each other") is retained within
the data model of the session. Even if you'd be modifying the session through a
script, without any GUI, this relation will be retained. Indeed, I even went one
step farther and sort-of "turned around" the model: In Lumiera, the model is
built up from *relations* (called "Placement") and the actual media objects are
attached as leaves to these relations.
Together, these changed approaches give us the necessary flexibility to
handle 3D as "an option", without making the model more complicated.
Indeed, my goal is even overall to get a more simple model and session
representation, as a lot of special cases are replaced with one single
rule of treatment.

On top of this session core handling, the specific treatment of 3D image and
sound then has to happen within special plug-ins. But these plug-ins aren't
just add-ons, rather, Lumiera was designed from start to be modularised
into plug-ins starting at a certain level. For example, all of the actual
data processing will happen in plug-ins. Regarding 3D, the most notable
plug-ins are "panning/spatialisation" for sound and something I'd like
to call "windowing" for stereoscopy. Together, they serve to build up a
complete and smooth spatial image. They share the common property, that
they need to be inserted into the processing chain very much "downstream",
when entering the global busses, while the controlling parameters are very
much "upstream", at the individual media, or even more on the enclosing
scopes (tracks, sequences, global rules). In my concept, the Placements
serve as the glue to hold this control chain together. But honestly, this
latter part is just an concept and not designed in detail. I'm continuously
working on it and would welcome discussion.

Now I've written quite some details and I hope I didn't confuse you completely.
I'd be happy to explain more details, so feel free to ask questions or start
a discussion. Maybe it would be a good idea to "meet" on IRC ?  We're using
channel #lumiera on freenode.net. (But currently I'm quite busy and not normally
hanging out at IRC, so please drop me a mail and then we could meet there to
discuss more details).

Cheers,
Hermann Voßeler
aka. "Ichthyo"

Brian Rytel | 2 Jan 00:14
Picon

Re: stereoscopy

Basically what your talking about is a 3D playback utility that could be called up by Cinelerra/Lumiera and then a plugin/extension to either program to configure the playback utility. I was thinking about this, usually you'd just have a util-config window to run the playback engine (like the mixer util in LACK, ALSA etc). But it would make sense to incorporate controls into Cine or Lumi.

One would also have to work with the n-tracks talked about above, but I wonder if you could sort of hack the functionality of audio tracks with video instead.

My question is: for the type of function you want would it not be easier to use a simple, purpose-written external program to render out stereo video, and setup/configure those options? If you aren't going to need the ability to composite in 3D it would be simple to break it down into simple steps rather than a single complicated application.

But as Odin said, n-track video that could be assigned to a stereo video module is good to keep in mind.

B.J.M.R.


On Fri, Jan 1, 2010 at 2:23 AM, Seb <seb.semper <at> gmail.com> wrote:
hi,

no i am not talking about guessing an images z-depth on certain areas which i know would be far to complicated and impossible without a tool like blender. what i talk about is combining two matching videotracks to one stereoscopic video track. you should be able to choose what kind of colours your 3D-glases have and stuff like that. so we need a set of tools that makes editing/creating and rendering 3D-movies easier. well i don't think that we need to have support for polarized (linear and circular) projection methods since thos projectors are far to expensive and the amount of needed storage is far to much.

when it comes to coding i would try to clone the source repo of cinelerra, but then i could need a helping hand to get a grip on the code. so is it even possible to start working on those features in the state lumiera is right now?

greets

seb

2009/12/31 Brian Rytel <tesla.pictures-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org>

A few typos in the last email:


While not a 3D expert, it doesn't exactly work that way.

 3D video shot with parralax (the current technique) would have to lined up and synched, which would be a playback issue. But what you're talking about is a 3D compositing function, which would involve "making up" 3D information rather than playing back parralax/stereoscopic 3D video and editing it.

Extrapolating depth from an image in an attempt to create a 3D composite is very tricky business. Using two alternating/polarized 3D images to give a 2D version of a shot to each eye is very different. But it's a cool idea nonetheless.

B.J.M.R.



On Thu, Dec 31, 2009 at 1:12 AM, Brian Rytel <tesla.pictures-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org> wrote:
While not a 3D expert, it doesn't exactly work that way. 3D video shot with parralax (the current technique) would have to lined up and synched, which would be a playback issue. But what you're talking about is a 3D compositing function, which would involve "making up" 3D information rather than playing back parralax/stereoscopic 3D video and editing it. Extrapolating depth from an image in an attempt to create a 3D composite is very tricky business. Using two alternating/polarized 3D images to give a 2D version of a shot to each eye is very different.

B.J.M.R.


On Thu, Dec 31, 2009 at 12:47 AM, Seb <seb.semper-Re5JQEeQqe8AvxtiuMwx3w@public.gmane.org> wrote:
hi,

i thought about some kind of a filter or mixing-effect. so for example you put the two video-tracks in sync above each other and then you apply some kind of stereo-mix-mode and you are done. this would also allow more flexibility since you still can edit both tracks with all the other filters and effects available in lumiera.

so can this be done and does anybody wants it to be done?

sincerely seb




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Lumiera mailing list
Lumiera <at> lists.lumiera.org
http://lists.lumiera.org/cgi-bin/mailman/listinfo/lumiera
http://lumiera.org/donations.html



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http://lists.lumiera.org/cgi-bin/mailman/listinfo/lumiera
http://lumiera.org/donations.html

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Ichthyostega | 2 Jan 01:39
Picon

Re: stereoscopy


Brian Rytel schrieb:
> On a purely creative note, a a recently graduated film student, 3D is on some
>  shaky ground for taking over filmmaking. The main issue is that 1/4th of the
>  population experieces a negative side effect (dizziness, nausea, headaches 
> etc.) by watching the films. A larger percentage of people don't want to 
> watch 3D films for one reason or another.

Hi Brian,

as a long standing "stereoscoper" I can't agree more. If you look at the history
of stereoscopy, we had several 3D "waves" recurring at about every generation
(25, 30 years). Repeatedly, there seemed to be a huge momentum, and everyone
claimed clearly that "3D will be the future and future generations will laugh
at our flat worlds of imagery"). But, for me, the most "interesting" part
of this story is that each of these "movements" faded away into complete
obliteration. It is almost as if the public got brainwashed. No one can even
remember 3D. If you show up in public with a 2-lens stereoscopic camera,
people get curious, but no one has ever heard of such a thing. "Hey this
is cool...", "hey that needs to be a new invention from USA". If you then
tell them that stereoscopy is as old as photography and that in the 19th
century, there where more stereo cameras than one-eyed cameras, stereoscopic
cards featuring news and sightseeing topics printed with million run, they
look at you as if you where a madman... ;-)

Regarding the dizziness, there are multiple aspects, according to my own
experience. I should add that I did quite some slide shows and also some
presentation of 3D video in the past.

One distinct factor is precision. Doing a stereoscopic screen presentation
poses very high precision demands, much higher than anything which is necessary
for conventional imagery. Basically you have to match projected elements with a
precision in the order of +-1mm, even on a large screen. And, most notably,
there are certain geometric limitations, which don't exist for 2D. While
a conventional image "works" as long as the viewer is at all able to see
it, the stereoscopic vision does kick in only if the whole geometry is
relatively near to our every-day's viewing experience. (People doing much
3D work of course are different, for example if I see a stereo pair printed
somewhere, the two images almost immediately fuse for me into a 3D image)

While it was possible to meet that precision criteria with the presentation
of stereoscopic stills, it effectively wasn't possible with conventional
mechanical film projection, unless the two images where mounted on the same
film strip. Thus, using analogue film, 3D was possible (and in spite of that
quite impressive), but it always created a certain strain, which couldn't
be overcome, even not in IMAX, when using 2 separate projectors. I think
this part of the equation can be solved rather easily with digital
projection.
Extrapolating my experience from slide presentation, I know that viewing
3D for hours without strain is possible even for moderately large audiences,
given the presentation is done with the necessary care, which is mostly
a psychological factor. No joke. I guess about 50% of the people just
refuse to believe that you have to be "so f**cking precise. Come on,
just relax and stay pragmatic". 3D won't work when applying this mindset.

But there is another interesting factor: Over the first 100 years of
cinematography, we've created sort-of a visual language. Most of this
language meanwhile works in a subconscious way. And all of these
visual syntax is directly rooted in the way we deal with images.
Flat images. This doesn't mean it wouldn't work with 3D.
Just, the bad news is: id doesn't work out of the box.
And the fine point of that problem is: especially the "visual people",
those doing the media, have especially sucked in this syntax of conventional
imagery. They're playing on it virtuously, which makes them (us, for that)
especially fallible to overlook the basics.

Framing two image elements together in a symbolic manner? For example
framing two persons close to communicate a relation between them? Doesn't
work in 3D. Because in 3D there is now a spatial relation, which is established
first class and perceived in a primary way, which puts any "symbolic" relations
on a secondary grade; most people won't even get the point you (the filmmaker)
want to communicate. At least you'd need to give the audience more time
(and who dares to show an image for more than 5 seconds today??)

Making a scene more "brittle, pressing and realistic" by using hand-held
camera? Doesn't work in 3D. You're just forcing an completely unnatural
way of viewing onto the audience. This way of viewing is perceived first class
and will push away all the "meaning" you (the filmmaker) want to communicate.

Making the narration of a dialogue more paced and to the point by intercutting
between the involved actors? Doesn't work in 3D. You're overloading the visual
perception of your audience. Contrary to 2D, in 3D, the conventional cutting
techniques don't increase involvement, they reduce it and put additional
strain on the audience, causing them to re-orient themselves with each
cut. So, cutting in 3D has completely to be re-adjusted. That's a bummer.

I've almost never seen any 3D film made by professionals in the past, which
didn't more or less violate these basics. Thus, the cause of the dizziness
and unwillingness of the audience is mostly the filmmakers, which want to
stick to their proven habits and just add 3D as an effect. Btw, with the
most notable exception of Alfred Hitchcock ("dial M for Murder"), which
showed that doing it properly isn't even difficult and just means to do
some small, knowingly adjustments.

> That means: in order to create financially successful/popular movies, you 
> have to create a movie that "works"/looks good into 2D, and add 3D for a 
> "cool factor"/gimmick to those interested. This means that while more films 
> may add 3D as a feature, the primary format will remain 2D, and the added 
> expense (which is huge) of 3D will be questioned bee studio execs.

...I'd say, such an approach to 3D is dead before it's even started.
Either, you're willing to let 2D go and do *3D for real*, or it will
remain an effect without inner necessity.

> Whether it will generate enough cash to become standard is yet to be seen and
> cannot precisely be predicted, but the "format" of film is unlikely to
> change due to its accessibility issues.

Let's put it this way: as long as 3D is done just for some external needs,
mainly business needs to escape the competition of youtube, it will remain
a joke and an shallow effect and quickly fade away into obliteration again.

But I see the chance that a 3D hype will put better equipment into the hands
of those people, which understand and do spatial imaging driven by an artistic
necessity.

Hermann V

Brian Rytel | 2 Jan 02:09
Picon

Re: stereoscopy

Hermann,

I see where you are going with this.

Concerning creating a new "visual language" for 3D:

One can make motion, 3D, temporal narrative art, but this format will need new conventions, and will lead to a significantly different format that will share few things with film as we know it.

Unlike adding audio, which "tightened" up film and made people able to pretend they were actually in the space presented in the film, or color which made more-accurate to reality images 3D is more to film what film was to still photography. You're adding a new dimension. Film added the dimension of time-motion to photography (while just using a trick of multiple stills) and 3D adds the trick of dimension (thru 2 images woven together).

I remember all those stereoscope cards from the 30s-40s my parents and grandparents are so fond of, and again we point to the cinema 3D movement of the 50s. Maybe it will stick this time, but as you already mentioned, the whole world seemed like it would never touch 2D again in those times, yet we went back, who knows about the present.

3D is much like 10+ channel audio, unless there is a REAL demand from the market it will fall. While marketing that a film is done in 3D increases its overall sales (a little,) the percentage of viewers that actually go to see 3D showings are a) small and b) usually uneconomical.

I believe the main roadblock to 3D is actually the principle of viewing it. People don't want to use a tool to see it, they want unassisted 3D. Of course people can do hours of 3D viewing through glasses, people wear glasses and sunshades for hours and days on end and it doesn't cause them problems. The precision reminds me of jitter and flicker in early films, and can be fixed with attention and innovation. But unassisted 3D is sparse and in my opinion the only viable future of the format/visual medium.

But this is our creative/philosophical discussion, I think the technical issues pertaining to Lumiera are fleshed out decently.

B.J.M.R.


On Fri, Jan 1, 2010 at 4:39 PM, Ichthyostega <prg <at> ichthyostega.de> wrote:
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

Brian Rytel schrieb:
> On a purely creative note, a a recently graduated film student, 3D is on some
>  shaky ground for taking over filmmaking. The main issue is that 1/4th of the
>  population experieces a negative side effect (dizziness, nausea, headaches
> etc.) by watching the films. A larger percentage of people don't want to
> watch 3D films for one reason or another.

Hi Brian,

as a long standing "stereoscoper" I can't agree more. If you look at the history
of stereoscopy, we had several 3D "waves" recurring at about every generation
(25, 30 years). Repeatedly, there seemed to be a huge momentum, and everyone
claimed clearly that "3D will be the future and future generations will laugh
at our flat worlds of imagery"). But, for me, the most "interesting" part
of this story is that each of these "movements" faded away into complete
obliteration. It is almost as if the public got brainwashed. No one can even
remember 3D. If you show up in public with a 2-lens stereoscopic camera,
people get curious, but no one has ever heard of such a thing. "Hey this
is cool...", "hey that needs to be a new invention from USA". If you then
tell them that stereoscopy is as old as photography and that in the 19th
century, there where more stereo cameras than one-eyed cameras, stereoscopic
cards featuring news and sightseeing topics printed with million run, they
look at you as if you where a madman... ;-)


Regarding the dizziness, there are multiple aspects, according to my own
experience. I should add that I did quite some slide shows and also some
presentation of 3D video in the past.

One distinct factor is precision. Doing a stereoscopic screen presentation
poses very high precision demands, much higher than anything which is necessary
for conventional imagery. Basically you have to match projected elements with a
precision in the order of +-1mm, even on a large screen. And, most notably,
there are certain geometric limitations, which don't exist for 2D. While
a conventional image "works" as long as the viewer is at all able to see
it, the stereoscopic vision does kick in only if the whole geometry is
relatively near to our every-day's viewing experience. (People doing much
3D work of course are different, for example if I see a stereo pair printed
somewhere, the two images almost immediately fuse for me into a 3D image)

While it was possible to meet that precision criteria with the presentation
of stereoscopic stills, it effectively wasn't possible with conventional
mechanical film projection, unless the two images where mounted on the same
film strip. Thus, using analogue film, 3D was possible (and in spite of that
quite impressive), but it always created a certain strain, which couldn't
be overcome, even not in IMAX, when using 2 separate projectors. I think
this part of the equation can be solved rather easily with digital
projection.
Extrapolating my experience from slide presentation, I know that viewing
3D for hours without strain is possible even for moderately large audiences,
given the presentation is done with the necessary care, which is mostly
a psychological factor. No joke. I guess about 50% of the people just
refuse to believe that you have to be "so f**cking precise. Come on,
just relax and stay pragmatic". 3D won't work when applying this mindset.


But there is another interesting factor: Over the first 100 years of
cinematography, we've created sort-of a visual language. Most of this
language meanwhile works in a subconscious way. And all of these
visual syntax is directly rooted in the way we deal with images.
Flat images. This doesn't mean it wouldn't work with 3D.
Just, the bad news is: id doesn't work out of the box.
And the fine point of that problem is: especially the "visual people",
those doing the media, have especially sucked in this syntax of conventional
imagery. They're playing on it virtuously, which makes them (us, for that)
especially fallible to overlook the basics.

Framing two image elements together in a symbolic manner? For example
framing two persons close to communicate a relation between them? Doesn't
work in 3D. Because in 3D there is now a spatial relation, which is established
first class and perceived in a primary way, which puts any "symbolic" relations
on a secondary grade; most people won't even get the point you (the filmmaker)
want to communicate. At least you'd need to give the audience more time
(and who dares to show an image for more than 5 seconds today??)

Making a scene more "brittle, pressing and realistic" by using hand-held
camera? Doesn't work in 3D. You're just forcing an completely unnatural
way of viewing onto the audience. This way of viewing is perceived first class
and will push away all the "meaning" you (the filmmaker) want to communicate.

Making the narration of a dialogue more paced and to the point by intercutting
between the involved actors? Doesn't work in 3D. You're overloading the visual
perception of your audience. Contrary to 2D, in 3D, the conventional cutting
techniques don't increase involvement, they reduce it and put additional
strain on the audience, causing them to re-orient themselves with each
cut. So, cutting in 3D has completely to be re-adjusted. That's a bummer.

I've almost never seen any 3D film made by professionals in the past, which
didn't more or less violate these basics. Thus, the cause of the dizziness
and unwillingness of the audience is mostly the filmmakers, which want to
stick to their proven habits and just add 3D as an effect. Btw, with the
most notable exception of Alfred Hitchcock ("dial M for Murder"), which
showed that doing it properly isn't even difficult and just means to do
some small, knowingly adjustments.

> That means: in order to create financially successful/popular movies, you
> have to create a movie that "works"/looks good into 2D, and add 3D for a
> "cool factor"/gimmick to those interested. This means that while more films
> may add 3D as a feature, the primary format will remain 2D, and the added
> expense (which is huge) of 3D will be questioned bee studio execs.

...I'd say, such an approach to 3D is dead before it's even started.
Either, you're willing to let 2D go and do *3D for real*, or it will
remain an effect without inner necessity.

> Whether it will generate enough cash to become standard is yet to be seen and
> cannot precisely be predicted, but the "format" of film is unlikely to
> change due to its accessibility issues.

Let's put it this way: as long as 3D is done just for some external needs,
mainly business needs to escape the competition of youtube, it will remain
a joke and an shallow effect and quickly fade away into obliteration again.

But I see the chance that a 3D hype will put better equipment into the hands
of those people, which understand and do spatial imaging driven by an artistic
necessity.


Hermann V




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Website map

Ciao!

I spent some time today to review the community ideas about website
content and organization.

In particular I paid attention to Alan Chandler useful critics, to
mridkash and Lorenzo graphic proposals, to Wouter proposed structure and
to the asciidoced files waiting patiently for a menu. If I missed
community contributions, please speak up.

I came up with a new, more detailed possible website structure. I made
it thinking at usability both graphically and for content accessibility.
I imagined a website with an horizontal menu with sub-menus (no more
side menu!).

In the DEV section I'm fumbling in the dark. My proposed menu can be
completely wrong.

When the structure is refined enough to get your blessing, I can start
linking pages accordingly so that the present website can be made
uWiki-ready.

Ciao!
Raffaella

                                -------

                             PUBLIC SECTION

* HOME (blog style) Essential presentation, News, Project heartbeat
(Roadmap included), Search 

* THE PROJECT

        - ABOUT Detailed history of Lumiera with relations to CinCV
        explained and link to documents like cehteh's announcement. Page
        to be made

        - CREDITS

        - CONTACT

        - ROADMAP

        - SCREENSHOTS (just one for now)

        - PRESS(logos, presentations...) Page to be made

        - DONATE

* DOWNLOAD Lumiera source code, logos, leaflets, video samples

* USER MANUAL For now just the Newbies tutorial (How to compile Lumiera
and try the GUI)

* CONTRIBUTE Intro with links to both Dev and Non-Dev Trac tickets, link
to Gui brainstorming page.

* DEV CORNER a website on its own (a subdomain?) See below.

* WEBSITE

        - UWIKI MANUAL

        - ASCIIDOC CHEATSHEET for LUMIERA

                                 -----

                           DEVELOPER'S CORNER

* HOME Brief intro (Quick start, Startup notes?)

* CODE DOCUMENTATION

        - DOXYGEN

        - BACKEND

        - PROC

        - GUI

* DESIGN

        - DESIGN PROCESS

        - WORKFLOW

        - GUI

        - PLUGIN

        - BUILDRONE

        - CONFIG LOADER

        - ??

* DEVELOPMENT

        - GITWEB

        - TRAC REPORTS

        - ROADMAP

        - NEXT MEETING AGENDA

        - PAST PROTOCOLS

* USEFUL LINKS

* PASTEBIN

* DEVS

        - SIMAV

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Website map - v2

Hi again!

After a chat with ichthyo here's the map - version 2, with changes on
the "Dev's vault".

Ciao!
Raffaella

                                -------

                             PUBLIC SECTION

* HOME (blog style) Essential presentation, News, Project heartbeat
(Roadmap included), Search 

* THE PROJECT

        - ABOUT Detailed history of Lumiera with relations to CinCV
        explained and link to documents like cehteh's announcement. Page
        to be made

        - CREDITS

        - CONTACT

        - ROADMAP

        - SCREENSHOTS (just one for now)

        - PRESS (logos, presentations...) Page to be made

        - DONATE

* DOWNLOAD Lumiera source code, logos, leaflets, video samples

* USER MANUAL For now just the Newbies tutorial (How to compile Lumiera
and try the GUI)

* CONTRIBUTE Intro with links to both Dev and Non-Dev Trac tickets, link
to Gui brainstorming page.

* DEV'S VAULT a website on its own (a subdomain?) See below.

* WEBSITE

        - UWIKI MANUAL

        - ASCIIDOC CHEATSHEET for LUMIERA

                                 -----

                           DEVELOPER'S VAULT

* HOME Brief intro (Quick start, Startup notes?)

* CODE DOCUMENTATION (technical stuff)

        - DOXYGEN

        - GUI (portal)

	- PROC (portal)

	- BACKEND (portal)

* DESIGN DOCUMENTATION (conceptual stuff)

        - DESIGN PROCESS

        - WORKFLOW (portal)

        - GUI (portal)

	- PROC (portal)

	- BACKEND (portal)

        - PLUGIN

        - BUILDRONE

        - CONFIG LOADER

* DEVELOPMENT

        - GITWEB

        - TRAC REPORTS

        - ROADMAP

        - NEXT MEETING AGENDA

        - PAST PROTOCOLS

* WHITE PAPERS & PRESENTATIONS

* USEFUL LINKS

* PASTEBIN

* DEVS

        - SIMAV

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Christian Thaeter | 3 Jan 22:15

Re: Website map - v2

Raffaella Traniello wrote:
> Hi again!
> 
> After a chat with ichthyo here's the map - version 2, with changes on
> the "Dev's vault".
> 
> Ciao!
> Raffaella

Looks great, one small thing: I would leally like to have a
 "Most Important Page Links" on the frontpage

That could be a footer/sidebar/something in small font links to some
important pages. The thing is that this needs to be a one-click[tm]
entry to the most important things. Examples are:
 - Mailinglist archive
 - gitweb log view of the master repo
 - open tickets in the issue tracker
 - ohloh page
 ... (few, but not much more here)

The rationale is that I always find that I have to navigate 2-3 pages
when I want to show something. A new site structure will improve the
discoverability, but still reaching some imporant detail pages will not
become easier.

	Christian

> 
> 
>                                 -------
> 
>                              PUBLIC SECTION
> 
> 
> * HOME (blog style) Essential presentation, News, Project heartbeat
> (Roadmap included), Search 
> 
> * THE PROJECT
> 
>         - ABOUT Detailed history of Lumiera with relations to CinCV
>         explained and link to documents like cehteh's announcement. Page
>         to be made
>         
>         - CREDITS
>         
>         - CONTACT
>         
>         - ROADMAP
>         
>         - SCREENSHOTS (just one for now)
>         
>         - PRESS (logos, presentations...) Page to be made
>         
>         - DONATE
> 
> * DOWNLOAD Lumiera source code, logos, leaflets, video samples
> 
> * USER MANUAL For now just the Newbies tutorial (How to compile Lumiera
> and try the GUI)
> 
> * CONTRIBUTE Intro with links to both Dev and Non-Dev Trac tickets, link
> to Gui brainstorming page.
> 
> * DEV'S VAULT a website on its own (a subdomain?) See below.
> 
> * WEBSITE
> 
>         - UWIKI MANUAL
>         
>         - ASCIIDOC CHEATSHEET for LUMIERA
> 
> 
>                                  -----
> 
>                            DEVELOPER'S VAULT
> 
> 
> * HOME Brief intro (Quick start, Startup notes?)
> 
> * CODE DOCUMENTATION (technical stuff)
> 
>         - DOXYGEN
>            
>         - GUI (portal)
> 
> 	- PROC (portal)
> 
> 	- BACKEND (portal)
> 
> * DESIGN DOCUMENTATION (conceptual stuff)
> 
>         - DESIGN PROCESS
>         
>         - WORKFLOW (portal)
>         
>         - GUI (portal)
> 
> 	- PROC (portal)
> 
> 	- BACKEND (portal)
>         
>         - PLUGIN
>         
>         - BUILDRONE
>         
>         - CONFIG LOADER
> 
> * DEVELOPMENT
> 
>         - GITWEB
> 
>         - TRAC REPORTS
>         
>         - ROADMAP
>         
>         - NEXT MEETING AGENDA
>         
>         - PAST PROTOCOLS
> 
> * WHITE PAPERS & PRESENTATIONS
> 
> * USEFUL LINKS
> 
> * PASTEBIN
> 
> * DEVS
> 
>         - SIMAV
> 
> 
> 
> 
> _______________________________________________
> Lumiera mailing list
> Lumiera@...
> http://lists.lumiera.org/cgi-bin/mailman/listinfo/lumiera
> http://lumiera.org/donations.html

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Re: Website map - v2

Ciao!

> Looks great, one small thing: I would leally like to have a
>  "Most Important Page Links" on the frontpage

Hmmm... my impression is that "being important" is a subjective quality.
What is important for me is not what is important for you.

Are not browser bookmarks what you want?

>  - ohloh page

What's the main value of that? 
(to find the best place for it)

Ciao
Raffaella

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Christian Thaeter | 3 Jan 23:52

Re: Website map - v2

Raffaella Traniello wrote:
> Ciao!
> 
>> Looks great, one small thing: I would leally like to have a
>>  "Most Important Page Links" on the frontpage
> 
> Hmmm... my impression is that "being important" is a subjective quality.
> What is important for me is not what is important for you.
> 
> Are not browser bookmarks what you want?

Nope, on conferences or when being at someone elses computer i want this
things there. Of course this is a bit biased by me as developer, But
Lumiera is in development and next to the potential users who look at
the webpage, it must be an useable/accessible tool for the developers
for the time being. Surely this list of quick links will change over time.

> 
>>  - ohloh page
just nice example/project stats
> 
> What's the main value of that? 
> (to find the best place for it)
> 
> Ciao
> Raffaella
> 
> _______________________________________________
> Lumiera mailing list
> Lumiera@...
> http://lists.lumiera.org/cgi-bin/mailman/listinfo/lumiera
> http://lumiera.org/donations.html

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Gmane