Thursday, April 4, 2013

Notes on space in film


SPACE

  • Deep
    • offers illusion of 3d depth on a 2d screen
    • no real depth in screen space, illusion is conveyed through depth cues
      • perspective - 1, 2, and 3 point (draw buildings)
        • perspective creates VANISHING POINTS and LONGITUDINAL PLANES
        • Audience's eye will be usually drawn to and on-screen vanishing point (
          • draw railroad tracks)
          • draw two vanishing planes, with actor on outside, then actor on inside, at VP. Compare the two.
      • size difference
        • separating objects/actors into FG, MG and BG helps create depth
      • movement
        • moving parallel to the picture plane:
          • objects further away will appear to move slower across screen
          • objects closer will appear to move faster
          • draw track runners to demonstrate
        • moving perpendicular to picture plane
          • objects appear to move faster the closer they are to the camera
      • camera movement
        • dolly in/out = moving camera closer or farther from the subject
        • draw scene with FG actor and two BG actors, then dolly in
        • FG actor will get larger faster
        • tracking shot - camera dollies left/right
        • with one FG and three BG actors, FG actor appears to move faster horizontally in screen space.
        • crane shot - camera is moved vertically up or down.
        • same FG/BG actor combo - FG actor will drop out of frame faster than BG guys
      • Textural diffusion
        • objects that are closer to the camera will have more visible texture
      • Arial diffusion
        • fog
        • must have objects affected and unaffected in both the same shot in order to be an effective depth cue
      • Tonal separation
        • light objects generally appear closer, dark objects generally recede
        • can also be reverse, depending on lighting and arial diffusion
      • Color seperation
        • warm colors generally appear to be closer
        • cool colors generally appear to be further away
      • Up/Down position
        • objects lower in the frame appear to be closer than objects higher in the frame (maybe because they appear more accessible?)
      • Overlap
        • overlapping objects in the frame create depth
      • Focus
        • blur vs sharp
  • Flat
    • emphasizes the 2d aspects of the screen space
    • flat cues:
      • frontal planes and NO LONGITUDINAL PLANES
      • size consistency
      • movement
        • movement parallel to picture plane = good
      • camera movement - pans, tilts and zooms
        • help emphasize flat space because the relative distance between/size of objects does not change in the shot.
      • textural affinity
        • same amount of textural detail
      • reduced tonal seperation
      • reduced color separation (affinity of color)
      • reduced overlapping shapes
      • inverted depth cues
        • inverting or reversing depth cues can help flatten deep space
          • tone: placing brighter obis in the BG and darker ones in the FG
          • color: warm BG, cool FG
          • textural diffusion: make BG obis have more texture and FG ones have less
          • size difference: place larger objs farther away, and small ones closer.
  • Limited
    • combo of deep and flat space cues
  • Ambiguous
    • occurs when viewer is unable to understand the actual size/spatial relationships between objects in the frame
      • lack of movement -
      • objects of unknown size or shape
      • tonal and textural camouflage
      • mirrors and reflections
      • disorienting camera angles


  • DEEP SPACE
    • dramatic
    • exciting
    • edgy
    • can be used to release tension
  • FLAT SPACE
    • calming
    • comedic
    • disarming
    • can be used to build tension/claustrophobia and awkwardness
    • wes anderson!
  • LIMITED
    • combo of both
  • AMBIGOUS
    • mysterious
    • disorienting
    • chaotic

Movie Clips!

Tons and tons and tons of viewable clips from amazing films....all on youtube!!!





Sneakers



  • This scene involves two characters having a conversation about changing the world. As the sequence begins, we realize that they are under surveillance. They move to a smaller room to continue the dialog.
  • First two shots are closeups of the actors, then we go to wide shots as the actors lead us into the "safe" area. The camera pulls back to a very wide shot, before cutting inside the room to a series of closeups and OTS shots.
  • The color scheme changes as the characters enter the "safe" area. Blue is used for the area where they can't talk out loud, red and neutral are used in the safe area.
  • The tone changes as well. Unsafe area = dark tones, safe area = bright tones.
  • The "safe" area is where Ben Kingsley's character explains his seemingly benevolent plan to Redford's character.


Cider House Rules

http://www.youtube.com/watch?v=JES2fQLPoGU&feature=share&list=PL1E9342504260D7F2


  • This is a time-lapse sequence involving Toby M's character reading through a series of letters he has received/sent.
  • Fades are used to signify the passage of time between shots.
  • In addition, at the end of each shot, the focal element in the shot is framed in a way that it spacially overlaps the focal element in the NEXT shot.

Pi

http://www.youtube.com/watch?v=SzfQ2Bwhkcc&list=PL1E9342504260D7F2&index=116


  • This is a moment of discovery for the main character. He is about to discover a nautilus shell, which will inspire him to mathematically decode the stock market.
  • The first shots are super-high contrast in tone.
  • The shots are also ambiguous in their framing. We are in a disorienting, yet inspiring space with the character.
  • As the sequence continues, we are put into a more recognizable space, when the main character sees the treasure hunter inspecting the nautilus shell.
  • Note how the director chooses to SHOW the main character LOOKING at the hunter/nautilus shell, and then cross cuts to shots of what he is looking at.

Jurassic Park 3

http://www.youtube.com/watch?v=M7tNqjsclhs&list=PLF4CD53B8ECA3BB87&index=1


  • Tons of deep space in this shot.
  • The camera work during the dino fight is made to feel as though a documentary filmmaker is there. Just enough camera movement to sell the presence of the camera, not so much to distract from the animation.
  • There are several shots where one element is in the shot (human running away), and they react to something off-screen (falling dino), which then enters the frame. Very cool!


The Shining



  • The flatness of the shot = super awkward.
  • Going from framing Danny far away to super closeup = awkward/jarring
  • Letting Danny lead the camera around the corner to reveal the girls heightens the audience's suspense.
  • Danny's sweater is one of the most color saturated elements in the scene - blood red
  • The close up non-moving camera on Danny's reaction to the girls heightens the horror - he is literally paralyzed with fear.

Frame Still sites

http://www.hitchcockwiki.com/wiki/1000_Frames_of_Hitchcock

http://mikegrost.com/zmath.htm

http://image-par-image.blogspirit.com/

http://evanerichards.com/

Thursday, March 28, 2013

Three objectives of good cinematography

1. TELL THE STORY IN A WAY THAT DOES NOT CONFUSE THE VIEWER!!!

2. Enhance the essential experience of the film with complementary camera shots, cuts and editing/pacing.

3. Do fancy stuff that wows the viewer.


Your TOP PRIORITY is #1. If you don't achieve this in your film, #2 and 3 do not matter, as you have likely lost the viewer.