Cinematic Realism Considered - Part 2
In Part 1 of CinematicRealism Considered, I discussed both ultra high definition (UHD) and high
frame rate (HFR) as signaling the latest and most radical revolution in cinema
technology in the last half century. These two recent advances in movie making
and theatrical exhibition together with the advent of digital 3D can create a
movie going experience that blurs the separation between
fantasy and reality, fiction from non-fiction. Indeed the expressed
purpose of these three technologies in combination is to simulate reality as
closely as possible... creating cinematic realism.
To be
clear, none of these advances would have been possible without
the introduction and current ubiquitous status of digital filmmaking and
exhibition. Digital Cinema became a disruptive technology only during the last decade, completely changing the way we
think about moviemaking and removing most of the constraints that have been
inherent in the use of physical film for almost a century.
As a result, filmmakers like Peter Jackson have begun
pushing the boundaries of this new medium in an attempt to dramatically change
the movie going experience, proclaiming cinematic realism the future of
cinema. However, to some, these changes call into question the very heart and
definition of the cinematic experience.
Is There an Ideal Cinematic Experience?
Why do we go to the theater in the first place? I
believe that most of us go to the theater to escape reality via visuals and
audio that depict a story. But as camera, cinematic projection and screen technology
continue to advance one has to wonder whether the movie going experience
will continue to offer an escape from reality or is it destined to become an accurate simulation of reality framed within a story. This is an important distinction because we know from recent HFR releases that there are some movie goers who consider cinematic realism a radical if not uncomfortable departure from the familiar cinematic experience.
The Digital Revolution in Cinema:
But lets
back up a bit and put HFR in historical perspective. In the absence of
significant advances in digital camera and digital projection technology over
the last decade this blog on cinematic realism would have little relevance.
Today the majority of movie theaters around the world are fully digital. In fact, digital technology has for the most part completely eliminated analog film for theatrical exhibition. This has had a profound effect on film printing and film distribution, which was the cash cow of the major film labs. Today, filmmaking and exhibition has entered a whole new era in which postproduction houses must compete with smaller, more agile finishing houses and VFX facilities must gear up with software and capex requirements to handle higher resolutions and higher frames rates.
Today the majority of movie theaters around the world are fully digital. In fact, digital technology has for the most part completely eliminated analog film for theatrical exhibition. This has had a profound effect on film printing and film distribution, which was the cash cow of the major film labs. Today, filmmaking and exhibition has entered a whole new era in which postproduction houses must compete with smaller, more agile finishing houses and VFX facilities must gear up with software and capex requirements to handle higher resolutions and higher frames rates.
The 24 Frame Rate Standard:
Prior to the introduction of digital cinema and for
nearly the past 90 years, the standard frame rate in the U.S. for exhibiting feature films has been 24 frames per second (fps). To the theater going audience
today and in the past, the 24 fps experience is what cinema has been and what
it's supposed to be.
So what is it about 24 fps that makes it so
unique? Nothing really. The 24 fps standard was an arbitrary number
introduced to feature films in 1926 because it was considered the slowest film
speed that could produce the illusion of smooth movement when coupled with
audio while at the same time conserving the cost of film. While 24 frames
remains the current standard in digital cinema today, both analog film and
digital projectors are typically double flashed or triple flashed meaning that
each frame is shown twice or three times as they are projected. This is done to
reduce the transition time between frames thereby mitigating flicker. So while
we've always experienced 48 or 72 frames per second in the theater, only 24
frames of actual visual information has been displayed each second. I believe
audiences tend to perceive today’s feature film experience as something other
than reality because of the relatively low resolution that we get from 24 fps
delivered in HD or 2K. This is true whether or not 3D is part of the
equation.
Deviating From The Norm:
Deviating From The Norm:
To
deviate from 24 fps can impose a different experience on the audience that may
not be considered an enhancement for some films. Both HFR and UHD
dramatically increase the amount of visual data delivered to our eyes and brain.
High frame rate delivers more images per second, which increases the amount of
visual information hitting our retinas per unit of time. This is
called 'temporal resolution' or time based resolution. Ultra high definition on
the other hand increases the pixel resolution of each frame. It's
going from HD at 1920 by 1080 to UHD at 3840 by 2160, which is 4 times the
resolution. It's basically the difference between a 2.07 megapixel
image and an 8.29 megapixel image. This is called 'spatial resolution’.
It's our
persistence of vision or the amount of time an image remains on the retina
after removal of that image that melds 48 fps into a continuous visual
experience with high data rate. So if you combine higher temporal
resolution with higher spatial resolution the amount of data reaching the
retina goes up geometrically and when shot correctly, the screen literally
appears to be approaching reality. Add quality 3D to this mix and you have a
unique cinematic experience that appears to be an extension of
reality.
Whether it's cinematic storytelling or cinematic realism I believe both have legitimacy in filmmaking and exhibition. It really comes down to a creative call for the filmmaker and a budgetary call for the studio.