Another reason why “3D” cinema is awful
Jan. 26th, 2011 10:52 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
A while back, I wrote a post about 3D
movies and what I dislike about them. Note that I focus on the negatives, which does not mean that I think there are no positives—but I’m certainly not generally impressed, mostly because while I think true 3D graphic displays are a wonderful idea, I don’t think the cinema is the place for it. I mentioned problems like the fact that the faux-3D movie makes me expect parallax effects, which do not exist; and that I find the illusion of different focal depths in the image both tiring and irritating.
These problems could, certainly in theory and if not today, then certainly in future practice, be solved for interactive computer simulations—like games—by tracking head movements (to solve the parallax problem: recall this awesome hack) and eye movements, pupil dilations and contractions, to adapt image “fuzziness” to create a truly convincing illusion of focal depth. However, it would not easily lend itself to movies, because it requires adapting the image to the individual viewer, and besides it would be impossible by any technique or technology I know of to even capture the data, except for 3D generated CG.
In a letter to Roger Ebert, veteran editor Walter Murch has described another problem relating to focal depth that I hadn’t thought about:
The biggest problem with 3D, though, is the “convergence/focus” issue. A couple of the other issues – darkness and “smallness” – are at least theoretically solvable. But the deeper problem is that the audience must focus their eyes at the plane of the screen – say it is 80 feet away. This is constant no matter what.
But their eyes must converge at perhaps 10 feet away, then 60 feet, then 120 feet, and so on, depending on what the illusion is. So 3D films require us to focus at one distance and converge at another. And 600 million years of evolution has never presented this problem before. All living things with eyes have always focussed and converged at the same point.
True enough, and as the article goes on to say, this may well account for a good deal of fatigue and headaches that 3D
moviegoers experience. I wonder how, even if, this could feasibly be solved by a single-user adaptive system. I suppose if the display used a technology like (very very low-power!) lasers whose angle of striking the eye could be varied depending on focal depth…
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