Traditional Culture Encyclopedia - Photography and portraiture - Dream Rubik's Cube Shooting Technology
Dream Rubik's Cube Shooting Technology
"Game freeze-frame" is to use a series of cameras (usually traditional analog SLR cameras) to arrange these cameras in a circle, a line or a curve at a certain interval with the object as the center, and control the shutter of the array camera to shoot instantly, so as to capture the multi-view image of the instantaneous motion posture of the object. This special shooting method can capture different images of high-speed moving subjects with three-dimensional angle changes along the motion trajectory. Then, with the help of graphics and image processing technology, a series of still images obtained from different angles are processed to form connected images, and then three-dimensional virtual scenes are superimposed to create various special effects and fantasy scenes, and special effects can also be processed in combination with images taken by on-site cameras. In program recording, the two devices will undertake different tasks respectively. An arc-shaped frame with a length of 26.9m is pulled out from the back of the cube, which almost surrounds most of the cube from the horizontal direction, and 92 points are marked on the arc-shaped frame at equal intervals (90 points in the middle are used for installing cameras, and 2 points at the head and tail are used for installing high-speed cameras). 9 1 SLR cameras were installed (90 cameras were used as time freeze and 1 cameras were used as backup). When shooting, the system will trigger 90 cameras to capture the actions of players in the Dream Rubik's Cube.
The deployment mode of this system is quite high-end and complicated. On average, each camera needs at least three cables, including power cord, USB data cable and a special cable that triggers the shutter through the central control system. In this environment and requirement, the power lines are connected layer by layer in a very strict way, which avoids the power supply failure caused by cable confusion to the greatest extent.
For image processing, because it collects a lot of information, it needs to be completed in a short time, and any microcomputer can't undertake it independently. Therefore, the topology adopted is roughly that the data lines of several cameras are connected to a USB hub, and then every few hubs are connected to a computer host, and then these hosts process the image information collected by the whole system together.
All shutter trigger wires on the camera will be connected to the trigger box uniformly.
These cables have strict protection measures and clear numbers, which are quite different from the shutter zone lines usually used in camera shooting. All shooting modes are set manually. Every time the engineer debugs, he will set a reference point in the cube and adjust the focus of all cameras to this position.
At the same time, all cameras must be set to M (full manual mode), and the command of shooting parameters will be handed over to manual mode. Then, the staff will set the parameters of a camera through the computer and synchronize with each camera in the whole cluster to ensure that there will be no abnormal phenomena such as focus deviation, inconsistent light and dark, and different shades when playing the collected images.
The camera part is divided into two acquisition modes. Freeze-frame mode is that all cameras are triggered at the same time in an instant to obtain 90 panoramic pictures that can cover the cube. The other mode is that all cameras trigger in turn within1s. The latter mode is more commonly used in the case of the English version of Dream Cube, which can create a dynamic CG effect similar to that in computer games, precisely rotating on the same horizontal line, while the people in the picture keep moving naturally. This is a scene of division of labor and cooperation of equipment with different specifications. At the end of the lower camera group is a high-speed camera, and above it are several traditional cameras with different angles. The photographer is focusing on the monitor in front of him.
There is a high-speed camera on both sides of the camera group. These two high-speed cameras can smoothly present an instantaneous action at a very low speed, similar to the details of the magnifying lens in sci-fi movies such as The Matrix.
You can only shoot at high speed six times per game. After the game, the director will edit the material he needs immediately and upload it to the server quickly.
For several cameras and a high-speed camera near the director's area, before each recording, the cameraman will adjust the aperture and white balance in advance according to the requirements, and the director will preview in advance according to the high-speed position of the program design, and adjust the frame rate of the computer software according to different competitions to ensure that the audience can see the TV picture with normal effect.
The whole recording process is interlocking and exciting, giving you a brand-new visual experience in static and dynamic pictures. I believe the audience will feel the mystery when the program is broadcast.
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