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Brief analysis on the development and present situation of VR Film in visual Expression - Dr. Li Qingpu

2021-08-02

Abstract: Ready Player One, an imaginative sci-fi masterpiece, has once again set off a boom in VR. The simulated world, visual impact and pleasant experience create a beautiful VR future. From black and white to color, from silent to sound, from 2D, 3D to VR, is the development and progress of science, technology and visual culture. This paper briefly describes the four stages of the development of animated films, explores the combination of visual expression art and technology of animated films, objectively shows a series of problems (technical problems and shooting problems) existing in VR images at the present stage, and further looks forward to the limitations and possibilities of VR films in the development of visual expression.


Key words: VR animation film visual impact status quo development


The historical evolution of visual representation in animated films


1.1 Visual expression of two-dimensional animation

All art comes from life, but also from life. The origin of animation, the history of the first animation "a funny Face humorous Posture" was inspired by the outline of a face on a blackboard. A point, a line, an outline, a graph. A pair of magic hands change the posture of holding the pen, adjust the direction of the pen point, arbitrary, facial expressions change each other, and then gradually disappear, so the animation was born. Born of imagination, inclusive, free and unlimited. In 1928, the appearance of American commercial cartoons "Crazy Plane Attempt" and "Car Willie" more marked the existence of animation as an independent art form. Every new art form is inseparable from the progress of science. The principle of visual pause, the optical camera, the magic disc and the horse disc have all laid a solid foundation for the animation art. It was followed by a series of animated films such as Snow White and the Seven Dwarfs, Dumbo, Bambi, Jungle King and Uproar in Heaven. This work, based on two-dimensional single-line flat painting, attempted to capture the dynamic process until the development of science and technology broke through the established pattern and began the visual art of modern animated films. The change from static to dynamic made the delicate picture immediately vivid and active, and made a maximum breakthrough in the human technological cognition at that time, bringing huge visual impact.


1.2 Visual performance combined with digital technology and animation

The 1970s and 1980s were a time of rapid development in science and technology, and many of the original myths became reality, resulting in the emergence of 3D technology. First of all, through the computer generated virtual space, three-dimensional effects and visual effects obviously outperform two-dimensional graphics. You can also choose the lens direction, shooting Angle, motion space test, etc. Secondly, the colors of the three-dimensional animation show the world can be more real and exquisite and with gorgeous space colors. Finally, the three-dimensional production method is flexible and changeable, which can render different artistic styles, such as two-dimensional style, ink painting style, oil painting style, etc. Toy Story, the world's first fully computer-generated 3d animated film in 1995, represented a new era of visual representation in animation. The three-dimensional visual effects of the animated characters, such as anthropomorphic sheriff Woody and Space Ranger Buzz Lightyear, are more realistic and nuanced than the two-dimensional visual effects, and the texture and skin of the characters' clothes are especially vivid.


1.3 Virtual reality (VR) and animation combined visual performance

Virtual reality (VR) came into being during the exploration of the rapid development of 3D animation technology, which originates from 3D but is higher than 3D. It is a kind of computer simulation system which can create and experience the virtual world. It is a kind of interactive three-dimensional dynamic vision and entity behavior system with multi-source information fusion. The visual impact, the real experience makes the user immersed in it, and truly achieves the virtual reality. Glen Keane, Disney's chief animator and the "father of the Little Mermaid," has turned traditional animators on their head by using virtual reality goggles and software programs to create 3D paintings in virtual Spaces. VR technology breaks through the viewing mode of traditional 2D animation and 3D animation films, and breaks the previous viewing effect which can only be limited to the plot set by the director. In particular, the interactive experience that puts more emphasis on the audience and the animated film gives the audience a stronger visual impact.


1.4 Visual performance of the combination of VIRTUAL reality (VR) and film

Shanghai university film school once explored in ordinary film montage design element in the virtual application feasibility of design VR imaging evaluation test point of view, the axis, through the eyes of tracking, space, marking objective data and visual perception, spatial perception, immersive continuity and comfort of subjective data analysis, the results show that VR images are not limited by the axis rules of traditional films, and shooting over the traditional axis is completely feasible. VR images have a rule of their own. From line to picture, from picture to animation, from animation to film, this is a great change, let our world from point to surface, to three-dimensional, from static to dynamic, to real. VR movies can present simulation, hypothesis, fragmentation, interactive, real visual experience is making us into a different world.


2. Technical problems of VR image

VR was developed in the 1960s, but couldn't be popularized due to various factors, including the technology and high design costs of the time. Today's VR has set off a wave of revolution around the world by relying on the foundation of the rapid development of high and new technology. A science fiction movie Ready Player One boldly looks forward to the bright future of VR. However, VR still has several technical problems: screen refresh rate, screen resolution, latency, and computing power.

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Through the above table, we find that the current standard and the mature standard are still far apart. And the indicators are complementary to each other, mutual constraints, it is difficult to reach both, let alone the four indicators to meet the conditions.


And practice has shown that watching VR content for a long time can cause a sense of vertigo. This has a lot to do with VR hardware performance. Smooth VR video playback requires high hardware configuration and higher computing power. On the other hand, the refresh rate and resolution of the screen are also important. When viewing panoramic VR, the actual resolution of VR viewing images is greatly reduced because the overall resolution is divided into 360-degree panoramic Angle display. Then the audience in the ENJOYMENT of VR, at the same time, in the visual sense will be a great impact.

3. VR image shooting problems


3.1 What are the key points of making a VR movie with immersion?

VR films allow the audience to freely choose their own viewpoints within a certain range. While liberating the viewpoints, it also poses considerable challenges to the original montage, the core of film art.

With the addition of VR elements in traditional film shooting, the original art theory system accumulated for a long time, such as composition skills, scene scheduling and scene arrangement, is disrupted, and the golden rule of screen composition is no longer effective. The photographer arranged the main body of the picture is performing at the same time, the audience may be watching a silent table in the corner. The view of the audience breaks through the boundaries of the screen and subvert the various performance techniques accumulated for a long time in montage.

There is no doubt that VR films need to establish a new way of audio-visual language expression, which needs to inherit and carry forward the original way. At the same time, these methods need to be constantly tried to gradually form a new theoretical system to meet the needs of future VR images. Only by constantly excavating the real needs of the viewers can a real and immersive film be made.


3.2 What new technologies are needed to support the shooting of VR images compared with previous images?

From the perspective of shooting alone, the biggest difference between VR video shooting and traditional video shooting lies in the post-production work. After the traditional shooting, there are only 2-3 steps, namely editing, rendering and some effect precipitation. But in addition to the traditional part of VR shooting, more important is the technology of video stitching. Although most of the suturing technologies on the market have used mature foreign software, there are still bottlenecks in the suturing effect, and the user's experience and technology will seriously affect the final effect.

Of course, there are also some professional means to deal with this problem. For example, mobile VR, stitching and stitching processing through what means to optimize. But no matter how to deal with, processing is not as good as a fixed machine to deal with the video stitching processing is small, processing can not be seen, mobile machine more or less will have traces. This is also the difficulty and key points to be broken through in the future technological innovation.


3.3 What are the differences between VR video and 360-degree panoramic video?

Nowadays, many 360-degree panoramic videos in the market claim that they are VR. In fact, VR videos should meet two elements on the basis of 360-degree videos: First, there should be information about the depth of field. On the basis of 360 degrees, there should be clear information about the distance. Second, VR must have interactive information in it. Only with interactive elements can we have a real sense of immersive experience. So at present, many VR videos on the market cannot be a real VR video. Due to technical reasons, it is difficult for the experiencers to have an immersive feeling, so it can only be a 360-degree panoramic video, which falls far short of the requirements of VR video.

Of course, there are a lot of successful VR panoramic videos. VR panorama is also widely used at present. Panorama video, panorama, panoramic tour, panoramic live broadcast and other forms emerge in an endless stream, constantly refreshing people's understanding of VR and giving people a strong visual impact.


3.4 How to choose the shooting mode of VR movie? 180 or 360?

Regardless of the content subject matter, in terms of VR movie implementation, due to the limitation of video stream and resolution, it can only accommodate 4K panoramic picture at present. There are two options for the presentation of content, either a 360-degree flat screen or a 180-degree stereo screen, both of which require the same bit stream and bandwidth. Under the current technical conditions, if the realization of 360-degree stereo picture, it means that the bit stream and bandwidth should be doubled, and H265 technology has just solved the coding and transmission bottleneck of 4K picture, it is still difficult to achieve the popularity of 8K picture immediately. In many foreign countries, VR content is produced in 180 degrees. The reason is simple. Stereoscopic image is a natural feature of human binocular vision, and the realization of stereoscopic sense is bound to meet the needs of immersion. And the physiological characteristics of people -- the limitation of the rotation direction of the head and neck, also determines that the content in front of 180 degrees is more consistent with People's Daily visual experience. Therefore, the current VR movie market is still based on the choice of 180-degree three-dimensional.


4. The possibility of THE development of VR movies


4.1 Clip of traditional images

VR video art is still in its infancy. If you borrow traditional video clips, it is difficult for customers to have a real immersive experience. However, some scholars believe that with the progress of technology, the increase of movie-watching practice and the deepening of theoretical research, it is not only feasible, even inevitable, to draw lessons from traditional video art. If we look back at the history of film, we will find that in the early days of film, for the audience, film was a machine to reproduce life. Not only are the images real, but the dynamics are consistent with life. In a time when people had never seen moving images in real life, the real visuals of movies were far more powerful than today's VR images. The audience is also immersed in it, and no one can imagine the impact of the sudden cut. However, casual mistakes make different picture content, different points of view and Angle of the image to recombine, the result is not inappropriate, but the achievement of the film's unique aesthetic characteristics. Clip was also born, and eventually developed into the far-reaching theory of montage. This is inseparable from the maturity of editing theory and practical techniques. History has shown that editing is acceptable to both audiences and academics for films. Today's VR images are the same as movies were back then.

In addition, the aesthetic imagination based on cognitive construction lays a solid foundation for the application of VR clip. As long as any art form involves narrative or expression, directivity and selectivity will bring about the primary and secondary points of expression, and the same is true of film. A single "long shot" expression is not only unclear, but also sluggish bloated. For the art of film, clip is not only the operator of video content, but also the basic carrier. Clip can flexibly compress or extend the time, effectively show the space-time relationship of the image, and emphasize the key points of performance. These techniques of expression are inseparable from the perfection of aesthetic imagination. If VR only considers editing during scene conversion, it will greatly limit the length and performance of long stories or complex plot relationships.

Moreover, the rich experience of watching movies also provides more space for VR editing applications. With the progress of technology, the continuous innovation and development of content, the continuous improvement of experience effect and the surge of experience times, the audience will gradually deepen their understanding of VR images. When the audience is completely adapted and used to the immersive effect and realistic feeling, they will even get tired of this unchanging experience. From this perspective, the audience's attention to VR in the future will be transformed from sensory stimulation to wonderful narrative techniques and artistic expression.

Based on the theory, it is feasible for VR video art to draw lessons from traditional video clips, but the application is by no means copy.

First of all, VR's enveloped spherical vision and interaction determine that the clip must take field as the basic unit, and at the same time, the clip should be performed according to the plot completion degree in a fixed scene. Therefore, the time should be longer than the traditional editing time, and the audience should also be allowed to choose the focus of the time, which satisfies the basic autonomy of the audience. Secondly, the connection dynamic clip in the same scene needs enough distance to have a real three-dimensional sense. Thirdly, focus on the selection of the starting point of each scene to enhance the audience's sense of substitution and choose the best experience position for them. Make sure the narrative runs smoothly and the experience is authentic. Finally, the effective intervention of ideographic lens. In this way, it can not only form the feeling of close-up visually, but also take into account the performance of multiple parallelism elements, that is, effectively use the technique of montage within the lens to deal with this ideographic shot.


4.2 Manifestation of enhanced gamification

With the development of artificial intelligence, quantum computing, big data, VR and network infrastructure, de-media has become possible. Like the sci-fi movies inception and Ready Player One, a new world will appear in the near future. Technological innovation will certainly bring about changes in the form of art. As far as VR video works are concerned, they have been developing towards games through the portal of human-computer interaction. The VR film How to Train Your Dragon, co-produced by the Experimental Optics Institute of Beijing Institute of Technology and Huayi Brothers, incorporates many interactive experiences. For example, the audience will touch toy spiders and bats, feel their feet on soft cushions or suspended staircases, feel cold and hot winds, and reach out to climb a drawbridge... Many scholars believe that the combination of video and games is the trend of the future. In the future, when media is completely eliminated, the boundary between virtual and reality will become increasingly blurred. People will no longer participate in the virtual world in the way of role playing, but they are the characters and directors themselves, thus giving birth to new story shaping, expression and experience mode. At that point, video and games might be replaced by a whole new concept.


5 Conclusion:

With the rapid development of information technology, VR imaging technology will be increasingly improved in the process of constantly meeting people's needs. Although there are still many technical and practical problems, but with the progress of technology will be slowly solved, I believe in the near future, the dream will eventually become a reality, the film will always be shown in the future. The virtual reality, the virtual reality. Visually stunning and exhilarating, new technology will put us in different worlds.


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