IBC
One of the world’s leading specialists in 3D production, Demetri Portelli’s credits include
Oscar winner Hugo through to
Ang Lee’s upcoming sci-fi film Gemini Man – and he thinks that 3D filmmaking remains vital to
the future of cinema.
3D
filmmaking may be in one of its periodic retreats but to some it remains vital
to the future of cinematic storytelling. Adherents include Peter Jackson,
Ridley Scott, Wim Wenders, Martin Scorsese, Ang Lee and James Cameron who also
conclude that shooting 3D live on set rather than as a visual effects
conversion achieves the best quality results.
“There
is no magic 3D button you can push,” says Demetri Portelli, a stereographer /
stereo supervisor. “The process is organic and has to be worked out natively,
calibrated fastidiously and created frame by frame.”
The
stereographer is responsible for the artistic and technical execution of generating
stereo digital motion pictures, using married pairs of cameras and lenses.
Portelli is arguably its leading exponent.
He
was at the centre of Martin Scorsese’s five times Academy Award-winning 3D
film Hugo,
devised the stereo with DP John Matheison for 47 Ronin and served as stereographer on
Ang Lee’s Iraq war homecoming drama Billy
Lynn’s Long Halftime Walk which was shot stereo at the
unprecedented speed of 120 frames a second. He’s also part of Lee’s core team
on the forthcoming sci-fi Gemini
Man which is being shot in similar fashion.
Likening
his work to scoring a soundtrack, Portelli says, “There is no mathematical
formula telling you where the 3D should be in a shot. Much like music, it
should express something and act in variation or be complementary to the story.
Sometimes you find a miraculous ‘sweet-spot,’ when the lighting, performance
and blocking to the camera all align.
“Most
directors and audiences appreciate 3D when they see it used subtly and in
moderation,” he argues.
“Just
as we’re so engrossed in a story told in 2D when we’re not aware of the screen,
with stereo we have an opportunity to journey further within the space of the
story itself.”
He
says that the techniques now being advanced can remove the screen presence “to
the point where it feels as if the actors are often in front of us in real
life. It is this proximity of their story in relation to the viewer that
directors like Ang Lee understand.”
Creating
stereo 3D, though, is not the normal template for production. Often films are
green-lit prior to discussing 3D methodology, leaving no choice but to convert
the film much later from a marketing budget. This can exclude the director,
cinematographer, production designer, and editor who are key visual
storytellers.
By
contrast, stereographers, working at a monitor with the director, are in a
position to demonstrate opportunities to play with the immediacy of a
performance and the amount of stereo volume or impact.
“When
your cinematographer is on the eyepiece, you protect their photography and
guarantee 3D technical consistency,” Portelli explains. “You can complement
their vision and style.”
Stereographers
will bake in the IO [interocular] and place all convergence, build on the
preceding shots, take extensive notes and pay attention to new lighting and
moving elements.
“We
will choose stereo pairs of lenses in size and shape. We can advise on how a
curve of a lens could also be used vertically. For example, when placing an
actor in frame shooting from chest height would avoid stretching their legs too
far down in depth or distortion.
“Personally,
I love the expressive nature of the medium, its sculptural creation and the
technical challenges of capturing simultaneously wonderful 2D and 3D images.”
In Hugo, the extraordinary
opening shot tracks from an aerial view of Paris, down and inside the railway
station as if the camera were steaming in on the front of a train (in direct
homage to the Lumière brothers’ pioneering single take stereo short L’arrivée
d’un Train en Gare from 1885) and into the clocktower hiding place of the boy,
Hugo. That grandstanding use of 3D contrasts with subtle use of fine down
feathers to simulate dust particles and atmospheric fog machines to replicate
steam deployed to make full use of the 3D effect layered with DP Robert
Richardson’s ambient lighting.
It
is the space behind the screen’s frame (positive parallax) and, in particular,
the negative or ‘Z’ space between the screen and the audience which filmmakers
are keen to explore. This dimensionality can be used just like set design,
composition or lighting as part of the grammar of visual storytelling.
“3D
conversion is its own art form,” Portelli insists. “It can work extremely well
if a stereo supervisor is advising from pre-production through to post, as was
the case with Gravity where the subject matter leant itself to 3D and Mad Max: Fury Roadwhere all
the action was moving away or toward the audience making it really exciting as
a stereo presentation. You need to plan 3D into the concept of the visual story
in order to make the right choices.
“When used correctly, conversion is a VFX
process that can work hand-in-hand with a well-planned story. My hope is that
viewers seeing Gemini Man will
keep demanding real 3D photography to connect with visual images in a visceral
way unlike any other.”
Technical virtuosity
Toronto born and based, Portelli started out making Super 8 and 16mm music videos for local rock bands while studying at the University of Toronto. Inspired by the virtuosity of filmmakers like Stanley Kubrick, he gravitated toward the technical end of acquisition.
Toronto born and based, Portelli started out making Super 8 and 16mm music videos for local rock bands while studying at the University of Toronto. Inspired by the virtuosity of filmmakers like Stanley Kubrick, he gravitated toward the technical end of acquisition.
“I
wanted to tell stories on film but realised that I needed to get my head around
how the technology works.” He rented a 35mm camera, borrowed a light meter and
learnt the business from the shop floor as a camera technician.
Portelli
was a trainee on Sofia Coppola’s The
Virgin Suicides (1999) and then a first assistant camera
(focus puller) on projects including Resident
Evil: After Life on which he honed his instincts for creating
3D wirelessly. After live stereo work for ESPN and the 2010 Winter Olympics in
Vancouver, he performed 3D tests for Michael Bay’s Transformers: Dark of the Moon and
was hired by Scorsese and Richardson for Hugo.
While
the essence of what stereo offers to the brain hasn’t changed radically since
the Lumiere brother’s early experiments (good stereoscopy goes back over 150
years in photography), the nature of what can now be achieved in-camera, in
postproduction, and with theatrical distribution is making leaps and bounds in
quality from start to finish.
High frame rates and 3D
This process is being pushed further than anyone by Ang Lee. Believing in the power of 3D as a means to create a unique intimacy between audiences and the story, the director saw that 3D when it was shot and played back at the conventional 24 frames a second created a blur and lack of smoothness that undermined his intentions.
This process is being pushed further than anyone by Ang Lee. Believing in the power of 3D as a means to create a unique intimacy between audiences and the story, the director saw that 3D when it was shot and played back at the conventional 24 frames a second created a blur and lack of smoothness that undermined his intentions.
“We
needed a solution so that the audience could ‘lock-in’ and track the actor’s
eyes, which is vital to the connection of the audience with the performance,”
Portelli says.
To
solve that issue, Lee elected to shoot Billy
Lynn’s Long Halftime Walk in 3D at 120fps and is now striving
to refine the technique further with Gemini
Man, due for release in October.
“We are constantly tweaking every aspect of
the process from altering make-up and grip support to wireless transmission,
custom-camera design, mobile 3D rigs and faster workflow protocols to turn
around the footage,” says Portelli, who is stereographer / stereo supervisor
for the film.
“The
exploration should never stop because this is digital cinema in evolution. Ang
has taught me something invaluable about being an artist: that we only advance
and make progress when we work outside of our comfort zone.”
A
bespoke lab built for Gemini
Man travels with the film on location to help Lee and
cinematographer Dion Beebe prep, test, shoot and view dailies in high frame
rate. In post, the lab moves to New York where the editorial and lab team
manipulate petabytes of data before an extensive DI process to deliver many
versions of the film.
Paramount
Pictures thinks it may have a hit on its hands and is keen for it to be
understood that the film will work artistically just as well at 2D 24fps and 3D
60fps and that just because a cinema isn’t showing it at 120fps doesn’t mean
the audience is missing out.
A
bespoke arrangement of dual projectors and a specially mastered version of 3D
4K 120fps are required for cinema chains to play the film back at its fullest
range.
The
studio has written to exhibitors with directions on how to conduct an HFR test
and says it will prepare multiple formats of the film for the widest
distribution. It states: “We want to do everything possible to make projecting
the high frame rate version of Gemini
Man a turnkey experience for you and provide audiences with
the latest technological advancement in cinema.”
Cinematographer
Dion Beebe described the film’s imagery to IBC365 as “incredibly vivid and
confronting.”
Some
believe that the century old 24 frames a second convention is arbitrary and
that our cultural acceptance of this as normal is due for a shake-up. Others
contend that there is something natural in the way our brains process visual
information at 24fps, in the way our imagination effectively fills in the
micro-gaps between frames, that makes it perfect for narrative visual storytelling.
“When
people don’t understand the intention behind the technology and what capturing
at 120 can afford even to the 2D experience, then they are not in tune with the
artist’s intentions,” says Portelli. “This is about defining a new language of
digital cinema. You can capture at any frame you like, and it is about the
choice on what information you use to deliver a shot, scene, or sequence. It
will ultimately be up to Ang how he uses all of this data to finish and exhibit
his work.”
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