Monday, 12 November 2018

Leaping into a new reality: John Gaeta interview


IBC

VFX Oscar winner and Magic Leap SVP Creative Strategy John Gaeta explains how a dimensional internet could lead to CG experiences into real world spaces.
A whale leaps out of the room in front of you. Penguins falls off your table. You are holding an elephant in the palm of your hand. This is mixed reality devised by Magic Leap and if you believe its head of creative strategy then these gimmicks herald the dawn of a new age of computing in which we will all share.
“Blended reality will be part of our everyday life,” John Gaeta explained to IBC365 at the View Conference for VFX, animation and immersive media, in Turin.
“So much so that we will create memories of incidents and people which are part real, part simulation. That experience will change the way we think, the way we work, how we interact socially and in turn, it will change the way artists create.”
Gaeta has led research pushing at the creative interface between human and machine for over 25 years for Microsoft, Lucasfilm and now Magic Leap, along the way devising the ground-breaking ‘bullet time’ visual effect in The Matrix. He describes himself as “a design and experience person” rather than technologist, though futurist might be more apt.
He believes the internet is about to lift into dimensionality because the technology exists to integrate believable computer-generated experiences into the world around us.
Apple and Google also believe Augmented Reality to be the next stage of the internet but Magic Leap has placed the biggest bet. Google, Warner Bros. and Alibaba among other investors have pumped a mammoth $2.44 billion into the Florida-headquartered firm to build a platform for spatial computing.
“Spatial computing governs the interaction between the physical and the virtual world,” Gaeta explains. “There will be various and infinite types of digital overlays on the real world. These layers or (uni)verses will bridge the physical and the digital worlds.”
The digital overlay will be viewable by users wearing goggles, similar to Google Glass and Microsoft Hololens. What is different about Magic Leap – at least in the vision articulated by Gaeta – is the jaw-dropping scale of this connectivity which will be “full spectrum” meaning that layers can be accessed interchangeably from mobile AR to full blown head-mounted virtual reality.
He takes his cue from the immersive experiences imagined by Walt Disney in the 1950s. Alongside the Magic Kingdom which would transform animated characters into three dimensions, Disney’s original plans also included an Experimental Prototype Community of Tomorrow’ (EPCOT) intended to serve as a test bed for new city living innovations. Magic Leap can be thought of as an extension of both but on an eye-popping scale.
Beyond the theme park
“The future of Disneyland and that of every other theme park will be a hybrid of beautiful CG environments and story-based characters intermingled with physical sets, living content and performers,” Gaeta says.
Indeed, Gaeta has already worked on high concept proposals at ILM – which is owned by Disney – for “wrapping Disney World in VR”.
“Disney’s vision of immersive and blended reality will move beyond the theme park into everyday life,” he predicts. “Smart cities will be architected, built and explored by citizens using blended reality.”
Magic Leap has trademarked the term Magicverse to describe the layers which it thinks will populate the space between the real and the digital world.
While these verses can relate to any industry, sector or business from education, transportation and medicine to the military, it is the future of entertainment which exercises Gaeta. He says a new approach is needed for creating narrative content.
“Cinema and TV are built on linear storytelling and on the intuitive language of editing and cinematography,” he says.
“You don’t need to explain what a series of cuts and camera angles mean. We just comprehend it. But absent that in a direct orbiting [360-degree] view and the nature of the canvas on which you want to tell a story changes entirely. It requires a completely new grammar for communicating story.”
One consequence of this, he suggests, is that the traditional authors of a creative work will be replaced in large part by the audience itself. The “participant” or “visitor”, as Gaeta prefers to term the user experience, will shape the story simply by entering the virtual world.
“Writers, directors and other narrative artists draw on their life experience as a source of inspiration which they reframe as metaphor when they create a work of fiction,” he argues. “I think that the participatory nature of a virtual universe will mean that each visitor is their own original source such that we can collectively create a more powerful and more direct form of storytelling.”
It’s not as if Gaeta’s mixed reality world is entirely unmediated by artists or corporations, however. Everything is controlled, albeit benevolently, much like the Steve Jobs’ god-like character Halliday from Ready Player One. Again, as in Ernest Cline’s novel, Gaeta theorises that multiple virtual worlds or verses will be created as destinations for people to visit.
It’s an idea he has already spent several years developing at Disney’s immersive entertainment arm ILMxLAB as the mouse house kick-started world building around the Star Wars franchise.
“In the Star Wars universe you have countless destinations each with histories, storylines and characters that are criss-crossed all the time,” Gaeta explains. “But it is the destination which attracts people in the first place. With both VR and MR you can expose visitors to a logic of events and ongoing situations. That’s why for me it is more interesting to produce the destination than it is to control the narrative.”
He even suggests that “visitors” could play a role on the edge of some gigantic Star Wars themed VR world.
“When whole scenes or entire films are rendered photoreal using game engines then the digital universe of the story can be made accessible as a layer in the Magicverse. You could pass through any given frame like a portal and look at everything around you in perfect 3D, like a volumetric sculpture. And while you are there the backdrop would not be a static thing but dynamic reacting to your presence. You can find yourself on the periphery of these stories. You could even be dragged into the story itself.”
That’s because Magic Leap promises your own personal AI. Sensors on the headset capturing your senses (sight and sound at first, but conceivably touch, smell, and taste going forward) will help the AI understand and document your engagement with spatial computing.
“The verse will exhibit behaviours in reaction to your presence and you can interact with the environment. The product of that interaction turns out to be the story,” he says.
It is no coincidence that the Wired journalist and author of cyberpunk classic Snow Crash, Neal Stephenson, is Magic Leap’s Chief Futurist. Steven Spielberg, director of futurist fantasies Minority Report and Ready Player One is reportedly an investor.
“Spatial computing is the ability to have content persist over the world geosynchronously and in flawless volumetric 3D,” he says.
“It means the application has to be reactive to the content, to what is happening, to people who are interacting with it.
“I don’t want to sound trite. This is not going to happen in the near term.”
This involves massive data transmission, massive multi-user networking and years of work, but Gaeta thinks 5G might kick-start deployment. Specifically, in urban centres where the broadband connectivity necessary for high-fidelity realtime graphics will be fastest.
“Whole economic models will be born out of the dimensional internet,” he says. “People can socialise in verses like Second Life. They will transact through these applications.”

Not surprisingly he predicts that issues of intellectual property and user ID will generate considerable debate although blockchain may play a role in safeguarding digital personas.
“A new language will emerge as we all become a little more familiar with forms of simulated interaction,” he says. “In just a few years we have become comfortable holding face to face conversations via a screen. It is only a short step to having a holographic co-presence with us all the time.”
He is no fan of VR, blaming the failure on headset makers (like Sony and Facebook) to stimulate the home market “long before people could comprehend it”.
“VR is a car wreck,” he says. “You have to make VR first to understand it. I am concerned that VR could become isolated. On the other hand, it could be the most mind-bending computer interface. But MR is an easier path to imagine use cases emerging.”
Magic Leap’s project has critics too, having taken five years in much-hyped secrecy to get to a point where it has only just launched a headset for developers.
Gaeta defends its record, pointing out that in 2011 the start-up’s digital projections could only be viewed via a machine the size and weight of a fridge. Now all the processing is condensed into goggles not much bigger than sunglasses and a lightweight PC.
“It costs billions of dollars to have the world’s greatest engineers miniaturise this,” he says. “And it’s only generation one. Mixed Reality could go mainstream if the ergonomics are worked out and it looks cool. The point is that all development in this area has been led by older people – like me.
“We probably won’t see a step change in the technology or the media until those younger generations who’ve grown-up completely comfortable interacting by gesture and voice with a computer, take hold of the baton.”
Even so, goggles or wearable haptics of any description are surely a rudimentary means of mapping digital assets to reality. Much like The Matrix with all its attendant risk of paranoia, science may evolve to being able to program our brains directly.
“This is just a matter of time,” Gaeta believes. Indeed, researchers at the University of California, Berkeley, have used a process called Functional Magnetic Resonance Imaging to decode and reconstruct movie clips that people had already viewed just by using brain scans.
“A more advanced version of the technology could reproduce our dreams and memories in a visual format that anyone could share,” he theorises.
The concept parallels Douglas Trumbull’s 1983 sci-fi feature Brainstorm, in which scientists recorded a person’s sensations so that others could experience them.
That would bring Gaeta’s story full circle.
John Gaeta: profile
Born in 1965, the New Yorker went to NYU’s Tisch School of the Arts to study film after being inspired by the work of Stanley Kubrick. A few years after graduation he took a job as production assistant at the Massachusetts lab of Douglas Trumbull, the special effects wizard behind Kubrick’s 2001: A Space Odyssey.
He went from sweeping floors to shooting scenes for Trumbull’s experimental high frame rate, large format theme park rides. When Trumbull left to help launch IMAX as a commercial theatre operation, Gaeta and the small team Trumbull had hired were given the run of the lab to continue research into computer vision and digital compositing.
Because Trumbull preferred to work as an outsider deliberately out of sight of Hollywood, it was the indie filmmaking community which got wind of Gaeta’s R&D.
Director Vincent Ward asked him to co-supervise development of innovative 3-D paint effect stylisations and LIDAR laser scanning for What Dreams May Come(1998). Then the Wachowski brothers gave him his first solo supervision for The Matrix (1999). Both films went on to win the VFX Oscar, disrupting the awards dominance of George Lucas’ Industrial Light and Magic.
“The Matrix ‘bullet time’ sequence is primitive compared to what you can do today but it proved the concept of universal or volumetric capture in which multiple cameras record every angle of a scene,” he says. “It’s the principal behind a lot of current VR.”
Gaeta coined the term ‘virtual cinematography’ to describe the process used in The Matrix and its two sequels, but credits Kubrick’s use of Steadicam on The Shining as the genesis of the idea “that a camera need not be fixed to anything physical and could be placed anywhere”.
After returning to make live action anime Speed Racer (2008) for the Wachowski’s he left the film business.
“I got disenchanted because I felt the business was moving in a direction that was not great for innovation. Studios wanted to globalise with fewer mega-budget blockbusters and to spend less and less on innovation. The reason we won [Oscar] for The Matrix was because the filmmakers weren’t afraid to take a risk.”
Creating content
The debut Magic Leap One Creator Edition headset, was released in August costing $2,295 and targeted at content developers. The firm has put aside funds to invest in content ahead of launching a consumer version next year.

Magic Leap One
Nor will it restrict development to Magic Leap hardware saying it will allow phones, tablets, computers, VR headsets, and future devices to interoperate with Magic Leap content.
Headline grabbing content partners include Peter Jackson’s Weta Workshop, Gaeta’s old firm ILMxLAB and VFX house Framestore, which has created a trivia game for the headset on behalf of client Air New Zealand. AT&T plans to launch a DIRECTV NOW beta to Magic Leap One in 2019.
Among the more interesting applications is one from Andy Serkis’ Imaginarium Studios. It has hooked up live performance capture to an AR-generated CG character viewable in Magic Leap, as an example of real-time previsualization for feature production.
On a technical front, Magic Leap’s goggles have multiple lenses mounted on the exterior, including the cameras and light sensors, that image the world in front of you, so AR experiences can be layered over it. The field of view has a 4:3 aspect ratio and the frame rate is 60p. It is powered by Nvidia’s Tegra X2 processor with six CPU cores and 256 GPU cores.


Thursday, 8 November 2018

Craft leaders: Ben Davis, Cinematographer


IBC
·     “In the future, film production may be more about capturing information than the art of filmmaking,” believes Ben Davis, one of Hollywood’s most sought-after cinematographers. “I think there will still be a need for a cinematographer but it could be that their creative input is reduced.”
The future of cinematography and the advance of virtual production techniques is something to which the London-born DoP has given a lot of thought. Davis is at the heart of the biggest visual effects intensive blockbusters being made today, yet for every Marvel franchise picture he works on he manages to craft a lower budget gem.
Davis’s extraordinary range includes The Best Exotic Marigold Hotel and Three Billboards Outside Ebbing, Missouri to Kick-Ass, Guardians of the Galaxy, Doctor Strange and Avengers: Age of Ultron. This year he shot multi-million dollar shows Captain Marvel and Dumbo, back to back.
Swapping between smaller and bigger budget movies is a question he gets asked a lot. “Creatively, I don’t find it difficult. I don’t have a fixed style. Each film speaks for itself and has a way that I feel it needs to be shot.”
The bigger the picture though, the more crew and units the DoP has to corral. “That’s why a large part of the job is done during pre-production. Sometimes, sadly, you start to lose sight of the creative and it becomes about the logistics.”
Pre-viz is a means for the director and DoP to prepare and iterate a complex VFX scene, much in the manner of storyboards, but it’s also a tool to ensure the production stays within budget. While acknowledging the merits of the process, Davis admits it can lead to loss of creative control.
“A lot of people with a lot of computers are conjuring up shots, which is fine, if the pre-viz is used like a storyboard,” he says. “It’s great for exploring shots but you need scope for altering a shot or disregarding it entirely if it doesn’t work on set. What sometimes happens is the creative decisions are made without input of the director or DoP in pre-viz and then these decisions are hardwired into the production. To me, that’s the tail wagging the dog.”
Davis isn’t one for spending time in pre-production meetings, preferring to get a handle on the look and feel of a new movie on location. For Three Billboards, for example, he spent several days in the picturesque North Carolina town of Sylva (doubling for Ebbing, Missouri) getting to know the geography of its roads, buildings and scenery, noting the light at different times of day.
“I like to write everything down,” he says. “By writing notes or sketching storyboards it acts to cement the ideas in my brain in a way that doesn’t happen when I work electronically.”
The 57 year-old reveres the late cinematographer Gordon Willis who defined the shadowy undertones of epochal 1970s American cinema with Coppola’s Godfather [parts I and II], Klute, All the President’s Men and The Parallax View as well as Woody Allen’s best work Annie Hall and Manhattan.
“If you want to examine the art of camera placement and where to place the viewer in a scene I think Willis was the master. I always look to him as where to put the camera. That’s what I love about his work.”
If this is classic cinematography, in the sense that the director of photography has significant creative choice over camera position and lighting, then virtual cinematography of the type which is increasingly formulated in a computer to tell superhero stories might be considered synthetic.
“When shooting digital, I like to keep things simple, like a film negative production,” says Davis. “I never ever want to get stuck in a tent, doing grading on-set. To my mind it is better just to shoot the on-set lighting as it is, with everyone looking at one image that cannot be altered, and pick-up from your original starting point when you do the final DI grade.”
Captain Marvel
He considers all digital cameras to be pretty much as good as each other, opting to select a sensor as one would a film stock. This influences his look design for the Marvel movies.
 “With Guardians we wanted to depict a fantastical, literally, out of this universe story on large detailed physical sets but with Captain Marvel, I almost wanted to achieve the opposite.”
Set in the mid-1990s, and largely shot on location in California and Louisiana, Captain Marvel is the first in the 21-strong Marvel Cinematic Universe to feature a female lead superhero (played by Brie Larson). As with Doctor Strange, Davis selected large format Alexa 65 and vintage Panavision glass with Blackmagic Pocket Cameras for action sequences.
“Of all the Marvel features I’ve shot this is the most naturalistic,” he says. “There’s a lot of handheld and location work and we’ve tried to emulate the look in the earthbound scenes of cinema from the 1990s. I enjoy these stories the most when you have an extraordinary person in an ordinary world and that’s essentially the story we’re telling.”
The film, which releases next March, is also notable for featuring a digitally de-aged Samuel L Jackson.
“There is no doubt that filmmaking is evolving and it is entirely possible that filming in future may not even need a set,” says Davis. “It will just be about capturing information to be transformed later into something else. Creative decisions will still be made but they’ll be made in a different place, after the event, and by different people.
 “To me that’s sad. I like to make those creative decisions on set or in pre-production where the cinematographer is central to the workflow. But the future we are heading towards is one in which the capture of information becomes the most important stage of the process.”
He doesn’t want to sound overly pessimistic about the future of filmmaking being by machine.
“I am very open to new technology and to the opportunities for storytelling that brings. I see my children watching content in a completely different way to my generation enjoying stories that are being told in a visual language which has shifted over the decades. Filmmakers have to supply the material that changes with that but when I look at the next ten to fifteen years with the advent of AR and VR even this will have radically changed.”
Clapper loader
Growing up in the early 1970s, Davis pursued photography as a hobby and printed black and white stills with his father in an attic darkroom.
“I left school and told the career officer I wanted to work in photography and he kind of laughed and said ‘but want do you want to do as a job?’”
There was no master plan. “I wanted a job so I could get a motorbike and not have to get the bus which was my initial motivation.”
His father, Mike Davis, was a camera operator and cinematographer but living in the U.S. It was through a visit to the set of a production his father was working on that tipped Ben Davis into pursuing cinematography.
He began as a camera trainee at the NFTS which included time assisting DoP Peter Hannan shoot Nicolas Roeg’s Insignificance (1984); “A fantastic first experience because they used to choreograph scenes with two cameras as if waltzing together.”
Roeg and Hannan were not the last great British directors and cinematographers who provided a foundation for Davis’ career.
“I’m not sure whether I wanted to be cinematographer but I did want to be working and be involved in filmmaking. Once I started to shoot short films for people, to earn money, I discovered that I might actually be alright at it.”
After returning from assisting his father shoot the official film of the FIFA World Cup in Mexico in 1986, he gained his union card and went to work at Samuelsons Camera House (now part of Panavision). He worked as clapper loader, focus puller, and camera op on feature films and commercials and at various points with Roger Deakins (as clapper loader on the production of Mountains of the Moon and Air America) and Billy Williams (on Ken Russell’s DH Lawrence adaptation The Rainbow).
Davis also worked on Russell’s The Lair of the White Worm (1988) for DoP Dick Bush. “He had a mean temper particularly after lunch,” recalls Davis of Russell. “I was rather fond of him. There were some big characters in those days, a lot of shouting and bad behaviour on set, but I never found it intimidating. You’ve got to have a tough skin for your career. You need to be emotionally sensitive to really tap into what the director is creating, at the same time not be emotionally sensitive on the set or around the industry. It’s a difficult trick to master.”
His first major feature film as a cinematographer was British rom-com Miranda (2002) but it was Matthew Vaughn’s directorial debut Layer Cakewhich was Davis’ breakthrough. He’s since worked with Vaughn on Stardust and Kick-Ass, with Stephen Frears (Tamara Drewe), Rowan Joffe (Before I Go To Sleep) and Three Billboards’Martin McDonagh on Seven Psychopaths.
“I want to make the best film that I can and that means trying to get rid of any ego I may have. I want to be inspired by good director. I want to be pushed to do what I haven’t done before.”
Emulating Dumbo’s cell animation
That’s certainly the case with Tim Burton, for whom Davis has shot Disney’s live action remake of Dumbo.
“It’s one of the greatest pleasures of my career to work with Tim. He has a singular vision bordering on genius. During Dumbo there were times when he would suggest things that you could never second guess.”
Burton’s incarnation of Disney’s 1941 animation stars Michael Keaton, Colin Farrell and Eva Green but features a photoreal lead. Making a flying baby elephant believable was the number one issue for Davis and other lead creatives including Burton regulars - production designer Rick Heinrichs and editor Chris Lebenzon.
 “While Dumbo is entirely CG, it was very important to Tim that it didn’t stand out as a visual effect,” says Davis. “The whole creative attempt was to find a visual language in which Dumbo would sit and it’s a fine line between the real and the expressionistic. There was no particular film or artist we could reference for what we were looking for. If we tipped too much over one side or another it wouldn’t work.
“When I look back at my notes from where we started to where we got to then the journey, for me, was one of the most fascinating things about the film. From the casting to the way the actors played the characters, to the set design or the way the sky looked, every creative decision was made to find the right balance. The person guiding this was Tim.”
There is a definitive nod toward the cell animation of the original. “Tim was keen to use primary colours and to have a look which emulated frames comprised of layers of cells from background to foreground. We looked at Edward Hopper’s paintings for inspiration since they have a simplicity built of blocks of colour. I would photograph a scene thinking for example about where the sun would be and what type of sun it would be, I’d give it to Tim and he’d gently push in one direction or another to achieve what he wanted.”
“He’s full of ideas and it’s all come from somewhere within his mind. That’s a rare commodity in a world where most people are content to copy.”
Davis still takes a great interest in stills photography, noting the work of greats like Bill Brandt, Bruce Davidson, Robert Frank and William Eggleston alongside contemporary fashion photographer Steve Shaw and Magnum’s Martin Parr.
“Imagery is constantly changing, reshaping in cinema, photography and all visual art. I think you need to be aware of this, to reference, for inspiration, to keep things fresh. If you ever get to the point where you think you know what you need to know, then you’re in trouble.


Wednesday, 7 November 2018

Craft leaders: John Mathieson, Cinematographer


IBC
The craft of cinematography is at risk in this era of digitally shot films, warns Oscar-nominated DoP John Mathieson, whose latest films include Mary Queen of Scots and Pokémon: Detective Pikachu.
The fight to keep film alive is typically couched in terms of its superior look to video, but according to John Mathieson digital capture is in danger of corrupting the craft of cinematography itself.
 “Any DP will be a better DP if they shot some film,” he says. “They would be working with their eye to judge exposure, looking at the light rather studying a monitor.”
With credits including Kingdom of Heaven, Brighton Rock, Hannibal, 47 Ronin, Robin Hood and X-Men: First Class to go with Oscar nominations for Gladiator (2000) and The Phantom of the Opera (2004), the British director of photography has the authority to pull no punches.
“Shooting Raw is not being a DP,” he adds. “It’s for pussies.”
Mathieson honed his craft in the 1990s shooting commercials for Ridley Scott’s RSA Films and music videos for artists including Madonna, U2 and Massive Attack. He shot a couple of features for French director Karim Dridi before his work as visual effects cinematographer on Enemy of the State for director Tony Scott at Mill Film caught the eye of Ridley Scott who invited him to lens his next picture, Gladiator.
He says there are several scenes in the multi-Oscar winning film featuring the Colosseum in which the lighting source appears to emanate from different angles, a consequence of the half physical and half CG model build of the centrepiece set and the edit process.
“Nobody has ever pulled me up on it,” he says. “It doesn’t matter if the light may appear from a different place if you believe in the storytelling.”
This is Mathieson’s fundamental beef. He argues that a background working with film using “unreliable” light meters made cinematographer’s reliant on their own judgement, discipline and artistic intent.
“To a large extent you were working in the dark, never completely sure that what you saw on set one day will transfer to the prints you see as dailies the next,” he says. “But the whole ‘I’ll fix it later in post’ mentality is something I cannot subscribe to. With digital you don’t have to be a craftsman. You can shoot and add colour even change exposure in hindsight rather than sculpt instinctively in stone.”
Mathieson views all digital cameras as essentially inferior to negative but has still shot digital for major movies. Arguably he was forced to for The Man from U.N.C.L.E (2015) when principal photography coincided with the shuttering of Technicolor’s UK film print lab, albeit selecting lenses (like Technovision spherical glass) which were designed to get the best out of celluloid.
Film might produce the colours of a “burnt Renaissance painting” rather than the “synthetic primaries” of digital but this proved ideal for director Guy Ritchie’s 1960’s pastiche.
He shot 35mm for Matthew Vaughn’s X-Men: First Class but used ARRI Raw for Marvel’s gritty Wolverine movie Logan on location around New Orleans. He was careful to “retain the feeling of a scorching desert” by avoiding perfectly matched interior and exterior exposures.
More recently he took over from DP Seamus McGarvey in pre-production for historical drama Mary Queen of Scots with the decision to shoot digital already in place.
For this he decided to pair Panavision’s digital Millenium DXL camera with Sphero 65 glass of the type which had been dusted down for Quentin Tarantino’s The Hateful Eight and previously used on Lawrence of Arabia. “These [lenses] are less susceptible to flare and glare than anamorphic glass,” he explains. They also “held a good grain structure” when displayed on a large screen, despite being a native digital image.
The secret is not to over light
“I don’t like to manipulate the image too much,” he elaborates. “In the case of Mary I want you to believe these characters are talking about treachery and murder. If the scene is set on a windswept battlement then it should feel like that, not a nice cosy studio. The secret is not to over light.
 “I mean, if it’s an old house or a damp castle you don’t light it like an office – you try and respect the location and period [of the story] by lighting from outside, even if that is through an arrow slit. That may make the corners of your scene very dark but the director should know not to direct actors to walk over there.”
Mathieson is not a fan of High Dynamic Range (HDR) either, a process which he says intrudes too much into the image.
“If I’ve already made the choice on-set that you can’t look into the darkest parts of the picture then I want you to concentrate on the actor’s faces. You might not be able to see into every corner like you can with digital sensors but you can sure as hell feel the location, the atmosphere.”
He points out that for Gladiator and Phantom he shot candlelit scenes – on film, a medium not as sensitive to light as current digital cine cameras.
“If you shoot for HDR illumination then your film will look like hell,” he insists. “If you want a high contrast look, like a Michael Bay film, then it’s perfect, but not if you want subtle tones, the feel of wind fluttering the hair. HDR kills a delicate touch.”
He dislikes the increasing reliance on Raw acquisition within the industry because he feels it makes cinematographers lazy and delivers lower aesthetic returns.
“I think films should have a depth and a contrast to them but all too often digital shot films have a flat and muddy look. To me, that means the DP can check a computer programme but they can’t light a scene or put their stamp on it.”
So strongly does he believe this that, he warns, the craft is at risk.
“For most of cinema history the director of photography, the gaffers and focus pullers, have been respected for their ability to shape, compose, to light and record a scene. The director would have to trust that the DP will interpret their vision. When a director and their DP sit at the back of the set behind monitors and vector scopes and dial up lighting or change gels and colour temperatures at the press of a button, these core skills are being eroded.
“Making a lighting change like this means you are not committing to it. This is not the same as seeing the scene with your eyes.”
Greenscreen talent drain
He concedes that there is a place for massive stories told in VFX using a computer, “but the sadness is that there are young DPs whose talent is being overlooked in the blind rush to digital. Anyone who can work a 4K camera which comes straight out of a box with its own lens has not, to my mind, learned the skills to be called a DP.”
Understandably, the 57-year old steers clear of projects involving lots of VFX and greenscreen. “I could teach you how to light a greenscreen in half an hour,” he declares. “Any young DP can light greenscreen but can they really model light or create ambience?”
He continues, “The studios love greenscreen because they can fiddle about with [the picture] later, change elements in a shot, take out entire characters. When you are working with much greenscreen you are just part of the animation process. You’re no longer primarily responsible for shaping the look of the film.”
But sometimes he gets it wrong. Mathieson says he turned down offers to lens several Harry Potter films including both parts of the finale Harry Potter and the Deathly Hallows because he felt they had too much green screen work.
“What an idiot I was. Quite a lot of Potter turned out to be shot for real.”
A dark tale
Mary Queen of Scots is about as far from a Marvel extravaganza as stories get. The true dark tale features powerhouse acting roles for Saoirse Ronan and Margot Robbie and takes us back to a remarkable point in history when Elizabeth was the first woman to rule England and Mary was the first Queen of Scotland. Pre-production happened months before the MeToo movement gathered momentum but there are clear parallels.
“It is about two women in a very male dominated world, women who have power because of their birth but who live in a society in which women in general had no rights at all. [Director] Josie Rourke wanted to show what it was like to be a woman in rooms full of men who felt their political power being weakened.”
A big part of what we were trying to do was get behind the pre-conception we have of these women. Elizabeth is one of the most recognisable characters in history, but do we really know what shaped her? The film is an attempt to understand the relationship these women had with each other. Both led a damned existence.”
Mathieson is currently in post-production on Pokémon: Detective Pikachu, a live action version of the monster catching video game phenomenon, starring Ryan Reynolds. You might think such a project to be laden with the sort of VFX and greenscreen which Mathieson so dislikes, but director Rob Letterman (Goosebumps) wanted to shoot on film using performance capture.
Fallacy of film expense
“The whole argument that film is too expensive is evangelist propaganda Bible-bashing rubbish,” says Mathieson. “Film is not out of date if it’s better than digital – which it is.”
The discipline that came with exposing reels of negative has been lost, to the detriment of both the art and the budget, he says.
“The dailies process [where a director, DP and other creatives review the previous day’s material] is a crucial part of the process. It can give you confidence in what you’ve shot and a guide to shaping the material you will shoot. With film, you tend to show 15-minutes worth of master material. Because your shoot ratio is so much higher with digital you will be getting over two hours of dailies to look at. There simply isn’t time to review it all thoroughly.
“Because you shoot so much with digital it means your cameras are rolling for longer, which means everyone from set designer to costume department has to work longer days. When each hour of a digital production costs, say, $60,000 then all the overtime payments alone makes film more economical.”
He is attentive to the digital finishing process but finds that “noodling” with the footage can end up watering down his initial instincts.
“If you fiddle with the image too much the more you risk ruining its rhythm. Maybe the end result is rough around the edges, but I’d rather have that than a piece which is bland and boring. The Japanese have a nice aphorism for this which is ‘Perfection in imperfection’.
“Don’t try and make things perfect. It’s what makes your film different.”


Monday, 5 November 2018

Special effects: Keeping it real

IBC


Far from being killed off by digital, practical special effects are routinely used to heighten the effectiveness of scenes and emotional beats in a way impossible in a computer.

In one of the standout action scenes in Mission: Impossible - Fallout, Ethan Hunt endures a high -speed crash as the helicopter he is piloting is forced to smash into a snow covered mountain.
It’s a classic example of how practical special effects (SFX) can deliver a greater sense of reality and danger to the audience, even as visual effects (VFX) techniques advance toward the photoreal.
Star and producer Tom Cruise has made his involvement in stunts like these a signature of the Mission Impossible series and was reportedly unhappy with the way a CGI-created car crash, with his character supposedly inside, had looked in Mission: Impossible 5.
For Mission: Impossible 6, rather than animate a CG helicopter and shoot the actor in a mocked-up interior, a full-size helicopter from Airbus was rebuilt with new metal bodywork and roll cage and suspended by winches on a gimbal. Various parts of the machine were designed to break away on impact, cameras were discreetly positioned inside, Cruise climbed aboard and the craft sent spinning into the ground.
“If this were a full CG shot I don’t think you could accurately work out all the elements that would make it believable,” says Neil Corbould, the Special Effects Supervisor behind the sequence. “Doing it this way means the lighting is correct as the helicopter spins in daylight, the snow comes in with the right force, it rolls at the right speed, there’s weight and mass to the shot. Plus, you can really believe Tom’s performance.
He adds, “An actor will always react differently if they’ve got a blue screen or a projection in front of them as opposed to feeling and seeing something real.”
For directors like MI:6’s Christopher McQuarrie, Steven Spielberg, Christopher Nolan and Ridley Scott, the analogue look of recording as much as possible in-camera means practical sfx remain a staple of the most high budget blockbuster.

Actors performance
Go back in time and everything was physical. Think of Buster Keaton with entire buildings falling down around him. Instead of wind machines, actors had to interact with real snow and rain blown into their faces. Their squinting is for real.
“The difference with CGI is that actors have to imagine being cold or having water run down their face,” says Phil Anderson, designer, pyrotechnician, and founder of Especial Effects Co. “When you have a real fire in front of you, you feel like it’s almost a barrier you can’t cross but the lack of a fire in a blue screen environment inevitably affects the actor’s response.
“Same with a big explosion – if it’s real you will feel that concussion wave strike you. The delay in feeling the wave from the moment of impact will feel real on screen – because it is.”
Of course, explosions are set off in a controlled manner at safe distances and supplemented with material like safe dusts timed to blow at the same time.
Practical special effects artists are tasked with creating everything from atmospheric effects like fog, rain, snowstorms and pyrotechnics to designing and operating mechanical hydraulics, robotics or pneumatics. Disciplines also include prosthetics, animatronics and puppets, special costumes, model making, and liquids.
 “Fire is a lot more complex than it seems,” says Anderson. “It produces light photons that bounce off every surface and then re-emits photons to other parts of the set. Even if you could simulate that complexity in a computer it will take a lot of time and processing power to render it.”
The last season of Game of Thrones deployed a real flamethrower to produce a 50-60ft flame emerging from what would be the dragon’s mouth. “It burnt into the ground and you could see the heat haze with much more verisimilitude than if done with CGI. It’s subtle, but it makes the difference,” says Anderson.
Even on a virtual set the use of a mechanical rig may be necessary to jerk the performers around in unnatural movements which they may not be able to mimic alone.
“Actors and directors are not great fans of working in a sterile green screen environment if it can be avoided,” says Mike Kelt, co-founder and CEO at Artem. “They are there, as are we all, to tell a story, and if the best way of doing that is for real then the industry will continue to thrive.”
CG and practical together
There was a time, though, when VFX threatened to consign special effects to history. For many the watermark was George Lucas’ return to the Star Wars universe with the series prequels beginning in 1999.
“For better or worse the aesthetic approach established by Lucas defined the look of modern cinema,” says Paul Franklin.
Neil Corbould traces the threat further back to the dawn of CGI in the mid-eighties. “Lots of VFX supervisors were saying SFX was a thing of the past and we should all be looking for different jobs. But in 2018 the technique is probably stronger than it’s ever been.”
It’s a familiar tale. “When I first got into special effects I was told I’d be replaced within five years by a computer,” says Alex Gunn, special effects supervisor, Arcadia SFX. “Instead, digital technologies have enabled many of us in physical to achieve things we couldn’t have done before.”
For example, Gunn says he used to suspend actors on wires “but they’d wobble and not have a smooth powered look to them. Now, we can build wonderful hydraulic contraptions or hang wires on massive pole arms, paint the whole thing green and have it digitally removed in post.”
The truth is that visual and practical effects go hand in hand. It was too dangerous to have real spinning rotors on the crashing helicopter in MI:6 so these were added digitally.
Artem uses computer graphics to design and visualise what it is about to build. It employs scanning, 3D printers, CNC machines and robots to do a lot of the prep work for models and other contraptions which are then finished and operated by hand.
“In some ways the advance of CGI has grown the physical industry as so much more is now possible in film or TV,” says Kelt. “CG allows more to be achieved story wise, but SFX is required to support it or tie it into a scene.”
SFX supervisors are typically hired in the early stages of production to advise on the effect and look a director wants to achieve.
“I’m the first to pipe up and say it’s best to go CGI,” says Corbould. “When director Alfonso Cuaron wanted to recreate the zero G of Gravity almost entirely on a revolving 60ft set and wire rig, I advised that, given the schedule and what sound-stages were available, the majority should be CG.”
Corbould did build a rig to support Sandra Bullock using 12 rather than the usual two wires so that she could freely move her arms, hips and legs around a green-screen space for hours at a time. It helped him win his second Oscar (after Gladiator).
“The most successful projects are where the physical and digital effects are discussed openly to find what will get the best action on screen, rather than inflate either’s profit margin,” says Kelt. “Often it is by working together that great things are achieved.”

The budget equation
Arguably TV drama is the last bastion of true physical effects mainly because the pressures of the tighter budget and time constraints mean that physical is often cheaper and always quicker than CG.
Most shows don’t have the budgets of a Bond film which has the luxury of three months to plan and film a single large explosion.
“If a TV production wanted an explosion 20ft high by 40ft wide, I can produce that effect and add debris, and design it so we know which way the bits are going to fly,” explains Anderson. “They make multiple takes and it will only set them back £70 per explosive charge compared to animating the same in CG where it might cost £200 per hour.”
Gunn says: “It has to work on the day. There is no ‘fix it in post’. You have to find a way of hiding all the wires and mechanical rigs. When we shoot action sequences for soaps we slot into the regular shooting schedule. What we shoot in June is seen by the viewer in September. There is no time to tweak it massively unlike a high-end drama where there’s months devoted to post production.”
ITV soap opera Emmerdale has made dramatic Hollywood style climaxes a signature of its recent seasons with Arcadia invariably behind them.
For the multi-car crash aired in 2016 multiple village favourites were seriously injured as an impressive stunt wrecked 14 vehicles. Characters Aaron Dingle and Robert Sugden found themselves veering off a steep bank into the waters of a quarry and trapped in their car as it sank. The entire sequence was played out underwater for real.
Explains Gunn: “You can’t simply fill a car with CG water around it. You want to see the light levels changing as the car sinks deeper and bubbles rising, both effects which would pose immense problems in post.”
Acadia took the shell of a car and rebuilt it so it would withstand 1.5 to 3 tonnes of water pressure. They added a roll cage and worked out how get the actors in, how to get them out and how they’d control the air they breathe and the carbon dioxide they breathed out. After testing, ITV allotted five days to shoot the scene.
“We did in four,” says Gunn. “The only difference if we were shooting this for a feature film would be that we’d film from more angles and move the rig around a bit more. Soap’s don’t have a budget for a huge stunt attendance. When we crashed a helicopter into the [Emmerdale] village hall it was the cast not the stunt performers who were watching on.”
For director Matthew Heineman’s forthcoming drama A Private War depicting the death of journalist Marie Colvin in Homs, Syria, Arcadia re-created the fatal explosion on location in Jordan.
“We rigged a large explosion of fuel some distance from the cast and synchronised that with an air canon firing fake debris and dust around the actors,” explains Gunn. “The aim was to convey the force of the shell hitting the ground which buries our main character in rubble. The most incredible testimony to what we shot was from Paul Conroy [the photographer who suffered leg injuries in the attack in which Colvin died] who was on set when we filmed. He said that that was exactly how it was.”

Models and miniatures
Filmmakers have long used miniatures paired with forced-perspective photography to create realistic large-scale actions that are expensive, if not impossible, to do for real.
While miniature model making for TV commercials has been killed off (by CG packaging) this aspect of the craft is still alive and well.
Director Christopher Nolan often prefers models over CGI to achieve what he believes is a more organic feel. Much of the Gotham cityscape for Batman Begins was built in miniature by Robbie Scott at Cutting Edge.
“It was impossible at that time for a computer to have coped with all the complexity,” says Paul Franklin, co-founder of DNeg and regular vfx supervisor for Nolan’s productions. “It could be done digitally now but Chris wanted the shot to fit in with the grounded world of the rest of the film. Use of models gave a sense of tangible reality and fitted the language of the film.”
When it came to Interstellar, Nolan had life-size models of spacecraft built to retain the feeling of a NASA archive film from the Apollo era. “The spacecraft weren’t perfect, there were lots of join marks and you could feel the weathering from being filmed on location in Iceland but this was perfect. Chris wanted the audience to feel like they could reach into the shot and grab hold of it,” says Franklin.
For Dunkirk, the crew were able to find real WW2 era Spitfires but since there were no flying examples left of a German Stuka and Heinkel twin engine bombers the only solution was to build (by sfx artist Scott Fisher) third scale models.
“All the aerial battles were meticulously planned in pre-viz taking into account all the manoeuvres one of these real planes could do,” says Franklin. “The models had to behave like real aircraft and so long as they were shot carefully they didn’t give away their true scale.”
Quite often it’s cheaper to hire a model maker than 500 vfx artists each working on 10 frames of film. “One advantage of miniatures is that you can move the camera around them in 360 degrees, or go back and reshoot from a different angle, whereas with CG you’ve got to completely re-render everything,” says Gunn.
Of course, you can spend months building a model spacecraft and then blow it up and it’s gone forever – unlike the reusable CG assets in a computer.
Some models such as animal animatronics are unlikely to be built as much now as CGI has become so expert in rendering and animating creatures.
“But again, depending on what the shots are, an animatronic can make it cheaper by achieving the majority in camera and adding extra animation in post,” says Kelt. “What do you want something to look and act like? Maybe the creative decision is that the quirky nature of a puppet is best achieved with, in fact, a puppet - hand operated and given life.”

Replicating random
Visual and special effects legend Douglas Trumbull is not alone in preferring the random accidents of practical fx over the perfect gloss of digital.
“I like to be open to the surprises you get which you could never write an algorithm or computer code for,” he says. “That to me is the allure of shooting organically… it keeps things fresh.”
Franklin calls it the “unexpected nature of reality”. He says, “If you shatter a window in a computer the effects artist will make it blow out in spectacular way but it’s contrived. The reality is that the glass falls out of the frame and we know when we see this on screen if it’s believable or not. There’s a lesson for cg artists in dialling down the effect.”
One area where CG trumps physical is water modelling. It’s notoriously hard to scale down an ocean, to re-create a tsunami or to replicate water surface tension using physical techniques. However, CG liquids can be paired with practical work.
For instance, the opening scenes of Les Misérables of a ship being towed into dock were all CG except for the crashing waves hitting the harbour that were shot at Artem and composited into the shots. “They wanted to do that in order to capture the unexpected nature of water splashing against the harbour wall,” explains Kelt. “We built a big tank and filmed water thrown against green screens. They could take that and paste it into their composite, whereas trying to make that up in a computer would be tricky because of the random element.”


Friday, 2 November 2018

Panasonic's new "organic" 8K HDR camera is revolutionary

RedShark News

Earlier this year we brought news of a Panasonic and Fujifilm breakthrough in developing an “organic” 8K sensor but with the vital signs of a camera missing. The companies have rectified this with release of a prototype camera featuring the sensor and a promise that its heightened dynamic range and no rolling shutter will arrive in consumer stills and DSLR products over time. A high-end camera paired with the chip is penciled in for this time next year.
https://www.redsharknews.com/production/item/5922-panasonic-s-new-organic-8k-camera-is-revolutionary
To refresh ourselves why this is worth getting excited about, Panasonic and Fujifilm embarked on a project in 2013 to simultaneously capture high motion scenes in ultra-high resolution and in high dynamic range. It’s a feat that has proved tricky since one imaging ambition is usually traded off against the other. The companies went back to the drawing board and came up with a way of layering a light-sensitive coating (organic photoconductive film or OPF) on top of a CMOS chip. This split the chip’s functions such that the CMOS is used solely for charge storage capacitors and the organic layer for converting light into electrons.
Among the benefits of a two-layered sensor design is the ability to add high-speed noise cancellation in the circuit. Panasonic can increase the light-gathering power in the organic light-sensing layer. This, in turn, improves dynamic range.
In addition, as long as the shutter is greater than 120th of a second, the entire sensor is read instantaneously instead of line by line, as in a digital SLR camera or without a mirror. That global shutter can therefore eliminate the rolling shutter effect, which distorts the vertical lines when capturing fast moving objects.
What does this enable you to do? Well, how about shooting at 8K resolution, even in high contrast scenes, such as a field under strong sunlight and shaded spectator seats under a stadium roof? That’s a Panasonic example, and one that gives a clear idea of where it sees the tech headed. It would be an elegant solution to the current issue sports broadcasters have in covering soccer matches or athletic events in areas of alternating harsh sun and deep shade without overexposure or underexposure.
It's all timed rather neatly ahead of Japanese broadcaster NHK’s launch of 8K broadcasting in Japan timed for December 01.
Moreover, Panasonic also sees the tech being used for multi viewpoint cameras (performing multi-view synched imaging), perhaps even for capture of 8K in a 360-degree rig which will be showcased at the Tokyo Olympics in LESS THAN 18 MONTHS folks.
The reference machine, AK-SHB810, containing the 8K organic sensor in box-type configuration and with PL mount is being shown at Japanese tech show InterBEE, 14-16 November.
As you’d expect given that launch of a commercial product is a year away, there’s no pricing info but the following specs are widely anticipated to be in the camera:
A 38-megapixel resolution sensor capable of outputting 8K or 4K video at 60 fps. It’s connected via optical fibre cable to an image processing unit. ND filters are electronically implemented. The model is expected to have a high saturation mode making it possible to capture data up to a light intensity of 450,000 electrons.
Given that Sony sucks up most of the plaudits and headlines for its imaging breakthroughs, it’s good to see Panasonic – celebrating its 100th anniversary in business this year – making some headway. It holds 135 Japanese patents and 83 overseas patents related to this technology, which could of course be usurped by whatever Sony has in its locker.

Monday, 29 October 2018

Craft Leaders: Robert Richardson, Cinematographer


IBC
Three-time Oscar winning DoP Robert Richardson reflects on a career that has spanned 30 years, working with directors such as Martin Scorsese, Quentin Tarantino and Oliver Stone – and working in formats ranging from digital 3D to ultra-wide 70mm.
There are few more hot-bloodied or revered auteurs in the last thirty years of cinema than Oliver Stone, Martin Scorsese and Quentin Tarantino so it must take a cool head to be the eyes for them all.
 “I will always put the director and the story first. That does not make producers overly happy but I don’t know another way,” says Robert Richardson, ASC.
His extraordinary career has seen him craft nine films with Stone, five with Scorsese and five for Tarantino and counting. He’s experimented with everything from digital 3D to an ultra-wide 70mm format, landed three Oscars including for JFK, The Aviator and Hugo, and is the DP to whom Robert De Niro, Ben Affleck and Andy Serkis turned to compose their directorial features (The Good Shepherd, Live By Night, Breathe).
“At the beginning I was raw - now I offer experience,” he says. “I believe I understand how to tell a story.”
With his latest film, A Private War, he has come full circle with his first film, Salvador. Based on events leading to the murder in Syria of venerated war correspondent Marie Colvin, A Private War is documentary filmmaker Matthew Heineman’s narrative debut. Salvador (1986) is a polemic of Reagan-era Central America conflicts through the lens of gonzo journalist Richard Boyle (James Woods). It still retains its venom.
The power of the story
“I do feel I’m returning to my roots on this project,” says Richardson of Heineman’s film. “The subject matter aligns quite remarkably [with Salvador]. Both are low budget and both are essentially documentary in style. Of course, I felt blessed to have been asked to make Salvador but now I have the choice.
“In this case, Marie Colvin was a monumental inspiration, her influence is incalculable. In addition, Matt’s clear willingness to make this film does not hold back on the truth – Syria, in particular, where genocide continues. He is an extremely focused and honest filmmaker which is rare. Very rare.”
It is the chance to shoot a good picture rather than a good-looking picture which fires Richardson up.
“I began making movies at a time when the subject material was vital, and with directors who dealt with material that meant something,” he explains. “I’m drawn to their work and I’ve been incredibly fortunate to work with them.”
With Stone he shot Platoon, Wall Street, The Doors, Born on the Fourth of July and Nixon. For John Sayles, Richardson shot Eight Men Out about an infamous baseball match fixing scandal while the Errol Morris documentary Standard Operating Procedure concerned Iraq’s notorious Abu Ghraib prison.
“Today, the subject matter for major pictures is less vital than its commercial potential,” he says, sadly.
Pioneering style
Richardson’s search for challenging material is reflected in an adventurous style that has seen him play with acquisition materials, visual textures, and aspect ratios to achieve the right emotional resonance for the story.
“I don’t ever want to stay the same. I believe technology and technique and advances in everything from cameras to projectors are there to be used to tell the story.”
Hugo remains one of the few mainstream films shot with dual cameras and a mirror to provide the parallax. “It’s creating true 3D as opposed to a post conversion,” he says.
The manic visual palette of Stone’s Natural Born Killers mixed 8mm, 16mm, 35mm colour and black and white with Betacam video, rear projection and double exposures to mimic the impression of someone flicking between channels or to alternate subjective viewpoints.
“The choice of format shifted depending upon the sequence and sometimes altered within a sequence to provide editorial alternatives to texture,” he explains.
For Errol Morris’ Fast, Cheap & Out of Control, Richardson employed a similar fusion of formats as well as Super 8 film, stock footage and cartoons to create an impressionistic collage of images.
Then for Kill Bill, his first film with Tarantino, Richardson duplicated footage over and over again until it attained the texture of old Kung Fu movies for one scene; shooting the whole film (and its sequel) with snap zooms, stylised lighting, and lurid colours in reference to the exploitation movies the director wanted to evoke.
Later when Tarantino wanted to release The Hateful Eight as a 70mm movie, Richardson captured the film’s super-widescreen images with Ultra Panavision 70 lenses that hadn’t been used since 1966’s Khartoum.
“I’m currently shooting film for Quentin on Once Upon a Time In Hollywood. He loves film, as do I, because there is a beauty to it, particularly in the way it captures skin tones. But for me, if film dies as a medium then so be it. Everything is ultimately released on digital today anyway. The Hateful Eight was shot on film, graded on film and released on digital but Quentin couldn’t care less since he wanted to make a special release on 70mm in theatres.”
He stresses: “I have no issues with new technologies. In fact, I search them out.”
On Affleck’s 1920’s gangster picture Live by Night, Richardson shot some scenes at 2000 ASA on an Arri Alexa 65, sensitivity to low light near impossible with negative film. Similarly, sequences depicting Homs in A Private War were lit solely with flashlights, random street lamps or street fires and very little else.
“I shot at 1600 ASA (on Arri Alexa Mini) with Zeiss Super Speeds and used standard light bulbs on strings to give additional light where necessary. It was far more minimal than I generally work with but this is the direction the future will take as digital capture improves in both range and fidelity of skin tone.”
He is also keen to experiment with high speed cinematography, an aesthetic explored by directors Peter Jackson and Ang Lee but which has yet to find either an audience or the right story.
“I met with Ang Lee to discuss shooting The Thrilla in Manila, [a project about Muhammed Ali and Joe Frazier’s legendary boxing clash] in 120fps HDR,” he explains. “I was looking forward to it because I think this is a visual step that has to been addressed. I would love to understand whether 120 can work to tell a story. It does deliver absolute clarity, almost like you can step into the picture. At the same time it means that production design, costume, make-up all need to catch up because it will show any imperfection. You can’t lie with this system.”
“It may be the case that you can play with the speed of different scenes as part of the grammar to storytelling,” he muses. “You could choose to shoot the boxing action at 24 frames and switch between 24, 96 back to 48 or 120 where it suited the story. You could do it subtly such that an audience wouldn’t be aware of what you were doing other than having the scene emotionally resonate with them. That’s my feeling about 3D too - that if done well it can be a subtle enhancement to the narrative and organic to film language.”
Richardson was also lined up to shoot Disney’s live action The Lion King before a conflicting schedule denied him. Like director Jon Favreau’s VFX-Oscar winning smash The Jungle Book, this is being filmed using virtual production techniques – green screen sets with minimal live action elements integrated seamlessly into photoreal computer generated environments and animations.
“I would have loved to have made that film,” he says. “I am really excited by the possibilities of the technology.”
Background and influences
Born in Massachusetts in 1955, Richardson developed an interest in photography while studying at the University of Vermont, but it was films like Lawrence of Arabia, 2001: A Space Odyssey and in particular the work of Swedish auteur Ingmar Bergman (Persona, The Seventh Seal) that altered his perception.
“I dropped everything to concentrate on film. I didn’t feel I was capable or mature enough to be a director but I was fascinated by creating stories and began to appreciate more and more that doing so needed the craft of a cinematographer. I made a decision to go in that direction.”
He joined the film department at the Rhode Island School of Design and continued studies at the American Film Institute [AFI] in LA where he was apprenticed with Bergman’s cinematographer Sven Nykvist and Nestor Almendros, the Spanish DP who lensed the films of French director Eric Rohmer as well as American new wave classics like Terence Malick’s Days of Heaven.
He says being on set with Nykvist shooting Canary Row (1982) and then much later with iconic Bergman actor Max von Sydow on Shutter Island (2010) was like “touching upon the time of gods.”
He had done some second unit work, notably on Alex Cox’s cult classic Repo Man (1984) and several documentaries including one for PBS on the civil war in El Salvador, but in 1985 when gung-ho writer/director Oliver Stone invited him to Mexico, it was both adrenalin rush and gamble. It was first sole DP feature credit.
“On Salvador I really didn’t know a great deal but Oliver and I collaborated intuitively and learned as we went along.”
Immediately afterward they went to the Philippines to shoot Platoon. Both films released in the same year with the controversial Vietnam pic, also shot semi-documentary style, landing the 1987 Best Picture Oscar and Richardson’s first Academy Award.
“We worked on successive films by each putting together our thoughts on the whole script. I would storyboard or shot list the entire script and present it as my thinking and I would get a negative or positive response. We did that for every film, always balance and adjusting feedback from each other, fine-tuning the story.”
When Martin Scorsese asked Richardson to shoot his Vegas-set mob opus Casino, Richardson tried the same approach.
“Before shooting I was called into the production office. Marty said he hadn’t read my ideas and nor was he going to until he was happy with the script. He said, ‘When I’m happy with the script I will give you every shot in the movie [to devise]’. Which he did. This transformed my vision substantially. Here I was responsible for lighting, framing and operating every shot on the movie. This was a massive learning lesson for me and for my crew also.”
It’s worth highlighting his crew, since for three decades Richardson has worked, by and large, with the same key grip, Chris Centrella, and gaffer, Ian Kincaid, and for fifteen years with camera assistant Gregor Tavenner; “They are all masters of their craft,” he says.
Aside from Nykvist he singles out John Alton’s composition and stylised lighting in work for director Anthony Mann in the 1940’s (T-Men, Raw Deal, Reign of Terror) as key influences but it is Vittorio Storaro (The Conformist, Apocalypse Now, Reds, The Last Emperor) who he reveres as the greatest ever cinematographer.
There is, though, one shot of his own making with which Richardson is deeply in love – and it is not one you’d necessarily pick. It’s the final sequence from Platoon, shot from a helicopter as the injured Chris (Charlie Sheen) leaves the hell of Vietnam behind.
“He is looking down, in shock, trying to comprehend the experience of all the lost lives and everything that is destroyed below. This wasn’t a hard shot, technically, but something about it still resonates with me - and not everything does that.”