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From ‘Dimensional Effects’ to Digital 3D Cinema

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Abstract

By combing through the short history of theatrically released stereoscopic cinema and a series of literature contributions from other scholars across decades, I illustrate the aesthetic transformations that have shaped 3D from the previous booms to its current digital incarnation. I focus on the relationship between spectacle and narrative, and also consider the concept of ‘realism’ and discuss its complex connotations within different historical contexts and their impact on the relationship of spectacle and narrative. Based on such discussion, I develop a description of digital 3D cinema’s unique regime of ‘stereoscopic hyperrealism,’ considering stereoscopy alongside digital technologies and processes such as CGI, VFX and HFR. This overview sets up a historical and aesthetic framework for my subsequent discussion of contemporary 3D cinematic narrative and aesthetics.

…the very nature of an art form is as ‘significant’ as a plotline or its formal treatment.

And if the distinctive characteristics of a given art form fail to embody some of these deep-seated urges—that species of art is doomed to extinction.

Only those species survive, whose constitution and attributes resonate with these deeply rooted, intrinsic, organic tendencies and needs of the spectator and artist alike. (Eisenstein 1947, p. 21)

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Notes

  1. 1.

    ‘Dimensional Effects’ was the term commonly used by Hollywood 3D filmmakers for filming ‘protrusion effect’ shots during the first 3D boom in the early 1950s.

  2. 2.

    M. Ross mainly draws on Laura U. Marks’ concept of the ‘haptic cinema screen’ and develops it into her notion of the ‘3D field screen,’ in order to illustrate 3D cinema’s hyper-haptic visuality, based on Marks’ delineation of ‘haptic visuality’ on the flat screen:

    The haptic cinema screen, as defined by Marks , is distinct from the traditional screen in that it demands a different type of engagement. It constructs a fractured visual statement by refusing to position clear signs and relations between objects on its surface, which in turn draws attention to the images’ textured and tactile quality. The screen speaks out to the audience and invites participation by vexing and disturbing our understanding of its content, in this way drawing us closer to its surface. (M. Ross 2015, pp. 22–23)

  3. 3.

    VQMD3D Project: Report 3 and Report 5 on 3D Video Quality Analysis issued by MSU Graphic and Media Lab on August 28, 2013 and April 11, 2014, respectively. Web. Accessed 1 August 2015. http://compression.ru/video/vqmt3d/report3/, http://compression.ru/video/vqmt3d/report5/.

  4. 4.

    However, M. Ross places her analysis of ‘Stereoscopic realism’ and ‘Immersion’ in the same chapter under the title ‘New Realisms’ in 3D Cinema: Optical Illusions and Tactile Experiences (Palgrave Macmillan, 2015).

  5. 5.

    There was a purposeful paring back of the HFR in The Hobbit II by Peter Jackson in response to the widespread criticism of the first episode. See Peter Jackson Video blog. (2013, December 5). The Hobbit: The Desolation of Smaug, Production Diary #13 on YouTube.

  6. 6.

    See D. Rooney . (2016, October 14). Ang Lee pushes cinematic boundaries in this drama starring newcomer Joe Alwyn as an Iraq war hero caught up in a head-spinning whirl of pre-packaged patriotism. The Hollywood Reporter Website. Retrieved from http://www.hollywoodreporter.com/review/billy-lynns-long-halftime-walk-938601. Accessed on November 5, 2017.

  7. 7.

    See J. Stolworthy. (2016, November 2). James Cameron wants you to watch Avatar 2, 3, 4, and 5 in 3D – minus the glasses. The Independent Website. Retrieved from http://www.independent.co.uk/arts-entertainment/films/news/james-cameron-avatar-sequels-release-date-in-3d-glasses-a7392971. Accessed on 5 November 2017. During a speech to the Society of Motion Picture and Television Engineers, J. Cameron stated, ‘I’m going to push. Not only for better tools, workflow, high dynamic range (HDR) and high frame rates (HFR) – the things we are working toward… I’m still very bullish on 3D, but we need brighter projection, and ultimately I think it can happen – with no glasses. We’ll get there’ (as cited in Stolworthy 2016, para. 4).

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Liu, Y. (2018). From ‘Dimensional Effects’ to Digital 3D Cinema. In: 3D Cinematic Aesthetics and Storytelling. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-72742-4_2

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