When you are setting out to digitize your collection of old photos and film, scanning resolution is an important attribute to consider. This number is crucial when you are thinking of printing your scanned images rather than just viewing them on a screen. Since most people, at some point or the other, will want to create memorable keepsakes – framed Continue Reading
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Virtual reality is an immersive experience that involves multiple senses, and, most importantly, responds to the intentional interaction of the viewer. From the earliest days of synchronized film and sound playback, the illusion of being in a different place or time, and generating an emotional response to the experience, has been the goal of most modern communication and entertainment mediums.
In VR, this illusion is referred to as ‘presence,’ where not only the sights and sounds (and other sensory input) are believable, but the ‘show’ itself reacts to the participant’s actions in a plausible way.
It isn’t hard to imagine how different the experience of browsing through a gallery of images can be when they are not just thumbnails on a tight grid, but rather ‘virtually’ hung by the artist in a spacious VR room that mimics a physical gallery space. VR video adds the active immersion of being in the middle of a busy plaza, or riding inside a rally car during a nighttime ice race. The opportunities to share even simple, daily events become less about what was in the frame at the time, and more about what the whole location felt like.
VR differs from flat, 2D photos by requiring at least a seamless 360-degree view, and eventually full freedom of 3D motion.
Semantics
First, let’s get some semantics out of the way. ‘Virtual reality,’ or VR, has generally been applied to 3D computer-generated graphics. There are some who say that anything that starts with a camera pointed at the real world is not VR. This ignores some of the history of VR (see below), as well as the coincidence that interactive panoramic images and videos on the web are displayed as textures on the inside of a 3D cube (or sphere, in some cases). There are also ways to create realistic 3D data from photographs, and from spherical panoramas in particular, both of which currently offer greater realism than 3D graphics created without the aid of photography.
While we could separate photography from 3D graphics by dogmatically referring to 360 x 180-degree images as ‘spherical panoramas,’ and try to demarcate 2D/3D hybrid technologies as ‘not photography,’ this would be unfair. Therefore, this article will still refer to VR as both an immersive experience, and something that a camera can capture.
This primer will touch on the various technologies and companies involved in VR, but the underlying theme is on how conventional photography and cinematography influence VR, and how VR will influenced them in return.
The term ‘virtual reality’ was originally coined (in French) by Antonin Artaud in his 1938 essays on the nature of theatrical performances, so it’s rather fitting that the first functional VR experience, Sensorama, was conceived and patented (in 1957) by cinematographer Morton Heilig. In 1961, Heilig also patented a head-mounted, stereoscopic display system. While these inventions relied on pre-recorded films with very limited interaction, they introduced the concept of a viewer being immersed in a different environment; including the sights, sounds, smells and even windspeed of the environment being represented.
Though the entirely analog Sensorama never really took off, the concept of immersion was a core aim for early computer-generated 3D graphics. Most pioneering modern VR development was focused on military and aerospace training, where it is much safer, easier, and ultimately cheaper, to teach someone how to react to difficult situations in a virtual environment. The first 3D VR displays showed only glowing wireframes against a black screen (a la Battlezone), while the physical surroundings mimicked a real cockpit or driver’s seat, complete with hydraulics to pitch the cabin during the experience.
In the 1980’s and early 90’s, the increasing visual fidelity of real-time computer graphics (driven both by industrial and entertainment uses) promised more realistic virtual environments, and the first wave of hype for consumer VR built up, entering popular culture with arcade entertainment like the Virtuality systems, and creative works like Neuromancer and The Lawnmower Man.
Recent times
Once this wave of hype broke on the shores of limited computing power, minimal content, and vaporware consumer displays (anyone remember SegaVR?), the relevant technology continued to advance in a consistent, but much quieter, fashion. Real-time 3D computer graphics progressed from plasticky representations on expensive workstations, to the increasing visual realism of PC and console games. In 1994, Apple introduced QuickTime VR as a very simple, portable way to display panoramic content with the freedom to look around, and this extension of QuickTime quickly became known for real estate ‘virtual tours’ and other early forms of photography-based VR on a computer.
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HTML5 static 360 VR sample – click this link for the VR headset version. (Made with Pano2VR)
In 2003, Linden Labs created Second Life, an entirely virtual ‘social world’ in which users could interact using human-looking avatars within an entirely synthetic, and user expandable, 3D world. Connecting people via the internet was not new, nor did Second Life initially support VR headsets with stereoscopic rendering, but this remains a good example of a successful shared ‘virtual reality’, in the original theatrical sense.
The 2007 introduction of Google Street View democratized the idea of spherical panoramic imagery (360 x 180 degrees of coverage) to immerse a viewer in various locations in the real world. This blending of photographic content with geographic data has broadened consumer acceptance of photographic VR, while the 2014 introduction of Google Cardboard (an inexpensive way to turn a modern smartphone into a VR headset) allows this vast amount of panoramic data to be viewed in a more natural, immersive way.
The new hype of modern VR
Recent advancements in consumer electronics have reinvigorated virtual reality and given it new vigor, as well as inspiring new generations of researchers, entrepreneurs, and content creators. The ever-increasing computing power and screen resolutions of smartphones, combined with their built-in gyroscopes and accelerometers (useful for head tracking), have made these ubiquitous devices almost ideal for repurposing as a viewer for VR games, images, and video.
Combining a phone with the simple mechanics of a Google Cardboard-type viewer, VR photos, apps and games (as well as New York Times articles) means that VR content can be appreciated by a wider audience.
Google Cardboard – a $ 15 immersive display for anyone to try out.
Prior to Cardboard, most attempts at making a smartphone into a viewing platform were limited to stereographic toys, without enough software and hardware polish to make it a good experience. Samsung changed this by partnering with Oculus to produce the (currently $ 99) Gear VR headset, which is more than just a pair of lenses and a phone holder. Gear VR has its own accelerometers and gyroscope, as well as a USB connected control-pad, while Oculus provides a content store and software to enhance the experience. All of this pushes accessibility up from the bottom.
The same technology from smartphones has driven down the component cost of higher-end systems for virtual reality and augmented reality (AR), leading to consumer-level, dedicated, head-mounted displays like the Oculus Rift and HTC Vive, and extensions to game consoles like Playstation VR. While the initial adoption of these systems may be mainly with hard-core gamers and technophiles, the experiences and content being developed for these systems can be more ambitious and immersive, which in turn will draw more users to the hardware. The VR ecosystem is spreading rapidly, and spherical VR photos and videos are frequently the first experience most consumers will have.
Follow the money
Recent years have seen explosive growth in terms of business investments into VR, from the display systems (Facebook buying Oculus for $ 2 billion in 2014), to content creation (Nikon and Samsung have recently announced consumer 360 cameras, and Ricoh is on v.3 of theirs), while various VR startups raised over $ 658 million in funding just in the past year. The established games industry has already spent millions of dollars preparing for the 3D VR gaming revolution, which many analysts now say is no longer an ‘if’ proposition, but rather a ‘when.’
Consulting and auditing firm Deloitte has predicted that the VR market (for content and devices) will hit $ 1 billion in sales during 2016 alone. Meanwhile, the games and VR consulting firm Digi-Capital goes even further to say that by 2020, the virtual reality and augmented reality markets will be worth around $ 120 billion. These market predictions are not based on advances in research labs and high-end applications, but rather from the groundswell of video game and mobile technology, along with increasingly diverse content.
As Alexandre Jenny, the Senior Director of Immersive Media at GoPro, puts it; “We are no longer wondering ‘will VR change the world,’ we are in the stage of ‘how will VR change the world?’ VR is certainly the best way to give someone an immersive experience, and that fact is really disruptive in many industries.”
Commercial applications
Aside from research and purely artistic uses of VR (both of which have a long and fruitful history), there are numerous commercial applications for virtual reality, and many more are being developed as the tech progresses. Below are just a few examples.
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It seems like just yesterday that we were trying to come up with a sensible name for mirrorless cameras but 2016 will mark the eighth anniversary of the first Mirrorless Interchangeable Lens Camera. In that time they’ve gone from being an interesting new development to an credible alternative to APS-C and full-frame DSLRs.
Mirrorless cameras are interchangeable lens cameras that don’t have the mirror and optical viewfinder that define a DSLR. In most other respects, they’re extremely similar: with only a few exceptions, most mirrorless cameras these days are built around the same sized sensors as DSLRs, increasingly have similar lenses available, and can offer the same image quality.
Other than the presence of a through-the-lens optical viewfinder, the only other significant difference is that DSLRs have a separate, dedicated autofocus module, whereas mirrorless cameras use their main imaging sensor for focus. Beyond that, there’s not a whole lot of difference between the two: mirrorless and DSLR cameras are available for a variety of needs and budgets and there isn’t a major manufacturer that doesn’t have some mirrorless cameras in its lineup.
What are the advantages?
Size
As mirrorless cameras have matured they’ve also diversified, making it harder to generalise about their strengths and weaknesses. It remains true though that mirrorless cameras are generally smaller than their DSLR peers. Taking the mirror out means that the lens can be mounted closer to the sensor, helping to reduce the size of the system. Furthermore, without the need to be backwards-compatible with film-era systems, the lenses tend to be designed to match the size of the sensor, meaning many of these are smaller, too. Just as in the DSLR world though, more expensive, faster lenses – especially those designed for Sony’s full-frame Alpha a7-series – are still pretty big and bulky.
Autofocus
Another advantage is autofocus. Once considered a weakness of mirrorless, hybrid autofocus systems (using a variant of the phase-detection method used in DSLRs to determine how far away a subject is) have essentially closed the gap between DSLR and mirrorless focus performance for all but the most demanding applications. Not all mirrorless models offer hybrid AF though, so it’s worth doing a little research if you need a camera with good continuous autofocus.
The Sony a6000 is much smaller than a DSLR but offers impressive autofocus tracking performance
In fact, because all mirrorless cameras assess focus from their imaging sensor rather than a separate module, they are able to be more accurate and consistent, especially when focusing wide-aperture lenses. Combined with awareness of the scene that allows cameras to track and maintain focus on a subject’s eye, it’s increasingly the case that autofocus is one of mirrorless’s strengths.
Video
Mirrorless cameras already use their sensors’ continuous output to constantly preview the scene, so it’s not a big leap (or change in behavior) for them to capture this output as movie footage.
The most obvious advantage of mirrorless cameras is that there isn’t a mirror blocking the sensor. This means that unlike a DSLR, you don’t have to completely change the way that the camera works in order to shoot video: you can continue to use the same means of previewing and shooting when you switch from stills to video. As a result, it’s mirrorless cameras that have led the charge towards offering better and better video and the clever photographic tricks that can stem from it.
System
Many mirrorless systems are now mature enough to include a broad range of lenses, such as Fujifilm’s X-mount lineup, pictured here.
Because all mirrorless systems are less than eight years old, their systems aren’t as fully developed as legacy DSLR systems. The flip-side of this novelty is that most of the lens designs are relatively new and are well optimised for use on the latest high-resolution models. It’s worth checking that the lenses you might want are available for the system you’re considering, but you may find that there are more modern, more interesting or more affordable lenses available for some mirrorless systems than are available for the big DSLR brands.
What are the disadvantages?
The disadvantages of mirrorless are decreasing with every new generation of camera and only a few of the remaining drawbacks are directly related to the lack of a mirror. The relative novelty of mirrorless mean that manufacturers are still finding their feet, so there’s less consistency of performance and behaviour across brands: ergonomics and user interface are still the subject of experimentation and not every company has worked out how to design lenses that autofocus quickly.
Furthermore, the need to constantly power the sensor and screen while shooting, combined with attempts to capitalize on the size benefits of mirrorless mean that battery life is much more limited on most mirrorless cameras – sometimes to a restrictive degree. We’d strongly recommend you read our reviews or roundups to find out about these details before making a purchase.
Most mirrorless cameras allow SLR lenses to be mounted using adapters. The Sony a7R II is the first that can autofocus other brands’ DSLR lenses successfully.
Finally, of course, there’s the absence of an optical viewfinder. While electronic viewfinders are constantly improving, aren’t limited by the size of the image format and can more accurately preview the image you’re going to get, most contemporary cameras’ live view feeds still lag behind the action when continuous shooting. On top of that, some people simply prefer the ‘part-of-the-scene’ feeling that an optical finder gives. These factor, as much as the vast number of photographers already invested in DSLR systems, pretty much guarantees that mirrorless cameras won’t totally replace the DSLR in the near future.
Just as mirrorless cameras have started to compete in areas the DSLRs have traditionally dominated, we’ve also seen DSLR makers beginning to respond to that challenge, with mirrorless-style on-sensor phase detection being added to offer a faster live view experience and better autofocus during video. As such, it’s getting to the point that personal preference for one particular feature or one specific lens might sway your decision more than the presence or absence of a mirror in the camera. Whichever you choose, advances in technology and a broader range of choices can only be a good thing.
The new Panasonic GH4 is to my mind one of the most exciting new cameras to come down the pike in quite a while. While an excellent stills camera, it is the GH4’s video capability that sets it apart. This is the smallest, least expensive camera that can shoot 4K video and record it internally to a memory card. Oh yes – and the image quality is exceptional.
But because of the camera’s capabilities and versatility it can be a bit intimidating. I have therefore written a video primer for the GH4, which I hope will help you not only with a possible buying decision, but also once you get your camera.
Right about now I feel like Alice in Wonderland, holding the "drink me" cup. Having a leaf shutter, a built-in 3-stop neutral density filter and a real chip in a compact camera is opening up a whole new world of possibilities.
But with these possibilities come some quirks, some compromises and a few technical things to be mindful of. What you need to know about leaf-shutter compacts and daylight flash, below.
Commercial photographer Jay P. Morgan’s The Slanted Lens videos (which you may remember from this insane portrait) are consistently good stuff.
Today, he dials it back a notch or three to give a great walk-thru on corporate portraiture. Solid basic info, plus some tips that you may well not have known. Trust me, the flag-for-light-shirts thing alone will save you much needless Photoshopping…
Professional photographer Carsten Krieger introduces the practice of landscape photography, looking at the various equipment choices and composition options that any budding landscape shooter should be familiar with when embarking in this popular genre. He also explains the importance of pre-trip research and planning to put you in the right place at the right time.
In this second part of our 2-part primer, we look at who’s who in the consumer 3D video market, and how they see the market evolving. What is driving the current upsurge of 3D? Improvements in the technology, pressure from manufacturers desperate to create and monitize the next ‘big thing’ in consumer electronics, or consumers themselves? Read our article to find out. News: Digital Photography Review (dpreview.com)
Just Posted: Printer Primer Part 1: Choosing a new printer. Over the coming months we will be expanding our printing content to include reviews and technique articles. As part of that process we’re also taking the opportunity to update some of our existing content. Part one of our updated printer primer replaces an earlier guide to photo printers and explains the different types of models available, the technologies they use, and how you should determine which is right for you. News: Digital Photography Review (dpreview.com)
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Just Posted: Printer Primer Part 2: Print Workflow. As part of our expansion into providing printing content, we’re taking the opportunity to update some of our existing content. Part 2 of our printer primer – print workflow – explains how to get the most out of your printer, whether you’re an experienced print maker or you’re dipping your toes into home printing for the first time. News: Digital Photography Review (dpreview.com)
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