Submission 1: Short 3D Video, Script/Plan and Selected Materials

 Short 3D Video


Selected Materials

Binaural Sound Tests

In preparation for mixing the sound for the 2 minute film I created two tests of binaural mixing.  The first was a short piece of score, with the movements within the music I panned from left to right creating a surge in the music.   I found that having two tracks of the same sound file and panning one whilst leaving the other centred created a full sounding track.  In the same way that the eyes can find different elements of 3D confusing  having a single track and panning that, leaving the left or right lop sided seemed to result in to violent a mix.  Having one centred track whilst also having one panning track shifted the focus from left and right comfortably and resulted in a fuller more natural sound.

The Second track I created was exploring binaural mixing for dialogue and storytelling.  I picked a short section from Roald Dahl’s book The BFG.  The section has dialogue from the BFG, Sophie and the Narrator.  I separated the two characters to the left and right channels and had the narrator centred.  I found that if I placed the characters at 100% left or right that was to abrupt and didn’t locate them in the same space.   So I tried with portraying how I thought they would be within the audio field, trying to reflect that the BFG, due to his size was towering over Sophie.  I placed him around 60% to the left channel and Sophie around 40%.  I also realised that if there was nothing on the centre channel with the jumps from left to right it feels a little uncomfortable.  So I created a soft musical track to place on the centre.



Visual Test: Still images

By using two identical cameras, some photos were taken and combined to generate 3D images. Different from 3D camera, we can control the inter-axial between two cameras. That means more depth can be caught by our eyes compared with the 3D camera which can only focus on the item by altering the convergence. Besides, the background should be taken into consideration that how to balance between object and background. Small convergence will cause large shift on the background according to the relative positions.


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There are some materials about the theory of S3D:

Difference between glasses:

Basic principles of S3D:

Here is the link on how to use photoshop to deal with two still images that achieves the 3D effect.



It’s a story of “A” waking up by a strange voice, following the voice, seeking for something from outside world, and finally realizing what the voice wants to tell.



It begins with “A” waking up in the middle of the night to a bodiless voice. The voice asks “A” to follow him. Out of curiosity or something like that, “A” follows the voice and leaves his room. We could setup a range of visually interesting scenarios that would bring the 3D into full effect, for example, the furniture (maybe we can put something relevant to Calton Hill or Portobello beach in “A” ‘s room as a hint for audience, like a shell, a twig…), the wind (showed by the movement of curtain), etc.

▲ A sample of people waking up, looking around but finding nothing, then sneaking out

43:26 to 44:26, from SPIRITED AWAY

▲ A sample of people being haunted by a voice from SLEEPLESS IN SEATTLE

We may not need to be that emotional, but we can learn how to express “A” ‘s facial expression changing with the voice.



“A” follows the voice to a dark room. There is interactive effect set in that room. The idea of Calton Hill and Portobello Beach will be expressed though the projection as hints. We could combine the real object and the shadow created by the projector together to make a 3D effect.

▲ A sample of how to use the interactive effect to express ideas

▲ A sample of combining the real object and the shadow created by the projector



“A” gets some idea from the room and keeps following the voice in the road. There will be multiply situations happening during the time he is walking, and we want to express it in a different way. It is similar with the example below. “A” walks backward, keeps dropping and spreading things. However, we edit it into a screen of “A” walking forward and things coming to him.

▲ Original version

▲ Edited version



“A” follows the voice to Calton Hill. He searches around, he digs around suspected place, and he looks down to the street. The Dugald Stewart Monument is telling something. The National Monument of Scotland is telling something. The Nelson Monument is telling something. “A” can feel though those sceneries, but the voice does not stop there.



Following the voice, “A” leave Calton Hill and keeps walking. We could use the way we mentioned before again: shooting backward and editing to forward. Or we could try to express the idea of following the voice through “A” running.

▲ Alice follows Mr.Rabbit

▲ Steadily walking: Butch kills Vincent   From PULP FICTION

▲ Run fast: RUN LOLA RUN

▲ Long run: FOREST GUMP


Portobello Beach

“A” gets to Portobello Beach. “A” follows the voice walking around, watching people running after each other, building sand sculpture, and playing with dogs… We could edit to speed up people’s movements to create the atmosphere we want. Then “A” suddenly realizes what he is looking for all this long.