simona fitcal - the digital dream - between surreal and fantastic
TRANSCRIPT
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b e t w e e n
S
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M a s t e r s T h e s i s o f
S i m o n a - M i h a e l a F i t c a l
2 0 1 2
C O M P O S I T I N G D I G I T A L V I S U A L E F F E C T S
&
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Simona-Mihaela Fitcal
Submitted in partial requirement for the Degree of
Master of Arts (M.A.)
Under the supervision of
Prof. Roland KersteinProf. Joachim Hofmann
Digital Media Master ProgrammeUniversity of the Arts
Bremen, Germany
29th October 2012
b e t w e e n S U R R E A L & F A N TA S T I C
C O M P O S I T I N G D I G I T A L V I S U A L E F F E C T S
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Acknowledgements
I am foremost grateful to my parents, who supported and encouraged me
throughout my studies.
I would like to express my deep appreciation to Prof. Roland Kerstein for his
professional advice and for inspiring me to pursue my style. Also, I wish to thank
Prof. Joachim Hofmann for sharing his knowledge in the field of short film.
A great help during the production of my film-project came from my boyfriend, who
played the central character; for this I want to thank him sincerely.
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Confirmation of authorship
I hereby formally declare that the work submitted is entirely my own and does not
involve any additional human assistance. I also confirm that it has not been
submitted for credit before, neither as a whole nor in part and neither by myself nor
by any other person. All quotations and paraphrases, but also information and ideas
that have been taken from sources used, are cited appropriately with the
corresponding bibliographical references provided.
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Contents
Introduction 1
1. Dream, surreal and fantastic: the originators of visual effects
1.1 The influence of dreams on artistic creation 3
1.2 From surrealism to surreal 8
1.3 From fantasy to fantastic 13
1.4 At the border between surreal and fantastic 16
2. Challenging reality through visual effects
2.1 Defining digital visual effects 17
2.2 Theories about visual effects 19
2.3 Towards a classification of visual effects in films 21
2.4 Experimental short films 34
3. Practical approach:
techniques of achieving visual effects in Transhumant (2012)
3.1 The concept 393.2 Compositing 41
3.2.1 Matchmoving 43
3.2.2 Mattes 45
3.2.3 Rotoscoping 47
3.2.4 HDRI 48
Conclusion 49
Bibliography 50
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1
Todays media and art promote strangeness and fantasy. Everything that is out of
the ordinary is a way of attracting the publics attention. Commercials, news,
magazines, books, Hollywood movies, mainstream art, reality shows, all try to paint
the supernatural as real as it can get. Digital era has made it easy to manipulate
every existing image and piece of information. The human urge to make imaginary
things come to life is reflected everywhere around us in the objects or inventions
that fill our lives. The marriage of art and science led to amazing results in
converting ideas into physical outcomes. Cinema is one of the arenas in which
scientists and artists work together to achieve the incredible. In the field of visual
effects, a significant progress has been made regarding the fusion of CG0F
1 elements
with live action footage. The primitive vector computer graphics (Tron 1982) led to
realistic computer generated characters (Jurassic Park 1993, Lord of the RingsTrilogy
2001-2003, The Curious Case of Benjamin Button 2008).
In this thesis, I am looking at the aesthetic of digital visual effects that are so
abundant in mainstream cinema, as well as in many independent movies and videos.
Despite their popularity, they are not on the radar of film theorists. Most of the
visual effects movies are still understood as part of a long tradition of trick films and
illusionism. Therefore, they are regarded as captivating, but low in meaning and
narrative. Stephen Prince is one of the few film theorists who write about thisoverwhelming invasion of visual effects in movies. His discourse contains many
arguments that most visual effects in fact supplement the narrative and offer a
better understanding of the message. He even goes to the point where he asserts
that without visual effects, we have no cinema (Prince 2012, p. 221). He cites
Richard Allen to point out the issue of visual effects in the eyes of film critics: the
1CG = Computer Generated
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Introduction
2
idea of illusion has played a central role in sustaining the negative characterization
of mass culture against high art (Allen 1995).
Peoples predisposition towards strangeness and fantastic has a long history. There
is a constant need to create, as well as experiment out of the ordinary
circumstances, which still preserve a strong connection with reality. Movies and
videos are a physical mirror of imagination, as humans are capable to see and
generate images in their minds. Visual effects come from a deeper place of the mind
that is easily accessible while dreaming. The metaphorical meaning of digital dream
can be found in the philosophical definition of the virtual world as something that is
not real, but may display the significant qualities of the real. We can say that boththe world of dreams and that of digital belong to the virtual. Both their borders
coincide with the borders of imagination. Therefore, people can easily translate the
world of dreams into the world of digital. The aim of this paper is to establish a
connection between dream, visual effects, surreal and fantastic on aesthetic level.
The terms surreal and fantastic are associated with the states of strangeness and
unreal. However, they often interpolate in the same visual narrative. The border
between surreal and fantastic is not clearly defined, especially when it is used in
visual mediums.
Even though it is a term invented by the Surrealism movement, surreal defines
something that was always present in the history of humanity: a superior reality,
which is beyond reason. In Surrealist cinema, for example, surreal signifies the
alternation of dream and real life sequences in a manner that they would become
indistinguishable, because it was believed that it led to a greater knowledge. We
can assume that contemporary photographical visual effects are surreal in their
attempt to challenge our perception of reality; they do this by blending digital
(unreal, virtual) with live action footage (real).
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3
In average, we spend one third of our life sleeping. Dreams are a part of our
existence, but we often ignore them. Sometimes we even find ourselves
daydreaming or imagining. These activities are the key to a world filled with
extraordinary substance. Surrealists have praised dreams, and tried to emphasize
that they bring a greater truth when combined with reality. Fantasy is the next step
that takes us deeper into the world of dreams and results in a complete isolation
from the real world.
1.1 The influence of dreams on artistic creation
I use the term dream to label all similar activities and products of the mind like
daydreams, fantasies, imaginations etc. The basic definition of dream is a series of
thoughts, images or emotions occurring during sleep1F
2. It is considered opposed to
wakefulness, which involves full consciousness, awareness, and alertness2F
3 .
Dreams phenomena are captivating and mysterious territories and their existence
has not yet been completely elucidated, despite the technological development and
scientific progress of the present. This fact leaves enough space for various
interpretations and theories concerning the dream state. Throughout history, many
beliefs existed concerning the occurrence of images during sleep. Ancient
civilizations like the Greeks and the Egyptians had a mystical approach in the
interpretation of dreams. The oldest preserved document about dreams is an
Egyptian papyrus, from around 2000 B.C., which contains pictures of common
dreams and their interpretations as prophecies (Barnard and Spence 2005, p. 250).
2 Dream. Merriam-Webster. The Free Dictionary. 2012.
http://www.merriam-webster.com/dictionary/dream3 Waking. Farlex Trivia Dictionary. 2012.http://www.thefreedictionary.com/waking
http://www.merriam-webster.com/dictionary/dreamhttp://www.merriam-webster.com/dictionary/dreamhttp://www.thefreedictionary.com/http://www.thefreedictionary.com/http://www.thefreedictionary.com/http://www.merriam-webster.com/dictionary/dream -
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1. Dream, surreal and fantastic: the originators of visual effects
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The Greeks believed that dreams were divine communication and that they had the
power to predict or influence future events. Priests were the only ones to interpret
them. Theocentrism and Christianity also preserved the idea of divine dreams. The
predictions and interpretations of dreams were supposed to be exposed by God to
elected people, prophets, for greater purpose than individual benefit. They were
intended to deliver divine messages to the masses. The visions revealed to regular
people that were not in a high spiritual connection with Godwere thought to be of
demonic nature (ibid.).
In ancient Greece, Artemidorus, a divination4 practitioner who lived in the 2nd
Century B.C., was the author of Oneirocritica, one of the first known manual of
dreams and their interpretations. We can understand from the English translation
accomplished by Robert J. White that the Greek author categorized dreams as
significant comprised of predictions that eventually come true in real life, and
insignificant that have no real meaning for the future (Dodson 2009). The content
of the dream was one of symbolic imagery that he carefully analyzed in his writings.
For example, the serpent, due to its qualities, signifies a king, the time, the power of
regeneration, wealth and possessions. Aristotle had the revolutionary idea that the
dream comes from the self and not from divinity. He asserted that the faculty by
which, in waking hours, we are subject to illusion when affected by disease is
identical with that which produces illusory effects in sleep (Aristotle 350 B.C.).
The nature of dream-life that feels as real as waking life led philosophers of all times
to conceive skeptical hypotheses about dream and awaking. The famous question:
"Am I a man who dreamt about being a butterfly? Or am I really a butterfly who now
dreams about being a man?" belongs to the Chinese Philosopher Chuang Tzu (4th
Century B.C.). Many philosophers have tried to develop a theory based on the
power of the senses to deceive the mind into believing that reflection of mental
images might be real. Much later, in the 17th century A.D., Ren Descartes, whose
work remained a bridge between medieval and modern philosophy, influenced the
4 Divination = the art or act of foretelling future events or revealing occult knowledge bymeans of augury or an alleged supernatural agency.
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future approach upon the dichotomy of reality and fantasy. By using his method of
doubting everything, Descartes came to doubt the reality of life and looked into the
possibility of dreams as being veridical (Descartes 1641). This fact made future
rationalists to make a clear distinction between physical world and the world of
dreams or imagination. Nonetheless, the old beliefs could not be totally replaced
and certain cultures or individuals still perceive dreams as a spiritual connection
with divinity or as symbols that will predict the future.
In Western Europe, along with the advance of scientific knowledge, the dream
came to the attention of various scientists. The term Oneirology indicates the
interest in researching the relation between dreams and brain activity. One of the
earliest writings that mentioned the term was the one of marquis D'Hervey de
Saint-Denys, Les rves et les moyens de les diriger; observations pratiques
(Dreams and the Ways to Direct Them: Practical Observations), who talks about
lucid dreams, the state of being conscious while dreaming and about ways of
controlling it. The state of lucid dreams has been further researched and it still is of
high importance in dream studies. The ability to go directly from a state of being
awake into a dream-like state is not only explored by philosophers, scientists or
theorists, but is also a method that has been perfected trough the practice of
meditation. Monks, priests or other spiritual people might achieve the state of
consciously dreaming in search of existential answers. The oneirologists Nathaniel
Kleitman (1895-1999) and William C. Dement, together with their students, were the
first to map out the multiple discreet stages of sleep."5. Kleitman and one of his
students discovered the rapid eye movements (REM) during sleep and associated it
with dreaming.
It was not long until dreams became the key in mental disease treatment. Sigmund
Freud developed a method of psychological analysis of dreams in his treatise, Die
Traumdeutung, which he called psychoanalysis. He believed to have found the
5Allan Rechtschaffen, professor emeritus of psychiatry at the University of Chicago andformer director of the University's Sleep Research Laboratoryhttp://www.uchospitals.edu/news/1999/19990816-kleitman.html
http://www.uchospitals.edu/news/1999/19990816-kleitman.htmlhttp://www.uchospitals.edu/news/1999/19990816-kleitman.htmlhttp://www.uchospitals.edu/news/1999/19990816-kleitman.html -
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1. Dream, surreal and fantastic: the originators of visual effects
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royal road as he named it to the unconscious thought, through which the
psychoanalyst could uncover the suppressed wishes or feelings of the patient. For
Freud, the representations somebody sees during the unconscious stage of sleep
were symbols of the individual dealing with events and emotions from his waking
life. Following the idea of Aristotle (that dreams are self-related) and reviving the
ancient practice of dream interpretation, Freud managed to find a modern, original,
functional method. His work remains one of the most influential ones, not only for
his time, as many followers used his methods of treatment, but also for our time.
Carl Jung, one of Freuds scholars, who adopted the psychoanalysis in his practice,
made further assumptions on this theory. Jung categorized the symbols not only as
related to the individuals knowledge, but also to general human knowledge. He
named the latter category of symbols archetypal images, which were comprised of
representations of mythological motifs. In this theory, the images are a statement
of deeper emotional issues, including earlier life experiences, while the common
dream images are about current waking emotions. Jung also states that the
interpreter of dreams must be familiar with various myths, cultural beliefs, religious
and spiritual practices, fairytales.
Freud opened the door to the fascinating world of the unconscious mind and its
power of influencing the life of individuals. A psychological technique, which acts
like an instrument of manipulation for the unconscious mind to heal physical illness
or to influence the course of life, is the Cou method of autosuggestion. Emile Cou
himself acknowledged that this method is a dangerous instrument; it can wound
or even kill you, if you handle it imprudently and unconsciously. On the other hand it
may save your life if you know how to employ it consciously (Cou 2009, p. 26).
According to him, repeating words or images enough times causes the
subconscious6 to absorb them. Cou affirms that the training of imagination is the
key to a successful application of his method and that the only impediment is ones
willpower (p. 25). His method was adopted by New Age, a spiritual movement
6
Although Freud rejected the term of subconscious as opposed to conscious, today it isinformally used as a synonym to unconscious.
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formed in the 20th century, which talked about the possibility of using the
subconscious thought as a tool in improving life quality or achieving personal goals.
This idea is also a subject of interest in dream study.
Deirdre Barrett (involved in the IASD7), a clinical psychologist who teaches at
Harvard Medical School, is the author of numerous books about dreams and
dreaming. Her emphasis has been on its relation to creativity and objective
problem solving, dream incubation [...] 8 . Barrett believes that dreams are
essentially thinking in a different biochemical state and that they can be extremely
helpful because of focusing on our life-issues from a very different perspective. 9
Patricia L. Garfield, one of the six co-founders of IASD, holds on to the idea that
creative dreams can be self-induced and not only artists or creative persons can
benefit from it, but anyone who dreams. She states that the power to have
interesting dreams comes from the personality of the dreamer9.
Neuro-pshychoanalysis is a movement that began in the 1990s, formed by
psychoanalysts and neuroscientists. They relate unconscious functioning,
discovered through the techniques of psychoanalysis or experimental psychology,
to biological brain processes. Deirdre Barrett wrote: Mark Solms found that the
areas of the brain that are active in dreaming are ones associated with visual
imagery and emotional, metaphoric thinking, while those associated with some fine
points of logic are quiet10. This makes it possible for a person to have intense
experiences during sleep.
7The International Association for the Study of Dreams (IASD) is a non-profit, international,multidisciplinary organization dedicated to the pure and applied investigation of dreamsand dreaming.
8 http://dreamtalk.hypermart.net/member/files/deirdre_barrett.html
9Garfield, P. L. 1974. Creative Dreaming. Chapter Three Learning from Creative Dreamers.http://creativedreaming.org/
10 http://dreamvity.blogspot.ro/2010/01/chapter-i-12-how-are-dreams-formed.html
http://dreamtalk.hypermart.net/member/files/deirdre_barrett.htmlhttp://dreamtalk.hypermart.net/member/files/deirdre_barrett.htmlhttp://creativedreaming.org/http://creativedreaming.org/http://dreamvity.blogspot.ro/2010/01/chapter-i-12-how-are-dreams-formed.htmlhttp://dreamvity.blogspot.ro/2010/01/chapter-i-12-how-are-dreams-formed.htmlhttp://dreamvity.blogspot.ro/2010/01/chapter-i-12-how-are-dreams-formed.htmlhttp://creativedreaming.org/http://dreamtalk.hypermart.net/member/files/deirdre_barrett.html -
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Night dreams, daydreams, fantasies, and imagination are closely related and might
be the fastest way to access the unconscious mind. Well-developed methods, which
incorporate the above-mentioned terms, manipulate the human mind at the
subconscious level, thus influencing how one acts or thinks. Cinematographers,
computer game developers and advertisement researchers are relying on the
unconscious desires of the public. The visual aesthetic is dictated by the human
hidden desires.
1.2 From surrealism to surreal
It is a challenging task to define the term surreal. Although it originated from the
Surrealism, it has been commonly used to denote something slightly out of the
ordinary, not necessarily connected to characteristics of the historical movement.
The French assigned the term surralism to represent a superior reality. In English
though, the word has no real meaning, rather it was formed from the French word.
Andr Breton defined surrealism in the first manifesto published in 1924 as a
"psychic automatism in its pure state, by which one proposes to express verbally,
by means of the written word, or in any other manner the actual functioning of
thought. Dictated by the thought, in the absence of any control exercised by
reason, exempt from any aesthetic or moral concern" (Breton 1972, p. 26). He was
very strict when talking about what makes a work surrealist. Many artists whose
works did not entirely respect the rules were expelled from the group, evenSalvador Dal, who is an iconic figure in Surrealism, was rejected by the members
because of different political views.
The question that many tried to answer is: does surrealism exist outside the period
of the group activity and manifestos or is it limited by the historical existence of the
official group? J. Schuster, to whom Breton left the leading role in the movement,
announced the dissolution of the group in 1969, after Breton had passed away. Inhis public discourse, he indicated the existence of a historical surrealism, which
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covered the period between 1924 and 1969 and an eternal one. We can understand
that surrealism existed long before its organized manifestation and will continue to
exist in the human desire to revolutionize the mentality of the era. In the Historical
Dictionary of Surrealism, Keith Aspley (2010) suggests that hints, traces, aspects,
and elements of Surrealism have been discerned in artwork, literature, ritual, and
many other forms of human activity since the beginning of time. He also adds that
it becomes a matter of subjectivity to choose material that can be places under the
general heading or label of pre-Surrealist. Aspely gives the example of the ancient
Greek oracles to which Breton refers to as la voix surraliste, the grotesque
aesthetic and associations in Hieronymus Boschs paintings etc. In my opinion, the
same subjectivism applies when linking materials that occurred after Surrealism to
the features of the historical movement. In his book Surrealism and Cinema,
Michael Richardson strengthens the claim made by Luis Aragon that the true
essence of surrealism remains beyond our grasp and that in cinema it will be found
wherever one has a sense of transparency in the dark (Richardson 2006, p. 171).
Opposed to other art movements that plead for a unified style, the Surrealists unite
in the desire to transfigure the conceptions and moral values of the contemporary
society. The production of works is not their main goal but only a residue of the
practice. Therefore, it becomes hard to speak of a common aesthetic in surrealism.
The fusion of dream and reality might be the strongest relating factor of their
works.
The Surrealists certainly do not reject rationality outright, as if
embracing a thoroughly irrational approach to the problems
of art and life. [] but insist that a deeper, more profoundform of absolute knowledge of the world exists, a form of
intuitive understanding that is essential to forming a more
complete worldly picture, which precedes and grounds truth
of a logical and reflective nature. (Alquie 1965, p. 84)
The cinematic experience creates a habitat for the dreamer. Within the darkened
movie theatre, a sense of depersonalization occurs; the outside world is locked out
and the attention of the spectator is focused on the screen. As described, the
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connections with surrealism, not only that they are a hybrid of oneiric and real, but
they are also subversive. The extensive preoccupation to develop new technical and
representational conventions, to explore psychological and social issues is still
present in blockbusters nowadays. However, for most of the people today,
surrealism is what Salvador Dal, an ex-member of the official group, defined: I
myself am surrealism. Despite the fact that his work is commercial and goes
against the underground exchange that Breton and the other followers pleaded for,
he keeps the fundamental spirit of the movement. Dal sustains that Surrealism is
destructive, but it destroys only what it considers to be shackles limiting our vision.
He had to approach every aspect of pop culture in order to change it: fashion,
jewelry, performance, advertisement, object design, film, and animation. His work
contains shocking imagery, phobias, optical illusions, combination of objects, which
have nothing in common, absurd and ironic images. He managed to change the
mentality of his society and opened a door to imagination for many followers,
contemporary artists and designers like Jeff Koon, Damien Hirst, Alexander
McQueen etc.
Some recent movies like Melancholia (2011) or The Cell (2000) turn to various visual
artifices that depict human phobias, very wide spaces, extremely long shadows, just
as Dal used to do in his paintings and films. In Hitchcocks movie, Spellbound (1945),
the painter was asked to design the dream sequence that the main character
describes. Dal used his unique style to construct the dream similar to his paintings.
One of his tricks to create an unreal world was the practice of very long and dark
shadows with a large set populated by small characters in relation to huge objects.
Melancholia (2011); director Lars von Trier
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Melancholia (2011); director Lars von Trier
The Cell (2000); director Tarsem Singh
Spellbound (1945); director Jeffrey Blitz, scene design Salvador Dal
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An example of Salvador Dals influence on todays media can be found in the official
poster of the film The Fall (2005), which recreates the optical illusions and makes
image associations characteristic to surreal paintings.
.
The Fall (2005). Film poster Salvador Dal Mae West
1.3 From fantasy to fantastic
The International Dictionary of Psychoanalysis defines fantasy as a product of
imagination that takes a form of a script in a theatrical or cinematic sense and
deployed in support of a wish-fulfillment. It may be a conscious creation, a
daydream created by the subject to procure an imaginary satisfaction that is erotic,
aggressive, self-flattering, or self-aggrandizing in nature.11F
12 The function of wish-
fulfilling draws a link between fantasies and night dreams but it might also
encompass symptoms or behavior with similar purpose. It must therefore be
supposed that all these manifestations have a common origin, namely unconscious
12http://www.enotes.com/fantasy-99219-reference/fantasy-187597
http://www.enotes.com/fantasy-99219-reference/fantasy-187597http://www.enotes.com/fantasy-99219-reference/fantasy-187597http://www.enotes.com/fantasy-99219-reference/fantasy-187597http://www.enotes.com/fantasy-99219-reference/fantasy-187597 -
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phantasy.13 The conclusion is that the unconscious fantasy constitutes the spring
of all mental images triggered by the desire of wish-fulfillment.
The film is a satisfaction of human fantasies. Roger Scruton and Kathleen Stocksustain that cinema is the perfect medium for a fantasist. Scruton gives the example
of a person who fantasizes of seeing dead bodies, but this desire is censored by his
moral distaste for this goal (Stock 2009, p. 2). While seeing photorealistic dead
bodies on the screen for instance, the fantasist fulfills his wish without feeling guilty.
The capacity of imagining oneself from the inside, as well as from an external
perspective, makes film an effective medium for that kind of cravings that
transform into fantasies. Fantasy might have two different purposes, one
hedonistic and one cognitive. For example, the fantasy to see dead bodies might
not be pleasurable; instead, one might desire to see dead bodies for the purpose of
cognition. Scruton built his theory on the Freudian model of the artist, who
accomplishes a passage through fantasy back to reality (Scruton 1983, p. 127). The
spectator makes no imaginative effort in cinema. Scott Bukatman sustains the
theory that cinema is already an artificial and technological paradigm that will
realize utopian fantasy (McClean 2007, p. 207).
The cinematic experience of today has changed, because we are not witnessing the
concept of the authoras it used to be in the early times off cinema. In mainstream
films, we rarely contemplate the inner vision of the filmmaker, poetically exposing
his own ideas. The target is to amaze the public, rather than transpose ones
feelings, visions, and personality into the medium. Therefore, movies become
manipulative, playing with the fantasies of the viewers, anticipating their reactions,
absorbing their minds. Movies simulate fantasies, which are hidden in the
unconscious, as everybody craves for romance, for witnessing supernatural events,
wishing to be a hero etc. Neil Coombs presents theories about spectatorship 13: the
film operates on the viewer at a subconscious level to transmit messages;
13
An area of semiotics with psychoanalytic elements, which analyses the relationshipbetween the viewer and the screen.
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advertisements and commercials operate in a similar way. Another theory belongs
to Lacan and Mulvey, which believed that the spectator makes his own meaning
and thoughts through associations (Coombs 2007, p. 36).
According to the definition, fantastic is something that is unreal and exists only in
the world of fantasy. Although it comes from a world that does not exist, judging by
the physical laws, it always connects somehow with the real world. On defining the
fantastic in cinema, Vivian Sobchack writes about three genres, which are the most
representative for their unreal scenery: horror, science fiction, and
fantasy adventure. These three are also the genre where visual effects can unleash
their true power.
The fantastic has a strong connection with folklore and myths. The era in which the
fantastic was most influential in artistic and social behavior was the Middle Ages.
The terrifying stories and imagery survived times passage, but received a new gaze
in the context of contemporaneity. The fantastic in mythology provides us with
elements and concepts that might be universal, available in some areas, or only
local. The legends and myths come from a desire to explain the unknown. When
they are depicted in movies by the use of special or digital visual effects, such
movies automatically become fantastic.
Tzvetan Todorov proposed a definition of fantastic in his paper The Fantastic: A
Structural Approach to a Literary Genre (Todorov, 1975). He affirmed that the
fantastic denotes every event that happens in our world and seems to be
supernatural. There are only two ways to process the fantastic: as something real, a
strange event that has a reasonable explanation, or as something imaginary that
build its own reality. He named these two possibilities the uncanny and the
marvellous. As any information we receive is first subordinated to laws of logic and
reason, these two divisions show how human mind understands the inexplicable
and unusual. Another stage might emerge from the two mentioned above, one of
uncanny with no reasonable explanation. If unreal events happen in real worldwithout warning, then this becomes surreal.
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1.4 At the border between surreal and fantastic
Surreal and fantastic in movies or literature should not to be considered genres or
factors of classification, but manners in which the subject is treated. In contrast to
the aesthetic of fantastic, the surreal one does not bring creatures or other
elements from an imaginary world, rather it plays with real ones. Therefore, an
original mixture of existing objects, ideas, resources or situations might emerge.
Surrealists qualified their work as marvellous, which means causing wonder or
astonishment. This kind of marvellous has to be differentiated from the fantastic
marvellous of Todorov.
Richard Leonard, in his book The Mystical Gaze of the Cinema: The Films of Peter Weir,
pointed out the distinction between the marvellous and the fantastic (2009, p. 14)
made by Ado Kyrou.
Everything fantastic is not marvellous. The fantastic without
marvellous (in which case the fantastic becomes the enemy of
the marvellous) does not belong here: I gladly leave it to the
priests, Cocteau and the spectacular revues. I dont confusemonstrances with lanterns and I dont get ecstatic about every
vampire or every apparition (Kyrou 1953)
Kyrou tries to explain the term fantastic as something that people are already
familiar with and does not result in producing the desired astonishment to the
audience, which Surrealists are looking for.
Melancholia (2011) and Tree of Life (2011) are both successful movies that make use
of stunning visual effects in order to create the proper mood for the story. Their
creators achieve the marvellous by presenting the story from a very subjective point
of view, instead of following the objective reality. The defining feature of Surrealist
cinema is the attempt to challenge our perceptions of reality by rejecting
conventional ways of telling stories and structured narratives.
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Visual effects are a continuously growing phenomenon and mainly refer to a
combination of live action footage and computer generated material. Many
producers of Hollywood blockbuster allocate huge budgets for the creation of
products that would amaze the audience. Also, advertising agencies use visual
effects (VFX) in their commercials as a mean of both communication and persuasion
of their target public. Video commercials that involve a surreal digital look are
relatively young, but they are a fast growing industry, as the VFX company Psyop 13F14
clearly demonstrates. However, visual effects are not only used to create spectacle,
they can also pass unnoticeable when elements in a scene have to be removed or
added. In most of the feature films, television commercials, TV shows and even
documentaries, viewers do not even know that, sometimes, certain images had
been manipulated.
2.1 Defining digital visual effects
A short description and some of the significant historical facts must be exposed
before commencing a more profound analysis of visual effects and their relation to
dreams, surreal and fantastic. A clear distinction between special effects and visual
effects is necessary. The term special effect refers to the optical and mechanicaleffects done on set. Since 1977, the term special has been dropped and the
Academy of Motion Picture Arts and Sciences started awarding Oscars for a
category called Best Visual Effects. The industry still uses the term special effects to
designate the stunts or practical effects done on set. Special effects and visual
effects simply describe a different era, but the goal remains the same. Stephen
Prince provided an explanation of the term special associated with visual effects. He
14www.psyop.tv
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writes that visual effects were regarded as tricks and they were called special
because the connections between the elements included in the effect were
obvious, as opposed to visual effects (Prince 2012, pg. 3). Once with the emergence
of digital filmmaking, a greater distinction has to be made.
Prince adds that modern visual effects are coextensive with the narrative film, and
digital tools have made them more expressive, persuasive and immersive (pg. 4).
They can be divided into multiple categories: on-set models, like animatronics,
miniatures, and stop motion techniques; matte paintings, like digital paintings or
photographs that serve as background replacement for keyed-out and rotoscoped15
elements; on-set effects, like using green screen or tracking markers as preparation
for the postproduction etc. In the digital era, some of the above-mentioned
techniques have been completely replaced or complemented by digital ones. In
Jurassic Park (1993) for example, Steven Spielberg used full-scale animatronics in
order to have realistic movements of the dinosaurs, but he combined them with
digital models whenever the dinosaurs had to make more ambitious movements.
Digital effects keep the same concepts of the traditional ones, but in addition bring
the possibility to simulate realities that mirror the natural movement or phenomena
of our world. Avatar (2009) creates an imaginary world, but makes it believable
through the multitude of added details. The animators need to learn and apply the
principles of physical world, while also integrating the virtual elements into it. It is a
difficult task to make something imaginary imitate nature, because people are used
to visual changes in nature, so they can detect even the slight abnormal movement,
lighting or colors in movies. Most of the big productions that accept this challenge
are sustained by numerous specialists from various fields. Although the world of
Avatarnever existed, it still obeys most of the physical rules of our world, except
when they are intentionally infringed. Cameron worked for many years on this
project and insisted on extensive use of details. A specialist in linguistic created an
imaginary vocabulary of approximately 1000 words for the language of the Navi
15Rotoscoping: see page 47
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(inhabitants of the fictional moon Pandora); designers made use of traditional
paintings and sculptures, combining them with digital artwork, in order to bring a
complete fictional ecosystem of flora and fauna to life. In Jurassic Park,
paleontologists and go motion16 specialists collaborated with the digital animators
to create realistic movements of the dinosaurs and to portray them as animals
rather than monsters. These two movies had a great impact on public exactly
because they combined the art of storytelling with the magic of spectacle.
For the purpose of this thesis, I am going to refer predominantly to digital visual
effects (DVFX) in the next subchapters. Nonetheless, it must be understood that a
great deal of preparation is done on set to support the integration with live action.
2.2 Theories about visual effects
When people think of visual effects, they think of specific genres that proliferate
this kind of images. Science fiction, fantasy, horror and action-adventure often
abound visual effects, sometimes taking the monopole over narrative. Annette
Kuhn writes: When such display become a prominent attraction in their own right,
they tend to eclipse narrative, plot and character. The story becomes the display;
and the display becomes the story. (Kuhn 1999, p. 5). Contrary to this belief, Shilo
McClean (2007) argues that the trend in DVFX today is not only to create a visual
show, but also to derive its elements from the story and fuse them together.
Even if visual effects seem to belong exclusively to cinema, they have a long history
in theatre and the practice of illusionism. According to French director Franois
Truffaut, two opposed aesthetic directions dominated the cinema since its very
beginning: realism versus fiction. One originated from the Lumire brothers and
16Go motion is a variation of stop motion.
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was oriented towards the documentary purpose of film, while the other was initially
linked to the work of Georges Mlis, which emphasized the tricks and spectacle in
the creation of fantasy (Sobchack 1996, p. 312).
Early semioticians have seen photography and film as a new language. Hence, it was
documented and theorized. Roland Barthes declares himself unable to separate
photography from cinema and declares that every photograph is a certificate of
presence (Barthes 1981, p. 87); moreover, that the signifier and signified are glued
together (p. 5). This concept of cinema depicts its indexical purpose. Some
theorists have struggled to demonstrate that the camera reveals aspects of reality
(Marie Epstein), which are not perceived by the naked eye, while others have
emphasized on its capacity to imitate the human sight (Roland Barthes). Andr
Bazin, an adept of realism in cinema, militated for its quality to reproduce, rather
than manipulate reality. He thought that the photograph was superior to drawings
or paintings, which imitate the nature, because it was not created by human hand.
Theorists of those times praised the indexical value of cinema, thus ignoring
everything that was hand-made and intended to deceive, like animations or early
special effects.
Another aspect of film was later revealed, as theorists shifted their attention to the
relationship between the on-screen representation and the spectator. The
semiotic-psychoanalytical model of Malcom Turvey, from his paper Doubting Vision:
Film and the Revelationist Tradition, points out that the majority of theories about
film are built on a distrust of human vision and a belief that spectators are deceived
by pictorial illusion. The brain can be tricked into believing that reality is something
that it can perceive through the senses. In the case of optical illusions, even if we
know that it is only an effect, we still see it and perceive it as being real. The eye
might be the easiest of the senses to be tricked.
In the technological era, we face a paradox of the digital photographic medium, as
digital effects tend to be constructed by naturalistic laws. Viewers are not sure
anymore about the existence of what they see on screen or in a photograph.
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The obvious paradox here creating credible photographic
images of things which cannot be photographed and the
computer-imaging capabilities which lie behind it challenge
some of the traditional assumptions about realism and the
cinema which are embodied in film theory. (Prince 1996, p. 28)
Stephen Prince also talks about a perceptually realistic image [...], which
structurally corresponds to the viewer's audiovisual experience of three-
dimensional space (p. 32). However, the visual experience is not always reliable,
because the eye has certain flaws: chromatic and spherical aberration, lack of
clarity and optical uniformity in the crystalline lens, the blind spot and other gaps of
retina (Prince 2012, p. 41). In the process of perceiving objects, we also involve our
previous knowledge of their properties (size, shape, color etc.) together with our
sensory system.
While there is a struggle to bring the look of digital world close to reality, there is
also a tendency in visual effects to glorify the artificial and artistic look. Movies like
Sin City (2005) or 300 (2006) have delighted the eyes of the spectators by imposing
an original visual style.
2.3 Towards a classification of visual effects in films
One of the aspects that connect dreams, surrealist film and experimental video is
the same type of disrupted narrative. Surrealist films were the result of avant-garde
spirit and concepts; their purpose was to change societys way of thinking.
Consequently, the authors needed to find a method to break the conventional
filmmaking. Recipes of how to enhance stories through editing tricks, which help
transmit the message more easily, were always of prime interest in the industry of
moviemaking. One of such recipes is described by Richard Raskin in The Art of theshort Fiction Film (2002, p. 165), where he proposes seven parameters for designing
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a story. Although the model is designed to be implemented in short films, it can be
useful in feature films and other media as well. He describes the steps for reaching a
captivating story as following (p. 172):
1. Character - focus/Character interaction the main character(s) must
interact to avoid the risk of static portraiture and to capture the interest
of the viewer;
2. Causality/Choice main character(s) need(s) to make things happen, to
conduct the story forward;
3. Consistency/Surprise the character(s) need(s) to be consistent in order
to emphasize the element of surprise, which can consist of smaller
surprises thoughout the film, or one big surprise at the end;
4. Image/Sound the sound is as important for the story just as much as the
image; hence, it needs to cooperate with the character(s);
5. Character/Object and Dcor a plus of realism can be brought by
enhancing the laws of physical world and making the character(s)
interact with objects. The latter is not a random factor, but a significant
one for the story. Therefore, the subjectivity and interior life of the maincharacter(s) would have a comparison factor in the exterior world;
6. Simplicity/Depth the audience needs to have a simple path of the story
in order to engage in it;
7. Economy/Wholeness the author must remove all superfluous elements.
The above categories apply to most films, but less to experimental ones, where
rules and common practices are often avoided.
A structure is needed in order to better comprehend how visual effects and
narrative work together. My own hierarchy of movies with visual effects (from
feature to experimental films) is based on their theme and narrative flow, involving
the following possible categories.
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a) Journey into the mind of the main character or into a land of imaginationMost of the movies in this category explain the use of unnatural phenomena, which
overlap reality, by clearly determining that the protagonist enters a strange world,
caused by a dream, insanity, use of narcotics etc. Although they make use of surreal
effects, their story is completely rational and well structured, which is why they
often land away from the true meaning of surrealism. Clearly defined, the realms of
real life and imaginary alternate frequently during the film. This section is closest to
the aesthetics of dreams, because the theme deals with visualizing the insides of
human mind. I selected a few examples to demonstrate my theory.
The Cell (2000) is a movie about a therapist, who by the mean of technology
enters the mind of a criminal. Half of the movie is a normal plot: a detective movie
with very realistic and simple shots. But when the therapist enters the criminals
mind, the scenery becomes grandiose and sinister. Almost every shot, if separated
by the rest, can become a story in itself. Nevertheless, the striking images are not
essential to the story, their role is to generate mixed emotions, in this case
repulsion, but at the same time attraction towards them. The director does not try
to use the images as symbols that help analyze the criminals mind, because this is
not the main goal. The imageries are purely surrealist, taken from the unconscious,
and undressed of any meaning. The famous scene where the horse is cut out into
pieces by glass containers is a CG animation integrated into live action. This is a
reference to the shocking sectioned animals signed by artist Damien Hirst. The shot,
showing the beating heart of sectioned horse, is constructed with attention for
details and creates great distress to the viewer.
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Damien Hirst: Some comfort gained from theacceptance of the inherent lies in everything
(glass, steel, plexiglass, cows, formaldehyde)
The Cell (2000) dismembered horse scene
Eternal Sunshine of the Spotless Mind (2004) does not leap so much into the
fantastic, it rather keeps the action into reality. Still, visual effects are no less
abundant. The story is about manipulating ones memory by erasing chosen pieces
of it. The hero of the movie wants to have the memories of his ex-girlfriend erased
from his mind. This leads the audience on a journey into his mind, which is often
alternated with reality. The memories resemble dreams and they are often
combined with each other. As opposed to the previous example, the visual effects
here are subtle and preserve a realistic look. It is the reason why the audience gets
confused in the end, because it becomes hard to separate the real life of the
character from his remembering. As the protagonist realizes that he does not want
to lose all his memories, he revisits the already erased ones. This is when the images
become surreal, as people lose their faces or they are gradually erased.
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MirrorMask (2005) also deals with the unconscious, painted by visual effects. The
plot is about a talented young girl, who involuntary enters the world of her
drawings while dreaming. The aspect of the setting feels less real than earlier
described visual effects, but the live action and CGI compositing makes it believable.
The viewer is first introduced into the troubled life of the heroin, in order to draw
references between the two worlds and better understand her internal tumult,
caused by the illness of her mother. The style leans towards surreal digital paintings,
although they are somehow monochrome and dominated by darkness.
MirrorMask (2005); director Dave McKean
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Pans Labyrinth (2006) unfolds somewhere in 1944, when Spain was under thedictatorship of Francisco Franco. Just like Alice in Wonderland and the girl from
Mirror Mask, the child tries to deal with her suffering through imagination. In an
interview, Guillermo del Torro talks about the meanings of the labyrinth; just like
Surrealists, he gives the same importance to the imaginary world as to the real one:
I can ascribe two concrete meanings of the labyrinth in the
movie. One is the transit of the girl towards her own center,
and towards her own, inside reality, which is real I have
found that [the inner] reality is as important as the one that
Im looking at right now.16F17
If someone wants to seek symbols in this movie, there is a great amount to be
found, but because it was released internationally, the cultural variance generates
diverse ideas. The magical labyrinth is the passage to her interior life, but the
strangeness comes when the imaginary escapes from the labyrinth while the girl is
alone. Inspired by Francisco Goya and Alices Adventures in Wonderland by Lewis
Carroll, Guillermo del Torro lets his imagination create a new and original story.
Similarly to Dal and other Surrealist painters, del Torro got the idea of the faun
from childhood experiences with lucid dreaming. He stated on the Charlie Rose
Show that every midnight he would wake up and a faun would gradually step out
from behind the grandfather's clock. The feature that connects this movie to surreal
aesthetic is the blending of reality with fantastic. Although surrealists were totally
against symbols, for the creation had to come unpremeditated, in the field of
cinematography this freedom is hard to achieve.
Pans Labyrinth (2006); director Guillermo del Torro
17http://movies.about.com/od/panslabyrinth/a/pansgt122206.htm
http://movies.about.com/od/panslabyrinth/a/pansgt122206.htmhttp://movies.about.com/od/panslabyrinth/a/pansgt122206.htmhttp://movies.about.com/od/panslabyrinth/a/pansgt122206.htmhttp://movies.about.com/od/panslabyrinth/a/pansgt122206.htm -
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Pans Labyrinth (2006); director Guillermo del Torro
Francisco Goya Saturn Devouring His Son
Alice in Wonderland (2010) is one of the oldest stories that presents a little girls
unconscious fantasy. Tim Burtons unique style has a similar dark strangeness
associated with death and combined with a hint of comic. However, in Alice in
Wonderland Burton suffered the influence of Disney, therefore, his characters
became less strange and more cute. Thanks to the stereoscopic technology, the
movie is not only blending the dream with the real life inside the story, but also with
the reality of the spectators who watch it in the cinema hall. The famous story,
which was screened several times in various styles, also fascinated Czech surrealist
Jan vankmajer to produce a thirteen minutes stop motion short film. During his
film, the girl changes herself back and forth from a puppet to a real girl, along with
the landscape. Death is one of the themes preferred by surrealists, because it is
always present in the unconscious. Animal corpses and skeletons are the characters
that vankmajer animates in his story.
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Alice in Wonderland (2010); director Tim Burton
Alice (1988); director Jan vankmajer
TheImaginarium of Doctor Parnassus(2009) presents an imaginary world, controlledby the mind of Doctor Parnassus, which is presented to the audience in the form of
a travelling theater. The visitors would enter this world and their dreams would
temporarily come true. The entrance into this world is physically delimitated by a
portal and aesthetically by its surreal appearance, which reminds of Ren Magrittes
style.
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The Imaginarium of Doctor Parnassus (2010); director Terry Gilliam
Ren Magritte - Decalcomania
b) The action takes place in a fictional time, where most of the landscape is
created digitally
This category, together with the next one, encompasses movies that are richest in
grandiose digital visual effects. Most science fiction movies fall into this category,
because their worlds need to be designed from the ground up. Star Wars: Episodes I,
II, III (1999-2005), The Matrix Trilogy (1999-2003), Avatar(2009), Tron: Legacy (2010)
and Prometheus (2012) are just a few examples. They present entirely imagined
worlds, with their own laws of existence. However, they also inherit certain aspects
from our reality, which makes them comprehensible to us. Even though the
environment is completely imaginary, the surreal influence is still present. For
example, the scene from Un Chien Andalou (1929), where the mouth of the main
character is vanishing, resembles the shot from Matrix (1999),in which Neo suffers
the same modification.
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The Matrix (1999); directors Andy and Lana Wachowski
Un Chien Andalou (1929); director Louis Buuel
c) The film is based on a universal, mythological, or fantastic story
Movies like The Lord of the Rings Trilogy (2001-2003), Clash/Wrath of the Titans
(2010/2012), Spider-Man (2002), 300 (2006) or Hugo (2011) enter this category. BothSpider Man and Hugo have environments that determine us to place the action in
certain times. In Spiderman for example, the buildings, infrastructure, as well as the
dress code of the characters are similar to present times, while in Hugo the same
elements are designed to depict the 1930s. The realism of the times in both movies
is obscured by fantastic elements or visual effects, which results into a completely
imaginary landscape.
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d) The content unfolds in a non-linear way, with emphasis on the artistic
composition of the images
The Mill and the Cross (2011) is a film meant to explore the stories behind Pieter
Bruegels paintings. The film does not have a normal narrative flow, except of the
voice that guides the way through the images. Continuous compositing and matte
painting had to be done in order to replicate the atmosphere of the famous painted
canvases. The surreal look comes from the symmetric and static compositions,
which remind of the surrealist movie The color of Pomegranates (1968).
The Mill and the Cross (2011); director Lech Majewski
The color of Pomegranates (1945); director Sergei Parajanov
The Tempest(2010), similarly to the previous two movies, is also a tribute brought to
past artistic personalities. Just like TheMill and the Cross brings to life the paintings
of Pieter Bruegel and The Color of Pomegranates represents the life of the Armenian
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poet and musician Sayat Nova, The Tempest is an interpretation of a play by William
Shakespeare. Visual effects bring an enhancement in the stylistical field, because
they can picture imaginary components, in contrast to the real ones from Sayat
Novas story.
The Tempest (2010); director Julie Taymor
e) Action is placed in the real life, where the element of surprise is the main story
driver
Strange elements appear without any explanation, without causing any reaction
from the characters. For instance, in Le fabuleux destin d'Amlie Poulain (2001), the
lamp is transformed into a character while Amlie sleeps; although other animated
CGI are integrated in the rest of the movie, this disruption remains realistic, avoiding
a cartoonish style. Only the fusion of dream and reality can make up the complete
human life says Jan vankmajer, the renowned surrealist filmmaker and artist, in
the opening of his latest movie Surviving life (2010).
In Melancholia (2011), the visual effects parts might be seen as the internal stuggle
of the main characters. The inspiring images apparently have no connection with
each other, except that they all share the same stylistical value. The feeling of the
movie is one of depression, as depicted by the visual associations like a golf field
with a consistency of snow, electric discharge from the main characters finger, thestrange lighting of the scenes, and the accentuated slow motion. The presence of
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the opening sequence from Melancholia (2011) is not justified in the realism of the
story, therefore, from the aesthetic point of view, it is separated from the rest of
the movie. This is build on the structure of operas where the overture tries to sum
up the main theme. Even if the surreal scenes do not appear as a surprise because
they open the movie, the rest of the story which is realistic and lacks other similar
parts becomes the surprise.
Melancholia (2011); director Lars von Trier
f) The message has a clear informative or persuasive role and is usuallyunfolding in a short amount of time
Experimental short videos, commercials and even music videos are extending
through internet at a very fast speed. Most of the time, these videos must have
shocking or out-of-the-ordinary imagery in order to draw attention or convey a
message. Visual effects in this case have a fresh and innovative implementation. I
am going to extend the analysis of this last category in the next subchapter.
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on. Experimental film is the perfect platform for searching new aesthetic or
technical manners of blending live action footage and digital imaging.
The stories of experimental films are usually not conventional. Between classic waysof telling stories and storytelling trough abstract art, music or poetry, there is
another kind of narrative that blends the characteristics of both. Although closer to
poetry, this kind of nonlinear discourse still preserves some narrative features. For
instance, a classical written narrative structure is organized into several temporal
segments18:
- Exposition (introduction of characters, usually good and bad),- Rising action (conflicts, obstacles etc.),- Complication,- Climax,- Reversal- Falling action (conflicts head towards a resolution, but the action is still
tense),
- Dnouement (final confrontation between protagonist and antagonist).This structure can be transposed and adapted into a visual sequence, which also
develops its content in time. But most experimental films with DVFX do not tell a
story merely through a series of interconnected actions; instead, a single action can
be fractured into pieces, extended in time, a scene might jump to a completely
different one with no logical explanation or other various unexpected happenings.
Even though the intention is to break conventions, these apparently unlinked pieces
are also subordinated to a pattern. The narrative flow will most likely appear in the
beginning, together with the introduction of the theme or character of the film; this
happens very fast though, because of concentrated action in a short amount of
time. Certain points of the story, where the content is full of intensity or conversely,
might be correspondent to other parts of the classical narrative (Rising action,
Climax, Falling action). In DVFX experimental short movies, it can be noticed that
18
According to the dramatic structure proposed by Gustav Freytag for Greek andShakespearian dramas:http://web.cn.edu/kwheeler/documents/Freytag.pdf
http://web.cn.edu/kwheeler/documents/Freytag.pdfhttp://web.cn.edu/kwheeler/documents/Freytag.pdfhttp://web.cn.edu/kwheeler/documents/Freytag.pdf -
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the amount by which the narrative is degraded varies. However, the most important
connection between all experimental artistic films remains the focus on the
techniques and the look of the finished outcome. The story remains on a secondary
plane, only used as a pretext to transmit an idea or purely to use an effect or a
technique.
New ways of expression are emerging. For example, a music video of the band
Memory Tapes resorts to an original combination of images that complements the
poetics of the lyrics. Yes I know18F19is experimental in the way that it leaves a lot of
room for interpretation and in the way that it looks at reality through a filter. The
visual effects spread a sense of nostalgia and loneliness, because the theme of the
song is about losing close people. The main character is going through changes:
holes in his skin break him apart. The scene looks surreal because the holes in the
skin are not depicted as injuries, but as actual holes in the body, which make him
look unearthly.
Memory Tapes Yes I Know; director Eric Epstein
19http://vimeo.com/24637555
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Another good example of mixing experimental film with visual effects is a recent
short film named Solipsist19F20from director Andrew Thomas Huang, which was
rewarded the Special Jury Prize for Experimental Short at Slamdance Festival.
Shot with a professional digital camera (RED), the short demonstrates how far one
can go with todays available tools. Its three parts belong to the same stylistic field,
but they do not connect into a linear narrative. There are two ways of
understanding this film, one at a visual level and the other at a rational level. Some
viewers could be satisfied only by the strong visuals, while others could start
wondering if there is any connection to historical, mythological or ideological
elements. Most of the visual effects were practical effects done on set, but the
wonderful compositing was realized digitally.
Solipsist (2011); director Andrew Thomas Huang
20http://vimeo.com/37848135
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The short Butterflies20F21 of director Sandro Miller, starring John Malkovich, proposes
very disturbing feelings through its imagery. It tackles notions like surreal and
experimental, under the pretext of madness that was so frequent with Surrealists.
The literally short video (1 minute and 20 seconds) describes a middle-aged man
who lost his family and job, slipping into depression and contemplating suicide. His
inner world is depicted by uncanny moving photographs, scattered with an
abundance of visual effects. The film is accompanied by a poetic text, which plays a
key role in understanding the concept and the mood of the video:
I have this idea in my mind for a painting about butterflies.
Blue and green and yellow butterflies, tumbling out of my
brain. I think its going to be good. I feel like I can almost touchthem... like theyre right there for me to grab as theyre flying
away... out of my skull and taking all those dark thoughts and
little devils with them. Just fluttering away and leaving the
good stuff behind. Butterflies. Im going to get my canvas and
my paints. I think Im all better. I think Im ready to leave.
Butterflies (2011); director Sandro Miller
21http://vimeo.com/19876655
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Jean Cocteau once said that film will only become an art when its materials are as
inexpensive as pencil and paper. The tools available today are not as cheap as pen
and paper, but they did become more accessible once with the introduction of
digital videos. DSLR21F
22 cameras are very popular nowadays, because the images they
produce resemble the ones on celluloid, while being much cheaper to achieve. This
occurs as a consequence of their sensor chips and the fact that a wide variety of
interchangeable lenses is available.
3.1 The concept
In order to illustrate my theory about the way surreal and fantastic intersect the
aesthetics of todays visual effects, I have created a short film that encompasses
various DVFX techniques. This can be watched online under the following link:
www.transhumant.simonafitcal.com
The theme of my film originated from the idea of globalization, a product ofmodernity, which affects national identities and traditions. Modernity means
change and progress, to which the protagonist surrenders; however, he is not able
to adapt as fast as his surroundings. Therefore, the two realms of modern and
traditional start to blend into a hybrid. I have chosen to portray this by bringing two
antagonistic paradigms together: the urban and the rural environments. The
character is alone in both worlds, which symbolizes his feelings of solitude and
22Digital Single-Lens Reflex
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anxiety. He is dressed in white and wears a traditional Romanian mask, which
depersonalizes and transforms him into a representative figure. The mask is also a
mythological element, used in rituals for influencing the destiny or communicating
with spirits.
The images can be interpreted as real information mirrored in the characters
unconscious. Hence, it resembles the Surrealisms preoccupation with the
unconscious thought. The footage from urban landscape, as well as the one from
rural environment suffers gradual transformations. The film aims to take an
experimental form, presenting an interrupted narrative and focusing on aesthetic
communication. The style of the visuals lies somewhere between painting,
photography and CGI animations.
Transhumant is both an adjective and a noun. It is derived from transhumance,
which means transfer of livestock from one grazing ground to another [], with
the changing of seasons23. Consequently, the character needs to move his
lifestyle and traditions forward, as the times demand.
In the industry of visual effects, a team of specialists covers all the steps involved in
delivering a final product. In experimental films on the other hand, the team is
restricted to just a few persons, who need to be familiar with a series of techniques.
Following this assertion, I describe several visual effects techniques that can be
managed even by one person alone. Each technique is sustained by samples from
the work stages of my short film.
23Transhumance. Merriam-Webster. The Free Dictionary. 2012.http://www.merriam-
webster.com/dictionary/transhumance
http://www.merriam-webster.com/dictionary/transhumancehttp://www.merriam-webster.com/dictionary/transhumancehttp://www.merriam-webster.com/dictionary/transhumancehttp://www.merriam-webster.com/dictionary/transhumancehttp://www.merriam-webster.com/dictionary/transhumancehttp://www.merriam-webster.com/dictionary/transhumance -
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However, in recent years, the taste for this type of montage has decreased in favor
of hyper-realistic images.
Digital compositing was originally developed from the optical printer, a device thatconsists of one or more film projectors mechanically linked to a movie camera25.
The purpose was to achieve optical effects like fading, dissolve, slow motion, and to
obtain mattes for combining more footage. These effects are still in use, but the
time of work has decreased considerably once with the enhancement of software,
which comes with fully controllable incorporated effects. However, the workflow
has not changed that much; the overlapping layers and the use of mattes to
combine images have been transposed into a digital interface. Software like After
Effects (appeared in 1993) works with layers, masks, and different blending modes,
which are able to join overlapping pixels.
There is also another kind of compositing workflow, the node-based systems
promoted by software like Nuke and Fusion. This implies connecting the output of a
node (an imported image or video) to the input of other nodes (effects, commands,
viewer etc.) in a procedural map. Because of the similarity to the optical printer, the
layer-based program is more intuitive to use. All the transformations that take place
over time are memorized by interpolating key frames. These changes are stored as
matrices, which determine the position of pixels within an image. All actions are
based on complex mathematical calculations that happen in the background,
without compositors being aware of. In After Effects, there are two types of
compositing: 2D and 2.5D. The latter involves faking a 3D perspective by projecting
an image onto a plane, which can be modified on three axis. The technique has its
limitations though, as the camera can only moves on short distances.
25Optical printer. Wikipedia, The Free Encyclopedia.
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3.2.1 Matchmoving
Real life is captured by cameras and then projected onto 2D surfaces, such as
photographs or videos. For visual effects to be introduced, these 2D projections
have to be remapped into a 3D virtual space. In order to do that, it is necessary to
generate a virtual camera and virtual reference points, which allow placing other
objects into the scene. Although there is a various range of software available on
the market able to accomplish the abovementioned task automatically, there are
some optional steps that can improve the quality of the outcome. It is very useful to
have real measurements of objects, and physical reference points on set, so the
scale of the scene would remain proportional with the actual setup. Another
important thing is to know the camera settings, such as focal length, lens distortion,
film back, to match these settings in post-production. Examples of software that
can track features of an image sequence are Boujou, Mocha and and the
open-source Voodoo26.
Depending on the type of the object that needs to be placed inside a clean plate
(live action footage) and the perspective of the camera, there are two kinds of
tracking. One is a 2D tracking, where the position, rotation and scale of one or two
pre-indicated moving points are followed through the timeline, resulting in a set of
key frames. With the help of these key frames, it is possible to link other layers to
them. A 3D camera track, as described above, is more complex and involves
generating a camera with the same features and movement as the real one. This is
based on Photogrammetry, a technique that can transform photographed data into
virtual 3D space, based on certain known facts about light and photography. In thecase of DSLR cameras, the light is captured by a sensor, instead of film, which
comes in various sizes (medium format, full-frame, APS-H, APS-C etc.).
Although camera tracking is a practice that is not visible in the outcome, it
constitutes the basis and the most important stage in integrating an object into live
26
A software developed for research purpose at theLaboratorium frInformationstechnologie, University of Hannover, Germany.
http://www.lfi.uni-hannover.de/http://www.lfi.uni-hannover.de/http://www.lfi.uni-hannover.de/http://www.lfi.uni-hannover.de/http://www.lfi.uni-hannover.de/http://www.lfi.uni-hannover.de/ -
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action. I use this technique extensively throughout my film, as most of the footage
originated from a free moving camera. For example, in the scene with the water
mill, I introduced a black metallic liquid that flows down in the place of water.
Because the liquid had to leave shadows on the geometry of the wheel, it was
necessary to reconstruct some of the environment, besides tracking the camera.
One of the problems I faced in this process was the presence of lens distortion,
which made the 3D objects hard to align with the background; also, the lack of on
set measurements made it difficult to keep the real proportions of the wheel.
Transhumant (2012) matchmoving in Cinema 4D and final render
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3. Practical approach: techniques of achieving visual effects
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Motion tracking is required when CG elements must be linked to another moving
object in 3D. I involved this technique in a scene where CG vines extended from the
moving hand of the character. The tracker needs to have obvious points that it can
follow throughout the movement. When shooting this scene, the actor had colored
points attached to his hand, which were removed in post-production, after the
tracking process. It is also possible to track both a moving camera and a moving
object. In this case, they are tracked separately by isolating the object with a mask.
Transhumant (2012) motion tracking with markers
3.2.2 Mattes
Mattes are basically masks that cover certain areas of an image, enabling the
combination of multiple footage. Mattes come from the tradition of superimposing
frames on film. The dark area remains unexposed and can still react to light at a
later time, unless it is processed. Digital mattes use the same principle, improved by
the introduction of the alpha channel.
In 3D scenes, the mattes play an important role by allowing the rendering of
separate files comprised of shadows, speculars, reflections, refractions etc. The
images composited in software such as After Effects are much easier to color
correct, avoiding re-rendering in 3D software. This technique is called multi-pass and
permits files to be remerged together by using the blending modes in the
compositing software, therefore, creating a final image called beauty pass.
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Transhumant (2012) illumination and shadow passes
In most visual effects films, the final look of the background does not correspond
with the initial one that was captured by camera. Matte paintingis an old technique
that was widely used before the digital era. It involved actual paintings captured on
film and mattes used for integrating characters into it. Digital matte painting is now
achieved with 3D objects, a series of photographs, or both. The matte artists need
to research how light, atmospheric conditions, and depth alter the colors and
shapes of objects. Once with the rise of the digital realm, matte paintings became
dynamic elements in the scene. The 2.5D perspective and the camera mapping
technique allow short camera movements through the painting.
In Transhumant, I used matte painting for several scenes where the environment or
parts of it needed to be reinvented. The shot where the bridge builds itself in front
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3. Practical approach: techniques of achieving visual effects
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of the running character is a good example. To accomplish the reconstruction of the
bridge, I had to create a 3D replicate of the real bridge, which I fractured into pieces
and then applied rigid body dynamics onto it. In compositing, I removed the real
bridge from the background, which implied a great deal of reconstruction. I utilized
several photos and the stamp tool 26F27 to recreate part of the buildings and then
added a couple of animated elements like birds, moving water, and sky replacement
to retransform it into a video.
Transhumant (2012) matte painting
3.2.3 Rotoscoping
When multiple overlapping elements are brought into one composite, a matte of
foreground objects is most of the times mandatory. If, for example, a character is
shot on green screen, the matte is easy to accomplish. In many situations though, it
is impossible to install a green screen on set or to match the correct lightingconditions in a studio. In this circumstances, rotoscopingis inserted. The technique
is time consuming, because it implies frame-by-frame control of a spline that
outlines the moving object. After Effects introduced a tool called Rotobrush, which
acts like a magnet, shaping and separating the selected pixels. Hence, the process
of obtaining a matte is faster. Nevertheless, it is difficult to achieve perfect margins
of a mask, especially when there is fur or hair involved. I employed this technique in
27A brush that duplicates selected pixels, available in Adobe Photoshop and After Effects.
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many scenes of my short film, because certain CG objects had to be overlapped by
the character or by other elements in the footage.
Transhumant (2012) rotoscoping
3.2.4 HDRI27F
28
This procedure implies capturing a set of differently exposed images of the same
scene, which allows lightening dark areas and darkening overexposed areas inpost-production. The dynamic range refers to the highest overall contrast that can
be found in an image, also called contrast ratio. The purpose of involving HDRI in my
short film was to light 3D objects that had to be integrated into a clean plate. This
way, they could inherit the original light and correct reflections from the set. In his
book The HDRI Handbook, Christian Bloch (2007) explains the correct integration of
HDRI in CGI workflow. One of the techniques he describes is the mirror ball
technique that captures the reflections of the environment. I used a mirror sphereto capture a panoramic view of my scenes with differently exposed photographs,
called light probes. The following rendered pictures demonstrate how these light
probes easily and efficiently calculated and applied the light in the scene.
28High Dynamic Range Imaging
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Contemporary digital visual effects have become accessible in our time, as opposed
to the past, when their secret never left the studio. Due to this accessibility, there is
a need for re