On January 23, Roger Ebert, poet laureate of film critics worldwide, published a letter from world-class, Academy-Award-winning film editor and sound designer Walter Murch about the inherent and inevitable fallibility of 3D technology and presentation. Ebert detailed Murch's many accomplishments, including pioneering the 5.1 audio presentation with Francis Ford Coppola's 1979 film Apocalypse Now which has since become industry standard for both theatrical and home exhibition, and having won Oscar nominations for editing films using four completely different systems, everything from an old-school Moviola to Final Cut Pro. In short, his technical bona fides are indisputable, his versatility undeniable, his expertise unimpeachable. So how is it possible for him to be quite so wrong about 3D technology?
Okay, okay—he may not be completely wrong. Given the mixed reaction audiences have shown films both converted and photographed in 3D, if not also the ticket prices attached to them, this discussion may be irrelevant within a matter of years. Not to mention the fact that it's probably true that in 600 million years of evolution, human beings have not previously faced the challenge of what he calls the "convergence/ focus" issue of watching Madd Chadd absolutely devastate an opposing dance crew in a 3D Step Up movie. But without attempting to be completely dismissive, Murch's arguments read like the unhappy musings of an extremely smart and capable industry expert who is dismayed at the prevalence of a trend which he personally thinks is valueless, or worse, invasive to viewers.
The most important word here is "personally." By his own account, Murch has only edited one 3D film during his career, Francis Ford Coppola's film Captain EO, starring Michael Jackson. Not only was EO produced in 1986, decades before contemporary 3D production technology existed (not to mention digital projection, which affords a more clear, stable and precise image to be shown), but that film was expressly (not metaphorically as so many are today) designed as a theme-park ride, which means that its 3D was very deliberately employed in order to confront the audience and manipulate their field of vision. Referencing his work on Coppola's film is irrelevant in terms of the quantum leaps that have been made in technology between then and now both in terms of production and exhibition, and of course that all-important interstitial process between the two—editing, whose changes he has quite literally acknowledged through his subsequent work.
In the interest of full disclosure, I should mention that I have a 3D television. Although I am not typically an early adopter, and prior to the first days of 2011 had never considered the possibility of watching entertainment at home in 3D, I purchased one for both personal and professional use (I wanted a bigger TV and a 3D one was on sale for an irresistible price). And my experience, notwithstanding the abominable post-conversion of movies like Piranha 3D, has been consistently great: even in my living room, and on electronic equipment that is still in a relatively primitive state, images are crisp and distinctive. Admittedly, I did have to make an adjustment to the experience of watching 3D—the action was so sharp and clean that even live-action characters almost looked like CGI—but after approximately three or four minutes, my eyes have adjusted easily to a number of films, screened day or night, and I haven't suffered from any headaches or disorientation of any kind.
Does that fact make me "in the tank" for 3D presentation? I'd say no—even if I only utilize the 3D for a handful of movies, I still have a spectacular-looking 2D television upon which to watch everything else, and have no vested interest in seeing an increasing number of films produced in 3D. (Well, I do prefer that they are produced in 3D, as opposed to converted.) I have frequently criticized 3D films for their unnecessary use of the technology as a commercial rather than creative tool, and suggested that readers see only 2D versions of most films that were converted into 3D, Green Hornet being the notable exception.
But what this experience has afforded me is some expertise about the longer-term impact of 3D viewing, including my own adjustment period, general reactions from an admittedly small cross-section of viewing companions, and an ongoing assessment of new 3D product. Scientifically speaking, little or none of this data is possessed by a person who (according to him) has seen only one or two films in 3D in theatrical experiences that (I can only say presumably in Murch's case) he cannot control and are therefore too uneven to be considered as a reliable standard of measurement.
Of course, Murch's scientific rebuttal is that human beings have never been confronted with the challenge of adjusting their vision to meet the demands of 3D presentation, which he says accounts for headaches that some viewers experience. His argument is that because the theoretical screen is 80 feet away but objects within the frame will have different focal depths closer and further than that distance, evolutionarily speaking our eyes will never be able to compensate for that variety of depths and we will subsequently have problems processing that information. But the exact reason that 3D works is not simply because it projects the appearance of multidimensionality on a flat plane, but because our minds recognize the depths of those images and we no longer see the plane—at all. As such, we are not re-evaluating multiple depths of focus according to the fixed distance of the screen, but reacting spatially to objects in the frame in exactly the same way we do if we saw them in real life.
Although he didn't explicitly touch upon it, the difference of course between cinematic reality and real life is that the latter doesn't have an editor like films do, which means that storytelling necessitates an assembly of shots of different shapes, sizes and focal depths, such as, say, going from a wide shot of a landscape to a close-up of the face of one of the characters within it. But aren't we in real life always presented with a constant re-framing of our reality, such as when a car passes in front of an object we're looking at, or when an action in front of us moves closer or further away? Admittedly, there are few real-life examples as dramatic as the one described in my fictional movie above, but the point is that a constant barrage of imagery and objects in our actual lives has forced us to adjust intuitively to differences of spatial depth, and there is no reason why they cannot do the same thing on film.
In fact, it may require experts like Murch to assess the fluidity of various editing styles in order to see which ones are more effectively suited to 3D presentation. (No one ever said there wouldn't be growing pains.) Although, two decades ago music videos and commercials heralded a style that was once considered incomprehensible but is now commonplace in a vast majority of filmed mainstream entertainment.
While I think his dismissal of 3D as less dimensional than a "good story" is unfortunate, petty sniping (even if thus far it's been largely accurate in terms of stories told in 3D films), I think the most damning component of Murch's argument is that it was presented to, and then by Roger Ebert. Ebert has repeatedly and vociferously critiqued 3D presentation as an irrelevant, distracting gimmick to jack up ticket prices, and while he may or may not ultimately have a point (prices notwithstanding, I don't think he does), any argument he puts forth—even one perceived as coldly logical, or even in Murch's case, biological—is essentially a screed to reinforce his opinion, rather than an honest assessment of the merits of this evolving and still largely unproven way of producing and exhibiting films. Or at least, it seems that way; there are only so many times that you can say you hate something until even a real, rational argument why that hate is justified is no longer a legitimate, objective analysis of a subject.
Overall I wouldn't purport to predict the inevitable success or failure of 3D technology as a viable format for production and exhibition, but as long as there are creative people who are interested in merging art and technology, I do feel like there are enormous untapped opportunities with the technology that we have yet to experience. In terms of Murch's critique (and his body of work as a whole), just looking at the list of his accomplishments, he clearly is interested in growing with the medium as a whole, and that adaptability has indeed made his expertise unimpeachable. But 3D is an area in which he is not an expert. And while I may not be either, it seems foolhardy to advance incontrovertible truth about a subject that his opponents—meaning filmmakers who have embraced the technology wholeheartedly, and actively participated in its development—have eminently more first-hand experience, and who have no doubt considered the ramifications of his objections, long before he even made them.
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bmrosen on 27 January 2011
Your dismissal of the optical argument is incorrect. Focusing is separate from convergence. To demonstrate, close one of your eyes. Your eye focuses on the screen 80 ft away. The same is true with the other eye. Once your eyes have independently focused the image onto your retina, your brain converges the two images and you see depth. So an image that your eyes needed to focus on as if it were 80 ft away, now appears as if it were only 10 feet away.
So even if you don't SEE the plane, that doesn't mean your physiology doesn't have to deal with a focal distance distinct from a converging distance.
But I agree with your larger point. It certainly doesn't mean that 3D cannot work.
jinchoung on 27 January 2011
it's a mistake to say that editorial intervention would be the solution to the problem that murch speaks of - people who have a problem with 3d will continue to have a problem regardless of editorial or directorial decisions.
but the more convincing argument is one that completely concedes the very correct point that walter murch makes which is that human beings do NOT converge on an object at one distance and then focus on an object at a different distance. you don't do that, and if you try to do it now with your finger and the background of your office, it will be VERY difficult for you to actually accomplish.
BUT - you have no problem watching 3d movies. i don't. i haven't had a problem with watching nifty stuff on my viewmaster when i was a kid either.
the phenomenon that murch brings up is COMPLETELY VALID and unimpeachable. and YET, most people can see 3d just fine.
it's actually a WONDER to me that more people don't have a problem with resolving stereoscopic imagery. by all rights, what murch talks about should be more of a problem than it is for more of the population because physiologically speaking, it is indeed VERY ALIEN.
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this is in stark contrast to traditional 2d cinema which actually has a LOT of very close physiological analogs when it comes to the way human perception works.
cinema is accessible to us now not because we've had 200 years of training in order to "properly see it" but that it is EXPLOITING and HACKING our existing physiology to do something artificial.
for example, 24fps is unnatural in that we don't perceive our world in 24 discrete images in a second. but that is riding on the "refresh rate" of the combination of our retinas and the visual processing apparati in our brains - PERSISTENCE OF VISION. it's hijacking our boat to go down the river too, not trying to paddle up-hill.
also in things like CUTS and editing, we have close physiological and psychological analogs in our perception systems in BLINKING and our ATTENTION. we don't actually "cut to a close up" but that cinema mechanic is analogous to how we construct the world for ourselves when we suddenly tune into something we weren't paying attention to before.
even something as artificial as wide screen cinemascope correlates to how we see our world in that our peripheral vision is much wider than it is vertical - for me in particular, my thick, jet black asian eyelashes operate as pretty damn good barn doors for things above and below!
and even as you suggest (but don't develop to conclusion) - there are a lot of things that our brains and eyes must cope with in our daily lives and everything in cinema USES OUR NATURAL INCLINATIONS that were developed to cope with the world and then RIDES ON TOP OF IT.
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but walter murch is right - 3d pushes our bodies and minds to do something that it does NOT do naturally.
and yet, i have no problem seeing 3d movies.
but there are people who are indeed victims of stereo blindness... just like some people can't quite get the hang of those magic eye 3d posters, there are some people for whom stereoscopic images are either impossible to resolve or for whom it is strenuous to make the attempt for 90 minutes.
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but the bigger issue are these three insurmountable problems:
1.
even with 2d movies, not many people "missed" the third dimension. and i would argue that the reason is that the way most shots in most movies are framed, we wouldn't see much depth in those situations in real life ANYWAY.
the distance between our eyes determines the range in which we see maximum depth and depth disparity. for human beings, those things within arms reach have the greatest stereoscopic depth cues.
a mountain range on the horizon and the moon have literally ZERO DEPTH FOR HUMAN BEINGS. they may as well be matte paintings, we would not be able to tell the difference with our eyes(!!!).
(but for a giant whose eyes were a football field apart, the mountain range might have perceptible depth and for a man, the size of a mouse, he might not be able to see much depth looking at the house 100 feet away - and again, aside from being a product of physics, it's evolutionarily advantageous that the things that have most depth are the things that are right upon us).
and so the farther out things are, whether we use a zoom lens or not, they would naturally play pretty FLAT to us ANYWAY in real life.
and the reason why many stereoscopic features seem artificial, strange or just not true to our real life experience is because we tend to "push it" for the movies. we wouldn't normally see depth in the mountain range but that would be a cool shot wouldn't it? i mean what's the point of having it if you're not going to notice it?
and that creates the effect of "miniaturization" - cuz either you are a giant looking at that mountain range or as a human, that mountain range would have to be small and close to us for us to perceive that kind of depth.
so again, we haven't missed it because we wouldn't see it much in real life anyway.
2. since avatar, people have been enamored with "subtle" 3d. i personally dislike it. i dislike stereo movies where i'm invited to try taking the glasses off to see if there really is any kind of parallax to observe! for me, "subtle 3d" is akin to a "subtle rollercoaster" or even "subtle 5.1 THX SURROUND SOUND!!!! WAAAAAAAAAA".
and because our eyes are much more comfortable converging than diverging (we NEVER diverge or go wall eyed in real life), you have much more usable stereoscopic depth IN FRONT OF THE SCREEN than "depth" behind the screen as the more arty directors are touting and so it just becomes somewhat pointless.
3. related to 2... how would you feel if someone made a sound movie so that it would play JUST AS WELL if the theater weren't equipped with sound speakers? pretty lousy compromise huh? so for the folks in the sound theater, they'll still see all the title cards with the dialog even though they don't need it because the movie has to play for people in the silent theaters.
this is the current and possibly (probably) perpetual situation with stereoscopic cinema.
the techniques we use in cinema should be EXPRESSIVE... not arbitrary. we should use a close shot because a far shot would be less impactful and convey less meaning to the audience.
in the same way, we should/must use sterescopic depth as an element in our film grammar... SUCH THAT to NOT see it in stereo would be to MISS SOMETHING SIGNIFICANT.
wanna wager on how many film makers and studios are willing to make a movie like that?
so that's maybe THE BIGGEST problem with stereoscopic cinema. even if we toss all the other issues away, we're still trapped playing the game basically with "one eye tied behind our backs" for the sake of the 2d audience in most theaters, in most tvs, on most dvds and blu rays and netflix plays.
imo, we haven't seen a "true" 3d movie yet. we haven't seen a movie where the lack of depth would ESSENTIALLY change the experience or make the experience altogether different.
but i'd like to see that movie one day.
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anyway, i wouldn't bet against 3d just yet and chalk it up as the modern, recurring revival of a necessarily brief fad... but there are some HUUUUUuuuuuuuuge hurtles ahead... in the near term, stereo conversion and ticket prices are the big enemies (as well as the price premium on home equivalents).
oh yeah and don't get me started on those fing glasses.....
jin