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395:. His music videos experimented with a different type of technique called view-morphing and it was just part of the beginning of uncovering the creative approaches toward using still cameras for special effects. Our technique was significantly different because we built it to move around objects that were themselves in motion, and we were also able to create slow-motion events that 'virtual cameras' could move around – rather than the static action in Gondry's music videos with limited camera moves.
494:, the camera path was pre-designed using computer-generated visualizations as a guide. Cameras were arranged, behind a green or blue screen, on a track and aligned through a laser targeting system, forming a complex curve through space. The cameras were then triggered at extremely close intervals, so the action continued to unfold, in extreme slow-motion, while the viewpoint moved. Additionally, the individual frames were scanned for computer processing. Using sophisticated
469:
522:. Like the concept of bullet time, the subject could be viewed from any angle yet, at the same time, the depth based media could be recomposed as well as spatially integrated within computer-generated constructs. It moved past a visual concept of a virtual camera to becoming an actual virtual camera. Virtual elements within the Matrix Trilogy utilized state-of-the-art image-based computer rendering techniques pioneered in
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262:'Time-Slice' Motion-Picture Array Cameras" which he developed in the early 1990s when still cameras for the array capable of high image quality for broadcast and movie applications became available. In 1997 he founded Time-Slice Films Ltd. (UK). He applied the technique to his artistic practice in a video projection, titled
277:
mounted thirteen 16mm film cameras on a specially constructed hexagonal rig that encircled the performers. The resulting footage was meticulously edited to create the illusion of the band members spinning in place while moving in real time. In the 1990s, a morphing-based variation on time-slicing was
427:
is considered to be the first true implementation of a bullet-time effect that enables the player to have added limited control (such as aiming and shooting) during the slow-motion mechanic; this mechanic was explicitly called "Bullet Time" in the game. The mechanic is also used extensively in the
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series with the introduction of high-definition computer-generated approaches like virtual cinematography and universal capture. Universal capture, a machine vision guided system, was the first ever motion picture deployment of an array of high definition cameras focused on a common human subject
480:
surrounding the subject. The cameras are fired sequentially, or all at the same time, depending on the desired effect. Single frames from each camera are then arranged and displayed consecutively to produce an orbiting viewpoint of an action frozen in time or as
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placed along a racetrack, and each camera was actuated by a taut string stretched across the track; as the horse galloped past, the camera shutters snapped, taking one frame at a time. Muybridge later assembled the pictures into a rudimentary
366:. Rigs of still cameras were set up in patterns determined by simulations, and then shot either simultaneously (producing an effect similar to previous time-slice scenes) or sequentially (which added a temporal element to the effect).
485:. This technique suggests the limitless perspectives and variable frame rates possible with a virtual camera. However, if the still array process is done with real cameras, it is often limited to assigned paths.
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When pressed into a tight spot, Max can activate Bullet Time, which will slow the action around him, while allowing him to aim his weapons in real-time. This ... even allows Max to dodge oncoming bullets.
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of the images); frames could also be dropped to speed up the action. This approach provides greater flexibility than a purely photographic one. The same effect can also be simulated using pure
206:. In 1878–1879, Muybridge made dozens of studies of foreshortenings of horses and athletes with five cameras capturing the same moment from different positions. For his studies with the
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techniques to capture scenes and render images of novel viewpoints sufficient for bullet time type effects. More recently, these have been formalized into what is becoming known as
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and other special media. It is characterized by its extreme transformation of both time (slow enough to show normally imperceptible and unfilmable events, such as flying
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in an ironic reference to
Muybridge, that was exhibited at the London Electronic Arts Gallery in 1998 and in 2000 was nominated for the Citibank Prize for photography.
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trilogy have been often credited as fundamentally contributing to capture approaches required for emergent virtual reality and other immersive experience platforms.
460:, used high speed camera techniques to examine everyday occurrences and singular talents, including breaking glass, bullet trajectories and their impact effects.
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Like with The
Rolling Stones' video for "Like a Rolling Stone", which is already ten years old. I used morphing in a different way than it was used at the time.
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combined these elements (gunfight action scenes, superhuman bullet-dodging, and time-slice effects), popularizing both the effect and the term "bullet-time".
185:(1878), Muybridge analyzed the motion of a galloping horse by using a line of cameras to photograph the animal as it ran past. Eadweard Muybridge used still
104:, would be capable of "filming" bullet-time types of moments. Technical and historical variations of this effect have been referred to as time slicing, view
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featured a scene that used computer-generated bullets and slow-motion footage to illustrate characters' superhuman bullet-dodging reflexes. The 1999 film
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effects, digital compositing, and computer-generated "virtual" scenery were used to improve the fluidity of the apparent camera motion. Gaeta said of
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Animal locomotion : an electro-photographic investigation of consecutive phases of animal movements : prospectus and catalogue of plates
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commercial the effect was used to depict slow-motion bullets being dodged. Similar time-slice effects were also featured in commercials for
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The technique of using a group of still cameras to freeze motion occurred before the invention of cinema itself with preliminary work by
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or visual impression of detaching the time and space of a camera (or viewer) from that of its visible subject. It is a depth enhanced
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In 1980, Tim
Macmillan started producing pioneering film and later, video, in this field while studying for a BA at the (then named)
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software, extra frames could be inserted to slow down the action further and improve the fluidity of the movement (especially the
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It is well-established for feature films' action scenes to be depicted using slow-motion footage, for example the gunfights in
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by George
Borshukov, an early collaborator of Debevec. Inspiration aside, virtual camera methodologies pioneered within the
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216:(1887), Muybridge also took photos from six angles at the same instant, as well as series of 12 phases from three angles.
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series, combining it with squad-based enemy design encouraging the player to use bullet time to avoid being overwhelmed.
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using 16mm film arranged in a progressing circular arrangement of pinhole cameras. They were the first iteration of the
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88:—to move around the scene at a normal speed while events are slowed). This is almost impossible with conventional
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A 97, jumping; B 98, hand-spring; C 98, somersault; D 99, Somersault; E 99, spring over man's back
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403:, bullet time and other slow-motion effects were featured as key gameplay mechanics in various
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Galloway, Alexander R. 2014. "Polygraphic
Photography and the Origins of 3-D Animation". In
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302:(which was directed by M. Rolston and again produced by BUF), and in feature films such as
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234:. One of the earliest examples is the shot at the end of the title sequence for the 1966
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Animal
Locomotion. Plate 172. Model 12. Stepping up on a trestle; jumping down, turning
96:", often illustrated within the confines of a computer-generated environment such as a
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557:. FTV is effectively the live action version of bullet time, without the slow motion.
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714:. Cornell University Library. Philadelphia : Printed by J.B. Lippincott company.
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The bullet time effect was originally achieved photographically by a set of
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Another precursor of the bullet-time technique was "Midnight Mover", a 1985
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828:, edited by Karen Beckman, p.67, n.17. Durham, NC: Duke University Press.
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Rehak, B. (2007). "The migration of forms: Bullet time as microgenre".
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The
British Journal of Photography (Archive: 1860–2005), 145(7283), 4.
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films it has become a commonly applied expression in popular culture.
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The term "bullet time" was first used with reference to the 1999 film
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video. In this video, Academy Award winning special effects director
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665:. The Game World: Bullet Time. PC CD ROM version. 2001. p. 19.
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A row of small cameras set up to film a "bullet time" effect
131:. In the years since the introduction of the term via the
595:"Frozen f/x still in action: There's less love for morph"
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For artistic inspiration for bullet time, I would credit
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417:, released in March 1999, featured slow-motion effects,
1057:"The Remarkable Achievements Of A Game Called F.E.A.R."
867:"'How My Brain Works': An Interview with Michel Gondry"
732:. Berkeley, California: University of California Press.
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391:, which definitely blew me away, along with director
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Bullet-time as a concept was frequently developed in
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64:of variable-speed action and performance found in
944:"200 Things That Rocked Our World: Bullet Time".
663:Max Payne: Official Police Dossier (game manual)
848:"Accept Remembered – Discography – Metal Heart"
748:Library of Congress, Washington, D.C. 20540 USA
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80:), and of space (by way of the ability of the
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437:Bullet time was used for the first time in a
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770:. Edgerton Digital Collections. 2009-11-28.
541:For many years, it has been possible to use
1024:"15 things you didn't know about Max Payne"
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454:The popular science television program,
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1003:from the original on September 1, 2012
643:from the original on December 23, 2019
1036:from the original on January 10, 2018
358:version of the effect was created by
7:
1068:from the original on 3 December 2016
977:from the original on 16 October 2016
967:"A videogame history of bullet-time"
513:Bullet time evolved further through
1094:. November 24, 2009. Archived from
593:Argy, Stephanie (21 January 2001).
1566:Max Payne 2: The Fall of Max Payne
793:Tim Macmillan Early Work 1980–1994
518:(actor, Neo) in order to create a
314:(1998) and the television program
25:
965:Porter, Will (1 September 2010).
605:from the original on 3 April 2012
198:may have been an inspiration for
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1022:Loveridge, Sam (July 23, 2016).
997:"Requiem: Avenging Angel Review"
441:environment in October 2009 for
68:, broadcast advertisements, and
1088:"Creed Announce First Live DVD"
877:from the original on 2013-01-22
774:from the original on 2010-02-07
690:from the original on 2009-08-13
282:and the visual effects company
1055:Burford, GB (5 January 2013).
730:The Edison Motion Picture Myth
341:. Subsequently, the 1998 film
1:
999:. Gamespot. April 25, 1999.
631:Green, Dave (June 5, 1999).
385:, who co-wrote and directed
1473:The Official Matrix Exhibit
219:A debt may also be owed to
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247:: as Speed leaps from the
208:University of Pennsylvania
112:(French: "dead time") and
29:
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547:free viewpoint television
1221:The Matrix Resurrections
407:. While some games like
530:and custom evolved for
414:Requiem: Avenging Angel
286:in the music video for
202:to explore the idea of
1675:The Matrix (franchise)
1366:Red pill and blue pill
1201:The Matrix Revolutions
567:Time-lapse photography
553:, FTV was not a fully
549:(FTV). At the time of
520:volumetric photography
510:and other approaches.
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114:virtual cinematography
18:Time slice photography
954:: 136. February 2006.
826:Animating Film Theory
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278:employed by director
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146:
1247:The Matrix Revisited
1098:on January 10, 2010.
933:on January 18, 2013.
854:on 15 February 2002.
419:Remedy Entertainment
364:Manex Visual Effects
292:Like A Rolling Stone
1181:The Matrix Reloaded
768:"High Speed Camera"
421:'s 2001 video game
377:use of the effect:
275:Zbigniew Rybczynski
256:Bath Academy of Art
182:The Horse in Motion
32:Bullet Time (novel)
30:For the novel, see
1270:Fictional universe
798:2010-01-25 at the
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288:The Rolling Stones
173:Eadweard Muybridge
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153:(1887) Plate 522.
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744:"Horses. Running"
726:Hendricks, Gordon
633:"Better than SFX"
555:mature technology
294:", and in a 1996
213:Animal Locomotion
177:chronophotography
150:Animal Locomotion
70:realtime graphics
16:(Redirected from
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871:Morphizm.com
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645:. Retrieved
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1670:Slow motion
1634:Bullet time
1604:Other media
1573:Max Payne 3
1481:MultiVersus
1465:The Meatrix
1408:Path of Neo
1384:Video games
1349:Bullet time
1029:Digital Spy
680:"Max Payne"
599:Variety.com
483:slow-motion
405:video games
311:Buffalo '66
308:(1998) and
244:Speed Racer
90:slow motion
74:video games
50:flow motion
38:Bullet time
1649:Categories
1583:Characters
1323:Persephone
1278:Characters
1213:soundtrack
1193:soundtrack
1173:soundtrack
1161:The Matrix
1138:The Matrix
1072:2 December
1040:January 9,
981:2 December
971:GamesRadar
881:2012-07-30
778:2009-11-28
753:2022-08-11
694:2014-07-28
639:. London.
573:References
551:The Matrix
532:The Matrix
515:The Matrix
500:frame rate
491:The Matrix
464:Technology
448:Creed Live
439:live music
401:The Matrix
399:Following
372:The Matrix
360:John Gaeta
353:The Matrix
349:The Matrix
333:) and the
264:Dead Horse
223:professor
164:Muybridge
147:Muybridge
122:The Matrix
110:temps mort
62:simulation
54:time slice
1590:Max Payne
1559:Max Payne
1543:Max Payne
1447:Matrixism
1434:Accolades
791:Video of
457:Time Warp
424:Max Payne
337:films of
249:Mach Five
192:animation
128:Max Payne
46:dead time
1595:Mona Sax
1500:Category
1342:Features
1303:Morpheus
1298:Keymaker
1066:Archived
1034:Archived
1001:Archived
975:Archived
875:Archived
802:on Vimeo
796:Archived
772:Archived
728:(1961).
688:Archived
641:Archived
603:Archived
561:See also
431:F.E.A.R.
339:John Woo
296:Smirnoff
236:Japanese
106:morphing
1627:Related
1442:defense
1427:Related
1416:Awakens
1328:Trinity
1224:(2021)
1204:(2003)
1184:(2003)
1164:(1999)
1007:June 7,
950:(200).
609:3 April
300:The Gap
241:series
187:cameras
139:History
78:bullets
72:within
56:) is a
1476:(2003)
1468:(2003)
1440:Matrix
1419:(2021)
1411:(2005)
1403:(2005)
1400:Online
1395:(2003)
1318:Oracle
1286:Agents
1258:(2003)
1250:(2001)
1061:Kotaku
947:Empire
536:Matrix
481:hyper-
375:'s
356:'s
271:Accept
133:Matrix
1551:Games
1333:Twins
1313:Niobe
1291:Smith
1239:Other
1228:score
1208:score
1188:score
1168:score
1146:Films
927:"BUF"
913:"BUF"
899:"BUF"
443:Creed
388:Akira
344:Blade
239:anime
179:. In
66:films
1611:Film
1371:Zion
1153:Main
1074:2016
1042:2018
1009:2012
983:2016
952:EMAP
649:2009
611:2012
362:and
1308:Neo
684:IGN
504:CGI
488:In
290:' "
221:MIT
175:on
100:or
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