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Bullet time

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144: 161: 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 1496: 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
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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
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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. 667:
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 545:
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. 886:
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 347:
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
847: 255: 216:(1887), Muybridge also took photos from six angles at the same instant, as well as series of 12 phases from three angles. 930: 434:
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
912: 160: 1472: 1359: 898: 1056: 1659: 316: 207: 88:—to move around the scene at a normal speed while events are slowed). This is almost impossible with conventional 546: 194:, by having them traced onto a glass disk, rotating in a type of magic lantern with a stroboscopic shutter. This 1679: 1654: 1220: 1120: 1664: 1525: 1407: 1322: 1317: 767: 413: 299: 1558: 1365: 1200: 1137: 566: 519: 423: 274: 224: 127: 113: 227:, who, in the 1940s, captured now-iconic photos of bullets using xenon strobe lights to "freeze" motion. 1589: 1302: 456: 231: 795: 1669: 1327: 1246: 503: 418: 363: 304: 291: 1095: 1353: 1180: 1113: 181: 31: 866: 155:
A 97, jumping; B 98, hand-spring; C 98, somersault; D 99, Somersault; E 99, spring over man's back
1518: 1415: 1332: 1312: 1285: 966: 287: 172: 468: 403:, bullet time and other slow-motion effects were featured as key gameplay mechanics in various 92:, as the physical camera would have to move implausibly fast; the concept implies that only a " 1457: 1399: 1370: 946: 554: 430: 387: 343: 212: 176: 149: 69: 594: 1610: 1451: 1391: 1307: 824:
Galloway, Alexander R. 2014. "Polygraphic Photography and the Origins of 3-D Animation". In
725: 334: 302:(which was directed by M. Rolston and again produced by BUF), and in feature films such as 799: 542: 408: 382: 101: 632: 251:, he freezes in mid-jump, and then the "camera" does an arc shot from front to sideways. 234:. One of the earliest examples is the shot at the end of the title sequence for the 1966 1438: 507: 325: 310: 166:
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 93: 679: 557:. FTV is effectively the live action version of bullet time, without the slow motion. 17: 1648: 1254: 714:. Cornell University Library. Philadelphia : Printed by J.B. Lippincott company. 495: 392: 367: 330: 283: 279: 270: 199: 195: 97: 57: 1616: 523: 477: 442: 85: 81: 1572: 1480: 1464: 1290: 1028: 482: 243: 89: 851: 1160: 970: 709: 499: 490: 447: 404: 359: 121: 73: 61: 1542: 1446: 476:
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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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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A row of small cameras set up to film a "bullet time" effect
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For artistic inspiration for bullet time, I would credit
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Muybridge, Eadweard; University of Pennsylvania (1887).
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Bullet-time as a concept was frequently developed in
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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" 1533: 1519: 1511: 1273: 1149: 1128: 1114: 1106: 454:The popular science television program, 578: 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 1495: 1494: 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 1696: 247:: as Speed leaps from the 208:University of Pennsylvania 112:(French: "dead time") and 29: 1490: 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. 473: 397: 168: 157: 114:virtual cinematography 18:Time slice photography 954:: 136. February 2006. 826:Animating Film Theory 471: 379: 278:employed by director 163: 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 474: 288:The Rolling Stones 173:Eadweard Muybridge 169: 158: 153:(1887) Plate 522. 1660:Theatrical combat 1642: 1641: 1508: 1507: 1458:The Matrix Comics 1379: 1378: 1265: 1264: 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 1687: 1535: 1528: 1521: 1512: 1498: 1497: 1452:Samsung SPH-N270 1392:Enter the Matrix 1274: 1150: 1130: 1123: 1116: 1107: 1100: 1099: 1084: 1078: 1077: 1075: 1073: 1052: 1046: 1045: 1043: 1041: 1019: 1013: 1012: 1010: 1008: 993: 987: 986: 984: 982: 962: 956: 955: 941: 935: 934: 929:. Archived from 923: 917: 916: 909: 903: 902: 895: 889: 888: 883: 882: 862: 856: 855: 850:. 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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:. 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Index

Time slice photography
Bullet Time (novel)
visual effect
simulation
films
realtime graphics
video games
bullets
camera angle
point-of-view
slow motion
virtual camera
virtual world
virtual reality
morphing
virtual cinematography
The Matrix
Max Payne

Animal Locomotion

Eadweard Muybridge
chronophotography
The Horse in Motion
cameras
animation
zoopraxiscope
Thomas Edison
motion pictures
University of Pennsylvania

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