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Virtual Reality Filmmaking

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"Virtual Reality Filmmaking presents a comprehensive guide to the use of virtual reality in filmmaking, including narrative, documentary, live event production, and more. Written by Celine Tricart, a filmmaker and an expert in new technologies, the book provides a ands-on guide to creative filmmaking in this exciting new medium, and includes coverage on how to make a film in VR from start to finish. Topics covered include: The history of VR; VR cameras; Game engines and interactive VR; The foundations of VR storytelling; Techniques for shooting in live action VR; VR postproduction and visual effects; VR distribution; Interviews with experts in the field including the Emmy-winning studios Felix&Paul and Oculus Story Studio, WeVR, Viacom, Fox Sports, Sundance’s New Frontier and more."

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,Contents
Acknowledgments

List of Abbreviations

Introduction and Definitions

Part I Theoretical and Technical Foundations

1 History of VR

with Eric Kurland

2 Live-Action VR Capture and Post-Production

3 Game Engines and Interactive VR

4 VR Headsets and Other Human-VR Interfaces

Part II Virtual Reality Storytelling

5 VR: A New Art?

6 VR as a Storytelling Tool

7 Make a Film in VR from Start to Finish

The Future of VR/Conclusion

,Part I
Theoretical and Technical Foundations
Chapter 1
History of VR
with ERIC KURLAND

Eric Kurland is an award-winning independent filmmaker, past president of the LA 3-D Club, Director of
the LA 3-D Movie Festival, and CEO of 3-D SPACE: The Center for Stereoscopic Photography, Art,
Cinema, and Education. He has worked as 3D director on several music videos for the band OK Go,
including the Grammy Award-nominated “All Is Not Lost.” He was the lead stereographer on the Academy
Award-nominated 20th Century Fox theatrical short “Maggie Simpson in ‘The Longest Daycare’,” and
served as the production lead on “The Simpsons VR” for Google Spotlight Stories. In 2014, he founded the
non-profit organization 3-D SPACE, which will operate a 3D museum and educational center in Los
Angeles.

, Figure 1.1 Hugo Gernsback

While virtual reality is a relatively new innovation, the state of the art is greatly informed by the
many forms of immersive media that have come before. For practically all of recorded history,
humans have been trying to visually represent the world as we experience it. Primitive cave
paintings, Egyptian hieroglyphs, and Renaissance frescos were early attempts to tell stories
through images, and while these would not be considered true representations of reality, they do
illustrate the historical desire to create visual and sensory experiences.

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