The Video Image

This chapter provides more technical information about digital video recording in production and postproduction. For the basics of video formats, cameras, and editing, see Chapters 1, 2, 3, and 14.

FORMING THE VIDEO IMAGE

THE DIGITAL VIDEO CAMERA’S RESPONSE TO LIGHT

You’ll find simplified instructions for setting the exposure of a video camera on p. 107. Let’s look more closely at how the camera responds to light so you’ll have a better understanding of exposure and how to achieve the look you want from your images.

The camera’s sensor converts an image made of light into an electrical signal (see p. 5). Generally speaking, the more light that strikes the sensor, the higher the level of the signal. To look more closely at the relationship between light and the resulting video level, we can draw a simplified graph like the one in Fig. 5-1. The amount of light striking the sensor increases as we move from left to right.1 The vertical axis shows the resulting video signal level.

This relationship between light input and video signal output is called a sensor’s transfer characteristic. It resembles a characteristic curve for film (see Fig. 7-3, with the exception that it is a straight line: both CCD and CMOS sensors produce signals directly proportional to the light falling on them.

Look at the line marked “A.” Note that below a certain amount of light (the far left side of the graph), the system doesn’t respond at all. These are dark shadow areas; the light here is so dim that the photons (light energy) that strike the sensor from these areas simply disappear into the noise of the sensor. Then, as the amount of light increases, there is a corresponding increase in the video level. Above a certain amount of exposure, the system again stops responding. This is the white clip level. You can keep adding light, but the video level won’t get any higher. Video signals have a fixed upper limit, which is restricted by legacy broadcast standards, despite the fact that sensors today can deliver significantly more stops of highlight detail than in the past.

When the exposure for any part of the scene is too low, that area in the image will be undifferentiated black shadows. And anything higher than the white clip will be flat and washed-out white. For objects in the scene to be rendered with some detail, they need to be exposed between the two.

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Fig. 5-1. The video sensor’s response to light. The horizontal axis represents increasing exposure (light) from the scene. The vertical axis is the level of the resulting video signal that the camera produces. Line A shows that as the light increases, so does the video level—until the white clip is reached, at which point increases in light produce no further increase in video level (the line becomes horizontal). With some cameras, a knee point can be introduced that creates a less steep knee slope to the right of that point (Line B). Note how this extends the camera’s ability to capture bright highlights compared to A. This graph is deliberately simplified. (Steven Ascher)

The limits of the video signal help explain why the world looks very different to the naked eye than it does through a video camera. Your eye is more sensitive to low light levels than most video cameras are—with a little time to adjust, you can see detail outdoors at night or in other situations that may be too dark for a camera. Also, your eye can accommodate an enormous range of brightness. For example, you can stand inside a house and, in a single glance, see detail in the relatively dark interior and the relatively bright exterior. By some estimates, if you include that our pupils open and close for changing light, our eyes can see a range of about twenty-four f-stops.

Digital video and film are both much more limited in the range of usable detail they can capture from bright to dark (called the exposure range or dynamic range). When shooting, you may have to choose between showing good detail in the dark areas or showing detail in the bright areas, but not both at the same time (see Fig. 7-16). Kodak estimates that many of its color negative film stocks can capture about a ten-stop range of brightness (a contrast ratio of about 1,000:1 between the brightest and darkest value), although color negative’s S-shaped characteristic curve can accommodate several additional stops of information at either end of the curve.2 Historically, analog video cameras were able to handle a much more limited range, sometimes as low as about five stops (40:1), but new high- end digital cameras capture an exposure range of around ten stops, and the latest digital cinematography cameras like the ARRI Alexa and Sony F65 claim fourteen stops. RED says its Epic camera can capture eighteen stops when using its high dynamic range function.

The image in Fig. 7-17 was shot with film; the middle shot shows a “compromise” exposure that balances the bright exterior and dark interior. With typical video cameras it is often harder to find a compromise that can capture both; instead you may need to expose for one or the other (more on this below).

To truly evaluate exposure range we need to look at the film or video system as a whole, which

includes the camera, the recording format, and the monitor or projection system—all of which play a part. For example, a digital camera’s sensor may be capable of capturing a greater range than can be recorded on tape or in a digital file, and what is recorded may have a greater range than can be displayed by a particular monitor.

Measuring Digital Video Levels

We’ve seen that the digital video camera records a range of video levels from darkest black to brightest white. This range is determined in part by what is considered “legal” by broadcast standards. We can think of the darkest legal black as 0 percent digital video level and the brightest legal white as 100 percent (sometimes called full white or peak white).

The actual range a digital video camera is capable of capturing always goes beyond what is broadcast legal. On most cameras today, the point at which bright whites are clipped off is 109 percent. The range above 100 is called super white or illegal white and can be useful for recording bright values as long as they’re brought down before the finished video is broadcast. If you’re not broadcasting—say, you’re creating a short for YouTube or doing a film-out—you don’t need to bring the super white levels down at all.

Professional video cameras have a viewfinder display called a zebra indicator (or just “zebra” or “zebras”) that superimposes a striped pattern on the picture wherever the video signal exceeds a preset level (see Fig. 3-3). A zebra set to 100 percent will show you where video levels are close to or above maximum and may be clipped. Some people like to set the zebra lower (at 85 to 90 percent) to give some warning before highlights reach 100 percent. If you use the zebra on a camera that’s not your own, always check what level it’s set for.3

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Fig. 5-2. Histograms. The normally exposed shot (top) produces a histogram with pixels distributed from dark tones to light. In this case, the distribution is a “mountain in the middle,” with the most pixels in the midtones, and relatively few in the darkest shadows or brightest highlights. The underexposed shot (bottom left) creates a histogram with the pixels piled up against the left side, showing that blacks are being crushed and shadow detail is lost. The overexposed shot (bottom right) shows pixels concentrated in the bright tones on the right, with details lost due to clipped highlights. (Steven Ascher)

Many newer digital cameras and all DSLRs use a histogram to display the distribution of brightness levels in the image (see Fig. 5-2). A histogram is a dynamically changing bar graph that displays video levels from 0 to 100 percent along the horizontal axis and a pixel count along the

vertical axis. In a dark scene, the histogram will show a cluster of tall bars toward the left, which represents a high number of dark pixels in the image. A bright highlight will cause a tall bar to appear on the right side. By opening and closing the iris, the distribution of pixels will shift right or left. For typical scenes, some people use the “mountain in the middle” approach, which keeps the majority of the pixels safely in the middle and away from the sides where they may be clipped.

A waveform monitor gives a more complete picture of video levels (see Fig. 5-3). On waveform monitors used for digital video formats, 0 percent represents absolute black and, at the top of the scale, 100 percent represents peak legal white level. (For analog video, waveform monitors were marked in IRE—from Institute of Radio Engineers—units of measurement. Absolute black was 0 IRE units and peak white was 100 IRE units. The units of percentage used for today’s digital video signal directly parallel the old system of IRE units.)

Waveform monitors are commonly used in postproduction to ensure that video levels are legal. But a waveform monitor is also a valuable tool on any shoot. With a waveform monitor, unlike a histogram, if there is a shiny nose or forehead creating highlights above 100 percent signal level, you’ll notice it easily—and know what’s causing it (when a subject in a close-up moves from left to right, you can see the signal levels shift left to right on the waveform monitor). It’s like having a light meter that can read every point in a scene simultaneously. Some picture monitors and camera viewfinders can display a waveform monitor on screen.

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Fig. 5-3. A waveform monitor displays video levels in the image. In this case, you can see that the brightest parts of the bed sheet on the right side of the frame are exceeding 100 percent video level. (Steven Ascher)

USING A LIGHT METER

Some cinematographers like to use a handheld light meter when shooting digital, much as they would when shooting film. For any particular camera it will take some experimentation to find the best ISO setting for the meter (with digital video cameras that have ISO settings, you can’t assume those will match the meter’s ISO). Point the camera at a standard 18 percent gray card (see p. 307) and make sure the card fills most of the frame. Lock the shutter speed and the

gain or ISO, and set the camera’s auto-iris so it sets the f-stop automatically (shutter priority in DSLRs). Note the f-stop of the lens. Now, with the light meter, take a reflected reading of the gray card (or an incident reading in the same light) and adjust the meter’s ISO until it has the same f-stop. If you have a waveform monitor, and are using a manual iris, set the iris so the gray card reads about 50 percent video level.

The fact is, in a digital video camera, no aspect of the digital video signal goes unprocessed (with such adjustments as gamma, black stretch, and so on) so there isn’t an easily measured sensitivity, as there is for film or digital cinema cameras capturing RAW files directly from the sensor. For this reason, experienced video camera operators rarely use light meters to set exposure. They may, however, use light meters to speed up lighting, particularly if they know the light levels best suited to a particular scene and how to adjust key-to-fill ratios with a light meter alone.

Setting Exposure—Revisited

See Setting the Exposure on p. 107 before reading this. Setting exposure by eye—that is, by the way the picture looks in the viewfinder or monitor—is the primary way many videographers operate. But to be able to trust what you’re seeing, you need a good monitor, properly set up, and there shouldn’t be too much ambient light falling on the screen (see Appendix A).

By using the camera’s zebra indicator, a histogram, or a waveform monitor (described above) you can get more precise information to help you set the level.

The goal is to adjust the iris so the picture is as pleasing as possible, with good detail in the most important parts of the frame. If you close the iris too much, the picture will look too dark and blacks will be crushed and show no detail. If you open the iris too much, the highlights will be compressed and the brightest parts of the scene will be blown out (see Fig. 5-2). As noted above, there is a white clip circuit that prevents the signal from going above about 109 percent on many cameras.4 Say you were shooting a landscape, and exposing the sky around 100 percent. If a bright cloud, which would otherwise read at 140 percent, came by, the white clip will cut off (clip) the brightness level of the cloud somewhere between 100 and 109 percent, making it nearly indistinguishable from the sky. In Fig. 5-8A, the edge of the white chair is being clipped.

In most video productions, you have an opportunity to try to correct for picture exposure in postproduction when doing color correction. Given the choice, it’s better to underexpose slightly than overexpose when shooting since it’s easier in post to brighten and get more detail out of underexposed video than to try to reclaim images that were overexposed on the shoot. Once details are blown out, you can’t recover them.

One method for setting exposure is to use the zebra indicator to protect against overexposing. If you have the zebra set at 100 percent, you’ll know that any areas where the zebra stripes appear are being clipped or are right on the edge. You might open the iris until the zebra stripes appear in the brightest areas and then close it slightly until the stripes just disappear. In this way, you are basing the exposure on the highlights (ensuring that they’re not overexposed) and letting the exposure of other parts of the frame fall where it may. If you’re shooting a close-up of a face, as a general rule no part of the face should read above 100 percent (or even close) or else the skin in those areas will appear washed out in a harsh, unflattering way.

When using a camera with a histogram, you can do a similar thing by opening the iris until the pixels pile over to the right side of the display, then close it until they are better centered or at least so there isn’t a large spike of pixels at the right-hand edge (see Fig. 5-2).

Even so, sometimes to get proper exposure on an important part of the scene you must allow highlights elsewhere in the frame to be clipped. If you’re exposing properly for a face, the window in the background may be “hot.” The zebra stripes warn you where you’re losing detail. In this situation

you may be able to “cheat” the facial tones a little darker, or you may need to add light (a lot of it) or shade the window (see Fig. 7-17). Or, if seeing into shadow areas is important, you may want to ensure they’re not too dark (because they may look noisy) and let other parts of the frame overexpose somewhat.

It’s an old cliché of “video lighting” that it’s necessary to expose flesh tones consistently from shot to shot, for example at 65–70 percent on a waveform monitor. This approach is outmoded (if not racist). First, skin tone varies a lot from person to person, from pale white to dark black. If you use auto-iris on close-ups of people’s faces, it will tend to expose everyone the same. However, “average” white skin—which is a stop brighter than the 18 percent gray card that auto-iris circuits aim for—may end up looking too dark, and black skin may end up too light. (See Understanding the Reflected Reading, p. 292.) But, even more important, exposure should serve the needs of dramatic or graphic expression. The reality is that people move through scenes, in and out of lighting, and the exposure of skin tones changes as they do. In a nighttime scene, for instance, having faces exposed barely above shadow level may be exactly the look you want (See Fig. 5-10). For sit-down interviews with light- skinned people, a video level of 50–55 percent on a waveform monitor is usually a safe bet. Momentary use of auto-iris is always a good way to spot-check what the camera thinks the best average exposure should be, but don’t neglect to use your eyes and creative common sense too.

As a rule of thumb when using a standard video gamma alone (see below for more on gamma), changing the exposure of a scene by a stop will cause the digital video level of a midtone to rise or fall by about 20 percent. If a digital video signal is defined by a range of 0 to 100 percent, does this imply that the latitude of broadcast video is five stops? It would seem so, but through the use of special gammas, digital video cameras can actually pack many more stops of scene detail into the fixed container that is the video signal. With today’s digital video cameras, you have around ten stops of dynamic range. Use ’em.

For inspiration regarding the creative limits to which digital video exposure—particularly HD— can be pushed these days, watch the newest dramatic series on network or cable television for the latest trends in lighting. You may be in for some surprises.

UNDERSTANDING AND CONTROLLING CONTRAST

As we’ve seen, the world is naturally a very contrasty place—often too contrasty to be captured fully in a single video exposure. For moviemakers, contrast is a key concern, and it comes into play in two main areas:

Shooting. Can you record pictures that have good detail in important parts of the frame? Are some parts so dark they’re lost in the shadows and other parts so bright that details are blown out? This depends in part on the range of brightness in the scene, the exposure range of the camera, and how the exposure is set during recording.

Display. When the recorded pictures are played back on a monitor or on a screen, does the range of tonalities reproduce the important details? Does the tonal range express the visual “feel” you’re trying to convey? This depends in part on how the video was recorded, any contrast adjustments that were made during postproduction, and the settings and capabilities of the display device.5

Contrast is important because it’s both about information (are the details visible?) and emotion (high-contrast images have a very different feel and mood than low-contrast images). Contrast can be thought of as the separation of tones (lights and darks) in an image. Tonal values range from the dark shadow areas to the bright highlights, with the midtones in the middle. The greater the contrast, the greater the separation between the tones.

Low-contrast images—images without good tonal separation—are called flat or soft (soft is also used to mean “not sharp” and often low-contrast images look unsharp as well, even if they’re in focus). Low-contrast images are sometimes described as “mellow.” High-contrast images are called contrasty or hard. An image with good contrast range is sometimes called snappy.

Contrast is determined partly by the scene itself and partly by how the camera records the image and how you compose your shots. For example, if you compose your shots so that everything in the frame is within a narrow tonal scale, the image can sometimes look murky or flat. When shooting a dark night shot, say, it can help to have something bright in the picture (a streetlight, a streak of moonlight) to provide the eye with a range of brightness that, in this case, can actually make the darks look darker (see Fig. 5-10).

Let’s look at some of the factors that affect contrast and how you can work with them.

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Fig. 5-5. Thinking about contrast. (A) This image was captured with enough latitude or dynamic range to bring out details in the shadow areas (under the roadway) and in the highlights like the water. (B) This image has compressed shadow areas (crushed blacks), which can happen when you set the exposure for the highlights and your camera has insufficient dynamic range to reach into the shadows. (C) This shot has increased overall contrast; shadows are crushed and the highlights are compressed (note that details in the water are blown out). Notice also the greater separation of midtones (the two types of paving stones in the sidewalk look more similar in B and more different in C). Though increasing the contrast may result in loss of detail in dark and/or light areas, it can also make images look bolder or sharper. (D) If we display image C without a bright white or dark black, it will seem murky and flat despite its high original contrast. Thus the overall feeling of contrast depends both on how the image is captured and how it is displayed. (Steven Ascher)

WHAT IS GAMMA?

Gamma in Film and Analog Video

In photography and motion picture film, gamma () is a number that expresses the contrast of a recorded image as compared to the actual scene. A photographic image that perfectly matches its original scene in contrast is said to have 1:1 contrast or a “unity” gamma equal to 1.

A film negative’s gamma is the slope of the straight line section of its characteristic curve (see Fig. 7-3). The steeper the characteristic curve, the greater the increase in density with each successive unit of exposure, and the greater the resulting image contrast. Actually, a negative and the print made from that negative each has its own separate gamma value, which when multiplied together yield the gamma of the final image. The average gamma for motion picture color negatives is 0.55 (which is why they’re so flat looking), while the gamma for print film is far higher, closer to four.6 When these two gamma values are multiplied (for example, 0.55 × 3.8 = 2), the result is an image projected on the screen with a contrast twice that of nature. We perceive this enhanced contrast as looking normal, however, because viewing conditions in a dark theater are anything but normal, and in the dark our visual system requires additional contrast for the sensation of normal contrast.

In analog video, the term “gamma” has a different meaning. This has caused endless confusion among those who shoot both film and video, which continues in today’s digital era.

TV was designed to be watched in living rooms, not in dark theaters, and therefore there was no need to create any unnatural contrast in the final image. Video images are meant to reproduce a 1:1 contrast ratio compared to the real world. But the cathode ray tubes (CRTs; see Fig. 5-6) used for decades in TVs were incapable of linear image reproduction (in which output brightness is a straight line that’s directly proportional to input signal level). Instead, a gamma correction was needed so that shadow detail wouldn’t appear too dark and bright areas wouldn’t wash out (see Fig. 5-7).7

In analog video, “gamma” is shorthand for this gamma correction needed to offset the distortions of an analog CRT display. When a gamma-corrected signal from an analog video camera is displayed on a CRT, the resulting image has a gamma of 1 and looks normal.

Fig. 5-6. For decades analog CRTs were the only kind of TV. Now no one makes them, though many are still in use. CRT monitors are recognizable because they’re big and boxy (definitely not flat panel). (Sony Electronics, Inc.)

Digital Video Gamma

CRTs are a thing of the past. The video images you shoot will be viewed on plasma, LCD, LCOS, OLED, or laser displays or projectors that are not affected by the nonlinearity of CRT vacuum tubes.

Digital Video Gamma

CRTs are a thing of the past. The video images you shoot will be viewed on plasma, LCD, LCOS, OLED, or laser displays or projectors that are not affected by the nonlinearity of CRT vacuum tubes.

So why do digital video cameras still need gamma correction?
In theory we could create a digital camcorder and TV each with a gamma of 1. In fact, as shown in

Fig. 5-1, digital video sensors natively produce a straight line response, and digital TVs and displays are capable of reproducing the image in a linear way, with output directly proportional to input. The problem is that this equipment would be incompatible with millions of existing televisions and cameras. So, new cameras and displays are stuck with gamma correction—let’s return to the shorthand “gamma”—as a legacy of the analog era. However, in today’s professional digital video cameras, gamma curves can be used as a creative tool to capture a greater range of scene brightness than was possible in analog.

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Fig. 5-6. For decades analog CRTs were the only kind of TV. Now no one makes them, though many are still in use. CRT monitors are recognizable because they’re big and boxy (definitely not flat panel). (Sony Electronics, Inc.)

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Fig. 5-7. Gamma correction. CRT monitors have a response curve that bows downward (darkening shadows and midtones), so cameras were designed to compensate by applying a gamma correction that bows upward. When we combine the camera’s gamma-corrected video signal with the monitor’s gamma, we get a straight line (linear) response, which appears to the TV viewer as normal contrast.

Altering the gamma has a noticeable effect on which parts of the scene show detail and on the overall mood and feel of the picture. A high gamma setting can create an image that looks crisp and harsh by compressing the highlights (crushing the detail in the bright areas), stretching the blacks, and rendering colors that appear more saturated and intense (see Fig. 5-8A). A low gamma setting can create a picture that looks flat and muted, allowing you to see more gradations and detail in the bright areas that would otherwise overexpose, while compressing shadow detail and desaturating colors (see Fig. 5-8D).

Some people choose to use various gamma settings on location, while others prefer to alter the look of the image in post under more controlled conditions. If contrast can be fully adjusted in post, why bother with gamma correction in the camera at all? When you adjust gamma in a camera—or any picture parameter, such as color or sharpness—what is being adjusted is the full video signal in the camera’s DSP (digital signal processing) section prior to any compression. If you adjust the image after it’s been compressed and recorded with typical camera codecs, quality can suffer (which is why some people go to the trouble of using external recorders with little or no compression).

Gamma or contrast adjustments in post can achieve only so much. Whether you record compressed or uncompressed, if you didn’t capture adequate highlight detail in the first place by using an appropriate gamma (see the next section) you’re out of luck. There is no way in post to invent missing highlight detail.

GAMMA OPTIONS WHEN SHOOTING

Standard Gamma

All digital video cameras out of the box offer a default or “factory setting” gamma meant to make that camera look good. In some cameras this is called standard gamma. In professional cameras, a camera’s standard gamma will be the internationally standardized gamma for that video format. In high definition, the international standard for gamma is the ITU-R 709 video standard (also known as

Rec. 709, CCIR 709, or just 709). Standard definition’s international standard is ITU-R 601. The 709 and 601 standards apply to both gamma (contrast) and the range of legal colors (the color gamut), and they look quite similar to each other in these respects.

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Fig. 5-8. Picture profiles. Many cameras offer a variety of preset or user-adjustable settings for gamma and other types of image control. (A) Standard gamma. (B) By adding a knee point (here at 82 percent) highlight detail can be captured without affecting other tonalities—note increased detail in the bright edge of the chair. (C) Some cameras offer a profile that emulates the look of a film print stock, with darker shadows for added contrast (note crushed blacks and loss of detail in dark areas like the woman’s hair). You might use this setting if you like the look and aren’t planning to do color correction in post. However, if you shoot with a standard gamma like A, it’s very easy to achieve the look of C in post, and you don’t risk throwing away shadow detail that can’t be reclaimed later. (D) Some cameras can produce an extended dynamic range image that contains greater detail in highlights and shadows but looks too dark and flat for direct viewing. Different cameras may accomplish this kind of look using a cine gamma, or log or RAW capture. The flat image can be corrected to normal contrast in post, while retaining more detail in bright and dark areas than if it had been shot with standard gamma. All the images here are for illustration; your particular camera or settings may produce different results. (Steven Ascher)

ITU-R 709 and ITU-R 601 are designed to reproduce well without much correction in postproduction. They produce an overall bright, intense feel with relatively rich, saturated colors. For sports and news, this traditional video look makes for a vibrant image. At the same time, these are relatively high gammas that also result in a limited exposure range—extreme highlight detail is lost. These standardized gammas used alone don’t allow you to capture all the dynamic range your camera is capable of, or that a high-quality professional monitor or projector can display.

The curve marked “Standard” in Figure 5-9 is not precisely Rec. 709, but it shares a basic shape. Notice that it rises quickly in the shadows, providing good separation of tones (good detail) in the dark parts of the scene. However, it rises at such a steep slope that it reaches 109 percent quite quickly compared to the other curves; thus it captures a more limited range of brightness in the scene.

Standard gammas like Rec. 709, which are based on the characteristics of conventional TV displays, not only limit dynamic range, they also fall short of the wider color gamut found in today’s

digital cinema projectors. To address this fact, some digital video cameras offer a gamma that incorporates DCI P3 (also called SMPTE 431-2), a new color standard established by Hollywood’s Digital Cinema Initiatives for commercial digital video projectors. As a camera gamma, DCI P3 combines the dynamic range of Rec. 709 with an expanded color gamut modeled after 35mm print film. The advantage of using DCI P3 gamma is that what you see in the field will closely resemble what you see on the big screen. Note that LCD monitors must be DCI P3 compliant to accurately view color when using this gamma.

Standard Gamma with Knee Correction

As we’ve just seen, using a standardized gamma produces a snappy, fairly contrasty image at the expense of highlight detail. When the camera’s sensitivity reaches maximum white, highlights are clipped. But there is a way to extend a camera’s dynamic range to improve the handling of highlight detail when using Rec. 709 or Rec. 601.

On a professional digital video camera, you can manually introduce a knee point to the sensor’s transfer characteristic (see Fig. 5-1). Normally, with no knee, the camera’s response curve is a relatively straight line that clips abruptly at 100 or 109 percent. However, using menu settings, if you add a knee point at, say, 85 percent, the straight line can be made to bend at that point, sloping more gently and intersecting the white clip level further to the right along the horizontal axis, which corresponds to higher exposure values. This technique compresses highlights above 85 percent (in this example), so that parts of the scene that would otherwise be overexposed can be retained with some detail.8

When highlights are compressed by use of a knee point, their contrast and sharpness are compressed as well. They can appear less saturated. To correct for this, professional cameras also offer menu settings for “knee aperture” (to boost sharpness and contrast in highlights) and “knee saturation level” (to adjust color saturation in highlights). These are usually located next to the knee point settings in the camera’s menu tree.

It is possible to set the knee point too low, say below 80 percent, where the knee slope can become too flat, with the result that highlights may seem too compressed, normally bright whites may seem dull, and light-skin faces may look pasty.

In addition to a knee point setting, most professional video cameras have an automatic knee function that, when engaged, introduces highlight compression on the fly. When no extreme highlights exist, this function places the knee point near the white clip level, but when highlights exceed the white clip level, it automatically lowers the knee point to accommodate the intensity of the brightest levels. Called Dynamic Contrast Control (DCC) in Sony cameras and Dynamic Range Stretch (DRS) in Panasonic cameras, automatic knee helps to preserve highlight details in high- contrast images, although sometimes the outcome is subtle to the eye. Some camera operators leave it on all the time; others feel that the manual knee is preferable. As with all knee point functions, you can experiment by shooting a high-contrast image and inspecting the results on a professional monitor. Everything you need to know will be visible on the screen.

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Fig. 5-9. Gamma curves. Standard gamma rises quickly in the shadows, creates relatively bright midtones, and reaches the white clip level relatively soon. By comparison, the Cine A curve provides darker shadows and midtones but continues to rise to the right of the point at which the standard curve has stopped responding, so it’s able to capture brighter highlights. The Cine B curve is similar to Cine A, but tops out at 100 percent video level, so the picture is legal for broadcast without correction in post. These curves are for illustration only; the names and specific gamma curves in your camera may be different. (Steven Ascher)

“Cine” Gamma in Video Cameras

The technique just discussed of setting a knee point to control highlight reproduction has been with us for a while. Today’s digital video cameras accomplish a similar but more sophisticated effect using special “cine” gamma curves that remap the sensor’s output to better fit the limited dynamic range of the video signal.

All professional digital video cameras offer reduced gamma modes said to simulate the look of film negative or film print. These gamma curves typically darken midtones and compress highlight contrast, thereby extending reproducible dynamic range and allowing you to capture detail in extremely bright areas that would otherwise overexpose. The goal is to capture highlights more like the soft shoulder of a film negative’s characteristic curve does. The cine curves in Fig. 5-9 represent such filmlike video gammas. Note that they continue to rise to the right of the standard video gamma curve, capturing bright highlights where the standard gamma has stopped responding.

The principle of most cine gammas is similar, but they come in two categories: (1) display cine gammas, whose images are meant to be viewed directly on a video monitor, and (2) intermediate cine gammas not meant for direct viewing, whose dark, contrast-flattened images need to be corrected in post.

Examples of the first type include Panasonic’s CineGamma (called Cine-Like and Film-Like in some camcorders), Sony’s CinemaTone (found in low-cost pro cameras), Canon’s Cine, and JVC’s Cinema gamma. Typically they come in gradations like Canon’s Cine 1 and 2 or Sony’s CinemaTone 1 and 2.9 A more sophisticated cine gamma called HyperGamma, which extends the camera’s dynamic range without the use of a knee point, is found in high-end Sony CineAlta cameras (it’s also called CINE gamma in some Sony cameras, although it’s exactly the same thing). HyperGamma features a parabolic curve and comes in four gradations.

Some of these cine gammas cut off at 100 percent, and keep the level legal for broadcast. Some reach up to 109 percent, which extends the ability to capture extreme highlights, but the maximum level must be brought down if the video will be televised.10

The second type of cine gammas are the intermediate gammas including Panasonic’s FILM-REC (found in VariCams) and JVC’s Film Out gamma. Both produce flat-contrast images with extended dynamic range, which need to be punched up in post for normal viewing. Both were a product of the

2000s, a decade in which independent filmmakers sometimes shot low-cost digital video for transfer to 35mm film for the film festival circuit.

Camcorder manuals invariably do a poor job describing what each cine gamma actually does, and the charts, if there are any, often use different scales (making them hard to compare) or are fudged. Cine gammas can be confusing if not misleading because their very name implies a result equal to film. Color negative film possesses a very wide dynamic range (up to sixteen stops), while digital video signals must fall inside a fixed range of 0–100 percent (for broadcast) or 0–109 percent (for everything else). Cine gamma curves must shoehorn several additional stops of highlight detail into these strict signal limits, regardless of the sensor’s inherent dynamic range. It’s no easy task.

Some people prefer cine gamma settings; others think that display cine gammas look disagreeably flat and desaturated. (In some cases, whites don’t look very bright.) Many who do use cine gammas add contrast correction in postproduction to achieve a more normal-looking scene. At the end of the day, the main advantage to using a cine gamma is that you can capture extended highlights that would be unavailable in post if you hadn’t.

As in the case of adding a knee point, you can experiment with cine gammas by shooting a variety of scenes and inspecting the results on a professional monitor or calibrated computer screen like an Apple Cinema Display. Watch the image on the monitor as you open the iris. Highlight areas that might otherwise clearly overexpose may take on a flat, compressed look as you increase the exposure. You may wish to underexpose by a half stop or more to further protect these areas. You may also want to experiment with contrast and color correction in post in order to discover what impact a cine gamma has on dark detail and low-light noise levels.

In summary, most cine gammas attempt to capture the look of film for viewing on a video monitor or TV. To attempt to capture the latitude of film from a digital sensor requires something beyond the conventional video signal. To do this requires a more extreme approach, even a new kind of signal, which we will discuss next.

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Fig. 5-10. This shot might be considered underexposed, but as a night shot it feels appropriate. The lights in the background accentuate the cigarette smoke and create a range of contrast that helps the scene feel natural by giving the eye a bright reference point that can make the blacks seem darker. (Steven Ascher)

Log and RAW Capture in Digital Cinema Cameras

High-end digital cinematography cameras offer two methods of capturing a much larger dynamic range, allowing you to record details in deeper shadows and brighter highlights.

LOG CAPTURE

Logarithmic transfer characteristic, or log for short, is one way to extract even more of a sensor’s dynamic range from an uncompressed RGB video signal. Think of it as a super gamma curve.

In a typical linear scale, each increment represents adding a fixed amount (for example, 1, 2, 3, 4, 5…). Along a logarithmic scale, however, each point is related by a ratio. In other words, each point on a logarithmic scale, although an equal distance apart, might be twice the value of the preceding point (for example, 1, 2, 4, 8, 16, 32).

Digital video is intrinsically linear, from sensors to signals (before gamma is applied), while both film and human vision capture values of light logarithmically.11 So, for example, imagine you had a light fixture with thirty-two lightbulbs; you might think that turning on all the bulbs would appear to the eye thirty-two times as bright as one bulb. However, following a logarithmic scale, the eye only sees that as five times as bright (five steps along the 1, 2, 4, 8, 16, 32 progression).12 At low light levels, the eye is very sensitive to small increases in light. At high light levels, the same small increases are imperceptible. The change in brightness you see when you go from one light to two lights (a one-light difference) is the same as going from sixteen lights to thirty-two lights (a sixteen- light difference).

Where the sampling of digital images is concerned, the advantage of a nonlinear logarithmic scale is that many more samples, and therefore bits, can be assigned to the gradations of image brightness we perceive best—namely, dark tones—and fewer bits to brightness levels we are less sensitive to, meaning whites and bright tones. Digital video with its linear capture of brightness levels can’t do this; it assigns the same number of samples and precious digital bits to highlights as to shadows, without distinction. This is particularly disadvantageous in postproduction, where vastly more samples are needed in the dark half of the tonal scale for clean image manipulation.

The logarithmic mapping of image brightness levels originated in film scanning for effects and digital intermediate work using full-bandwidth RGB signals (no color subsampling or component video encoding), 10-bit quantization for 1024 bits per sample (compared to 8-bit quantization and 256 bits per sample of most digital video), and capture to an RGB bitmap file format pioneered by Kodak known as DPX (Digital Picture Exchange).

One of the first digital cinematography cameras to output a log transfer characteristic was Panavision’s Genesis, a PL-mount, single-CCD camera introduced in 2005. Panavision was motivated to use what it called PANALOG because standard Rec. 709 gamma for HD could accommodate only 17 percent of the CCD’s saturation level (the maximum exposure a sensor can handle). By dramatically remapping the video signal using a 10-bit log function to preserve the CCD’s entire highlight range, a filmlike latitude of ten stops was achieved.13

PANALOG is output as uncompressed RGB (4:4:4) via dual-link HD-SDI cables and typically recorded to a Sony SSR-1 solid-state recorder or an HDCAM SR tape using a portable Sony field recorder.14

The equipment needed to capture and record uncompressed 10-bit log signals is expensive. The data flow is enormous: nearly 200 megabytes (not bits) per second at 24 fps. Cameras must be capable of dual-link HD-SDI output. Hard-disk recording systems used on location must incorporate a lot of bandwidth and fast RAID performance. Don’t forget you have to transfer it all, and back it up at some point too.

For its F35, F23, and F3 digital cinematography cameras, Sony has its own version of log output, called S-Log. ARRI’s Alexa uses a third type of log output, a SMPTE standard called Log C.15 Each company might boast that its version contains the best secret sauce, but in fact with the proper LUT

(lookup table), it’s relatively easy to convert S-Log to Log C or PANALOG, or the other way around. In other words, they’re easily intercut, just as they’re also easily captured to standard 10-bit DPX files on hard disks.

Because a log transfer characteristic radically remaps the brightness values generated by the sensor, the video image that results is flat, milky, and virtually unwatchable in its raw state. In effect, you’ve committed your production to extensive D.I.-like color correction of every scene in post. On the upside, you’ll obtain a video image that comes closest to film negative in its latitude and handling of color grading without quality loss. Don’t forget, not only is there no color subsampling (full 4:4:4), but 10-bit log sampling of the individual RGB components also better captures the wide color gamut produced by the sensor, which is not reproducible by conventional video. All of this favors more accurate keying and pulling of mattes in effects work. With some cameras, such as the Sony F3, it is also possible to record log in 4:2:2 at a lower data rate internally or to more affordable external recorders such as the Ki Pro Mini or Atomos Ninja (see Figs. 2-19 and 5-11).

Each camera capable of log output has its own solution for displaying usable contrast in its viewfinder, as well as for providing viewing LUTs for monitoring the image on location. LUTs, simply put, convert the log image into something that looks normal. They are nondestructive, meaning they translate only the image for viewing but don’t change the image in any way. LUTs created and used on location can be stored and sent to color correction as guides to a DP’s or director’s intent. When shooting log, it’s recommended to not underexpose.

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Fig. 5-11. The AJA Ki Pro Mini field recorder can be mounted on a camera. Records 10-bit HD and SD Apple ProRes files to CF cards. Inputs include SDI, HD-SDI, and HDMI. Files are ready to edit without transcoding. (AJA Video Systems)

Canon’s EOS C300 brings a new wrinkle to log output, an 8-bit gamma curve called Canon Log. (Echoes of the Technicolor CineStyle gamma curves found in Canon DSLRs.) This high-dynamic- range gamma is invoked when the C300 is switched into “cinema lock” mode. A built-in LUT permits viewing of normal contrast in the C300’s LCD screen only. (Unavailable over HDMI or HD-SDI

outputs—so you can’t see it on an external monitor.) Since the C300 records compressed 50 Mbps, long-GOP MPEG-2 to CF cards and outputs uncompressed HD from a single HD-SDI connection— both only 8 bit, 4:2:2—it does not belong in the same class as the digital cinematography cameras described above.

RAW CAPTURE

For those who need the utmost in dynamic range from a digital cinematography camera, recording RAW files is the alternative to using a log transfer characteristic. RAW files are signals captured directly from a single CMOS sensor that uses a Bayer pattern filter to interpret color (see Fig. 1-13). Before being captured directly to disk, flash memory, or solid-state drive, the sensor’s analog signals are first digitized—yes, linearly—but no other processing takes place, including video encoding or gamma curves. As a result, RAW is not video. Nor is it standardized.

RAW recording first gained popularity among professional still photographers, because it provides them with a “digital negative” that can be endlessly manipulated. As a result, it is the gold standard in that world. RAW recording of motion pictures works the same way, only at 24 frames per second.

It’s called RAW for a reason. Upon recording, each frame has to be demosaicked or “debayered.” Among CMOS sensors with Bayer filters, there are different types of relationships between the number of pixels that make up the final image (for instance, 1920 x 1080) and the number of photosites on that sensor that gather light for each individual pixel. The simplest arrangement is 1:1, where each photosite equals one pixel. In this case, a Bayer filter means that there will be twice as many green pixels/photosites as either red and blue. In the final image, the color of each pixel is represented by a full RGB value (a combination of red, green, and blue signals) but each photosite on the sensor captures only one of those signals (either red, green, or blue). Debayering involves averaging together (interpolating) the color values of neighboring photosites to essentially invent the missing data for each pixel. It’s more art than science.

Next a transfer characteristic or gamma curve must be applied; otherwise, the image would appear flat and milky. White balance, color correction, sharpening—every image adjustment is made in postproduction. All of this consumes time, personnel, and computer processing power and storage, and none of it will satisfy those with a need for instant gratification. But the ultimate images can be glorious. It’s like having a film lab and video post house in your video editing workstation.

RED pioneered the recording and use of RAW motion picture images with the RED One camera and its clever if proprietary REDCODE RAW, a file format for recording of compressed 4K Bayer images (compression ratios from 8:1 to 12:1). In this instance 4K means true 4K, an image with the digital cinema standard of 4,096 pixels across, like a film scan (instead of 3,840 pixels, sometimes called Quad HD by the video industry). REDCODE’s wavelet compression enables instant viewing of lower-resolution images in Final Cut Pro and other NLEs by use of a QuickTime component, and full resolution playback or transcoding when using the RED ROCKET card (see Fig. 3-8).

Both ARRI’s D-21 and Alexa can output uncompressed 2K ARRIRAW by dual-link HD-SDI, usually to a Codex Digital or S.two disk recorder. Uniquely, it is 12 bit and log encoded. ARRI says that 12-bit log is the best way to transport the Alexa’s wide dynamic range. Actually, an ARRIRAW image is captured at 2,880 pixels across and remains that size until downscaled to 2,048 pixels (2K) upon postproduction and completion of effects.

The Sony F65 digital cinema camera captures 4K, 16-bit linear RAW with a unique 8K sensor (20 million photosites) that provides each 4K pixel with a unique RGB sample—no interpolation needed. Onboard demosaicking provides real-time RGB output files to a small docking SRMASTER field recorder that carries one-terabyte SRMemory cards.

More within reach for independent filmmakers is Silicon Imaging’s SI-2K Mini with its 2⁄3-inch

sensor and 2K RAW output captured using the CineForm RAW codec, a lossless wavelet compression similar to REDCODE. The Blackmagic Cinema Camera is an even-more affordable option (see p. 29).

Like video cameras that provide log output, motion picture cameras that output RAW files let you monitor a viewable image during production. By means of a LUT, they typically output an image close to standard ITU-R 709 gamma so you can get a rough sense of how the image will look after processing.

A wide latitude is always more flexible and forgiving. A side benefit to the filmlike latitude provided by cameras with log and RAW output is that DPs can once again use their light meters for setting scene exposure, just as in film, using the camera’s ISO rating.

Other Ways to Extend Dynamic Range

When you go into the world with a camera, you’re constantly dealing with situations in which the contrast range is too great. You’re shooting in the shade of a tree, and the sunlit building in the background is just too bright. You’re shooting someone in a car, and the windows are so blown out you can’t see the street. When the lighting contrast of a scene exceeds the camera’s ability to capture it, there are a number of things you can do (see Controlling Lighting Contrast, p. 512).

Altering the gamma and adjusting the knee point and slope as discussed above are important tools in allowing you to capture greater dynamic range. Here are some other methods or factors.

USE MORE BITS, LESS COMPRESSION

When you can record video using 10 bits or 12 bits instead of the 8 bits common to consumer and many professional camcorders, you will be able to capture greater dynamic range and subtler differences between tones. With greater bit depth comes a more robust image better able to withstand color and contrast adjustment in postproduction. Often an external recording device is the answer. Convergent Design’s nanoFlash records uncompressed HD to CompactFlash cards using Sony XDCAM HD422 compression up to 280 Mbps (see Fig. 1-27). The Atomos Ninja records uncompressed HD to a bare solid-state drive (SSD) via HDMI using 10-bit ProRes (see Fig. 2-19). For no compression, Convergent Design’s Gemini 4:4:4 recorder records uncompressed HD and 2K via HD-SDI, and Blackmagic Design’s HyperDeck Shuttle records 10-bit uncompressed HD, both to SSDs (see Fig. 5-30).

HIGHLIGHTS AND ISO

Video sensors have a fixed sensitivity, and changing the ISO or gain doesn’t make the sensor more or less sensitive, it only affects how the image is processed after the sensor. Changing the ISO when shooting effectively rebalances how much dynamic range extends above and below middle gray. If you shoot with a high ISO (essentially underexposing the sensor), there’s more potential latitude above middle gray, so you actually increase the camera’s ability to capture highlights. If you decrease the ISO (overexposing), dynamic range below neutral gray increases, so you improve the camera’s ability to reach into shadows. This is counterintuitive for anyone familiar with film, where using a faster, more sensitive stock usually means curtailing highlights (because a faster negative is genuinely more light sensitive).

HIGH DYNAMIC RANGE MODE

The RED Epic camera has a mode called HDRx (high dynamic range) in which it essentially captures two exposures of each frame, one exposed normally and one with a much shorter exposure time to capture highlights that would otherwise be overexposed. The two image streams can be combined in the camera or stored separately and mixed together in post. This extends the camera’s latitude up to eighteen stops, allowing you to capture very dark and very bright areas in the same shot.

Black Level

The level of the darkest tones in the image is called the black level. The darkest black the camera puts out when the lens cap is on is known as reference black. Black level is important because it anchors the bottom of the contrast range. If the black level is elevated, instead of a rich black you may get a milky, grayish tone (see Fig. 5-5D).16 Without a good black, the overall contrast of the image is diminished and the picture may lack snap. Having a dark black can also contribute to the apparent focus—without it, sometimes images don’t look as sharp. In some scenes, blacks are intentionally elevated, for example, by the use of a smoke or fog machine. In some scenes, nothing even approaches black to begin with (for example, a close shot of a blank piece of white paper).

In all digital video, the world over, reference black is 0 percent video, also known as zero setup.17 When you’re recording digitally, or transferring from one digital format to another, the nominal (standard) black level is zero. Some systems can create black levels below the legal minimum, known as super blacks.

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Fig. 5-13. Most editing systems operate in component video color space. When you import a file, the system needs to know if the source is an RGB file that needs to be converted to component, or one that is already component (either standard definition Rec. 601 or high definition Rec. 709). Shown here, some options in Avid Media Composer. Compare the code numbers here and in Fig. 5-12. (Avid Technology, Inc.)

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Fig. 5-12. Video levels in RGB and component color systems. (A) In RGB color, used in computer systems, digital still cameras, and some digital cinema cameras, the darkest black is represented by digital code 0 and the brightest white by code 255 (this is for an 8-bit system). (B) In component digital video (also called YCBCR or YUV), used in most digital video cameras, 100 percent white is at code 235. Video levels higher than 100 percent are considered “super white”; these levels can be used to capture bright highlights in shooting and are acceptable for nonbroadcast distribution (for example, on the Web), but the maximum level must be brought down to 100 percent for television. Darkest legal black is at 0 percent level, represented by code 16. RGB has a wider range of digital codes from white to black and can display a wider range of tonal values than component. Problems can sometimes result when translating between the two systems. For example, bright tones or vibrant colors that look fine in an RGB graphics application like Photoshop may be too bright or saturated when imported to component video. Or video footage that looks fine in component may appear dull or dark when displayed on an RGB computer monitor or converted to RGB for the Web. Fortunately, when moving between RGB and component, some systems automatically remap tonal values (by adjusting white and black levels and tweaking gamma for midtones).

BLACK STRETCH/COMPRESS

Some cameras have a black stretch adjustment that can be set to increase or decrease contrast in the shadow areas. Increasing the black stretch a little brings out details in the shadows and softens overall contrast. On some cameras, the darkest black can be a bit noisy, and adding some black stretch helps elevate dark areas up out of the noise. Some cameras also provide a black compress setting, which you can use to darken and crush shadow areas. Since stretching or compressing blacks alters the shape of the gamma curve, some cameras simply call these settings black gamma.

Because you can always crush blacks in post, it’s a good idea not to throw away shadow detail in shooting.

Storing Picture Settings for Reuse

Professional cameras provide extensive preset and user-adjustable settings for gamma and many other types of image control. Generally, after you turn off a digital camera, your latest settings are retained in memory, available again when the camera is powered up.

Most cameras permit gathering together various image-control settings and storing them internally, to be called up as needed. These collections of settings are called scene files in Panasonic cameras, picture profiles in Sony cameras, custom picture files in Canon cameras, and camera process in JVC cameras. Typically you are able to store five to eight of these preprogrammed collections.

Many cameras also permit convenient storage of your settings on setup cards (usually inexpensive SD cards), allowing you to transfer settings from one camera to another or later restore the same settings for different scenes. These settings pertain only to the exact same model of camera.

Scene files or picture profiles make it easy to experiment with different looks. If you want to experiment with a particular gamma, for instance, hook up your digital video camera to a large video monitor (set to display standard color and brightness) and look carefully at how the image changes as you adjust various parameters of that gamma. Aim the camera at bright scenes with harsh contrast and also low-key scenes with underexposed areas. Inspect extremes of highlight and shadow detail. Often one size doesn’t fit all, but with the ability to save and instantly call up several collections of settings, you can determine what works best for you before you shoot. It’s a great way to get to know a digital video camera intimately.

DIGITAL VIDEO RECORDING—HOW IT WORKS

The Basic Idea

Before digital recording existed, there was analog. In analog recording, changes in light or sound are represented by a changing electrical signal. When a singer holds a microphone and starts to sing louder, the electrical voltage in the wire coming from the microphone increases. We can say that changes in the electrical signal are analogous to changes in the sound. If we use an analog tape deck to record the singer, those electrical changes are translated yet again into changes in magnetism on the tape. All these translations introduce small distortions and reduce the quality of the recording. When you copy an analog recording (and then make a copy of the copy) yet more distortions are introduced and the quality is reduced further.

The idea of digital recording is to express changes in light or sound as a set of binary numbers, ones and zeros, that represent those changes as precisely as possible. We can then transmit, record, and copy those basic digits with no translation errors. The copy is then a perfect clone of the original.

As a very simplistic idea of how digital transmission can be superior to analog, think of the “telephone” game kids sometimes play. A group of people sit in a circle and the first person whispers a phrase to the person on the right. Then that person whispers it to the next, and so on around the circle. Say, in this particular game, we use a musical tone instead: A woman plays a note on a piano, a B flat. The man next to her hears it, then tries to hum it to the next person. His pitch isn’t perfect and neither is the next person’s, and by the time you get around the circle the note sounds a lot different from what came out of the piano. This is the “analog” version of the game.

In the “digital” version, the woman doesn’t play the note, but writes “B flat” on a piece of paper. The man copies what she’s written (and checks that it’s the same as the original); then the guy next to him copies and checks it again; and so on down the line. By passing along this written version of the note, when it comes fully around the circle, we can still know exactly what that note is and play it again on the piano.

Digital recording works by sampling the audio or video signal at regular intervals of time; each sample is a measurement of the voltage at that one slice in time. That measurement is converted to a number that can be recorded on tape or on disk (converting the voltage to a number is called quantizing). Once the number is recorded, we can pass it along, much like the written B flat in the game, and reproduce it exactly even after many copies have been made.

In digital systems, all numbers are expressed in binary code, which uses a series of ones and zeros. (The number 5 would be 101 in binary.) Each digit in a binary number is a bit (101 is thus a three-bit number). By convention, eight bits together make a byte. The entire process of converting a video or audio signal to digital form is called digitizing and is done by an analog-to-digital (A/D) converter, which is usually an internal chip or card. To view the picture or hear the sound, we need to convert it back from digital to analog form using a digital-to-analog (D/A) converter, because our eyes and ears are analog, not digital.

The process of digitally recording video shares a lot with digitally recording audio, but there are differences. Let’s look at video first. Digital audio recording is described on p. 405.

Digital Video Recording—With Buckets

See Camera and Recorder Basics, p. 5, before reading this section.

Let’s look at how a digital video camera converts light to a digital recording. The camera’s sensor is a grid of thousands or millions of photosites that are sensitive to light. We’ll assume here that each photosite equals one pixel, or picture element in the image (which is not always the case). For the rest of this discussion, we’ll use the more common term, pixels, instead of photosites.

Each pixel is a receptor that collects light (photons) when the camera shutter is open. To use a simple analogy, we can think of each pixel as a tiny bucket that collects raindrops (see Fig. 5-25). We

put out a large number of buckets in a grid and uncover them (opening the shutter), and rain falls into the buckets. Then we cover them again (close the shutter) and measure exactly how much fell into each bucket.

In the actual camera sensor, each pixel gets a different amount of light depending on whether it’s in a bright area of the picture or in shadow. The sampling aspect of digital video takes place both in space (light is measured only where the pixels are) and in time (light is collected only during the time the shutter is open).

Returning to the water buckets, let’s imagine that along the side of each one there’s a numbered scale, with 0 at the bottom and 4 at the top. We can walk from bucket to bucket, writing down the water level in each according to that scale: for a half-full bucket we’d record a number 2; a full bucket would be a 4. We now have a list of numbers that describes how much water is in every bucket in this large array of buckets. We’ve converted the pattern of rainfall to numbers. This is quantizing.

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Fig. 5-25. Digital video recording—the bucket version. (left) Buckets placed on the ground in a grid pattern collect different amounts of rainwater depending on where they are in the scene. This is akin to how pixels in the camera’s sensor collect different amounts of electric charge after being struck by light from the scene. (right) These two buckets have the same amount of water. The measurement scale on the upper bucket has only four levels, so the water level would be considered either 2 or 3, introducing a half-unit error (there’s no such thing as 21⁄2 in digital). The scale on the lower bucket

has eight levels, so we can say the water level is precisely 5 units with no error. In the digital equivalent, the scale on the lower bucket can be thought of as having greater bit depth or precision. (Steven Ascher)

If we wanted to, we could set up an identical set of buckets somewhere else, fill them with water according to our list of numbers, and reproduce the original pattern of rain.

This is essentially how digital imaging works. The pixels are struck by different amounts of light and respond by creating different amounts of electrical charge. The A/D converter measures the charge at each pixel and converts it to a number.22 That digital number (after a lot of digital signal processing) can then be sent to a video monitor and converted back into light.

For a high-fidelity recording, we want to be able to reproduce the original scene as closely as possible. One key factor is how many pixels (buckets) we use; more on that below. Another factor is how precisely we measure the level of each one. In our rainwater example, the scale on the side of each bucket has four levels. But what if the level of water in one bucket were exactly halfway between level 2 and level 3? In digital systems, you can only record whole numbers, so we’d have to score what was actually a 21⁄2 as either a 2 or a 3—introducing a rounding error that makes our recording

inaccurate (see Figs. 5-25 and 10-3). In technical terms, this is a quantizing error.
For more precision, we could use buckets that had a finer scale, say from 0 to 8. Now we could

score that same water level as precisely a 5, with no error. This is the concept of bit depth or precision. A two-bit system gives us four levels on the scale; a three-bit system gives us eight levels. The more levels (bits) we have, the more precisely and accurately we can measure the water in each bucket.

It’s also important to think about what happens with buckets if they get too little or too much rain. If only a few drops fall in a bucket we can’t measure it, because it’s below our lowest level on the scale. In digital terms, that amount of light will be lost in the noise. And if too much rain falls, our bucket will overflow and stop collecting rain. When a pixel has absorbed all the photons it can handle, it becomes overexposed and stops responding. This is what happens when the sensor becomes saturated, and the light exceeds the exposure range of the camera (see p. 185).

PIXELS AND RESOLUTION

The Pixel Array

The digital video frame is made up of a lattice or grid of pixels. As discussed in Chapter 1, video formats differ in their number of pixels and in the number of horizontal lines the pixels are arranged in (see p. 8). Take a look at Fig. 5-26. The top image is divided into a lattice of fairly large pixels in relatively few horizontal lines. The middle image has far more pixels in the same area and more horizontal lines. The middle image is capable of capturing finer detail—its resolution is higher.

If the number of pixels is too low, the image will look unsharp, and other artifacts may be introduced. One such defect is aliasing, which can produce a moiré pattern (see Fig. 5-18) or cause diagonal lines in the frame to look like jagged stair steps (see Fig. 1-11).

If the number of pixels is high enough, the eye can’t even discern that the image is divided into pixels at all. Compare Fig. 12-33, which is the same image with yet more (and smaller) pixels. HD video formats have higher resolution than SD formats in part because they have more horizontal lines and more pixels.

Interestingly, our ability to judge resolution in an image is directly related to how large the image appears. You can hold Fig. 12-33 fairly close to your face and it looks fine. With Fig. 5-26, which is a lower-resolution version, it looks pretty bad from close up, but if you view it from several feet away, it looks sharper. As you step back, the pixels start to disappear and the image begins to look continuous. In the ongoing debate about how much resolution we really need in our cameras and video formats, key questions are: How big is the screen? From how far away are you viewing it? For example, many people argue that in typical living room viewing conditions consumers can’t see the difference between 1080p (1920 x 1080 pixels) and 720p (1280 x 720 pixels). When it comes to theatrical distribution, people debate how much difference audiences can detect between 1080p, 2K (about 2048 x 1080), and 4K (4096 x 2160); for more, see p. 71. It depends on screen size and how far back you sit in the theater.

Bit Depth or Precision

We’ve seen that resolution can be increased by increasing the number of pixels. We can also improve resolution by measuring the brightness of each pixel more precisely. Remember the buckets and how we could measure the water level more precisely with a finer scale?

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Fig. 5-26. (top) A relatively low number of pixels forms a coarse, low-resolution image. (middle) Using more pixels in a finer grid produces a higher-resolution image. (bottom) This image has the same number of pixels as the middle image but the bit depth is only three bits per pixel instead of eight. Note the discontinuous tonalities. Try viewing these images from a distance to see how they appear sharper. Compare with Fig. 12-33. Also see Fig. 1-8.

Eight-bit video systems can distinguish between 256 different brightness values for each pixel— which really means, if you think about it, 256 different shades of red, 256 different shades of green, and 256 shades of blue. For a total number of color combinations of 2563. In the millions.

Sixteen-bit systems yield 65,536 gradations of each color. Or 65,5363 combinations of colors. That’s a lot more colors. In the millions of millions.

The more gradations, the finer the detail you can render. Greater bit depth particularly facilitates any manipulation like color correction or recovering shadow detail that involves stretching image tones.

In Fig. 5-26, the middle image uses 8 bits, while the bottom image (which has the same number of pixels) has only 3 bits per pixel. Notice how the shading on the wall and on the man’s face is relatively continuous in the middle picture and is blocky and discontinuous in the lower picture (this discontinuity is called banding or posterization).

The bottom image in Fig. 5-26 has no more than eight levels of brightness from black to white— you can actually count each level on the wall. Clearly, this is very unlike the way the scene appeared in

reality. Unsurprisingly, you won’t find any 3-bit camcorders on the market.
Many video formats use 8 bits, a few have 10- or 12-bit precision, and some high-quality HD

systems use 16 bits. Increasing the number of bits beyond a certain point isn’t necessarily directly visible to the eye. However, there are various types of digital processing (such as effects work and color correction) where any errors get multiplied, so having more precision helps prevent visible artifacts. The downside of using more bits is that it means more data to process, store, and transmit.

Pixel Shape

Not all pixels are created equal: the shape (proportions) depends on the format. The pixels in computer video systems and most HD video formats are square (see Fig. 5-27). However, the pixels used in SD video formats, and in 1080 HDV (but not 720p HDV), are rectangular (nonsquare). NTSC 601 nonwidescreen video uses pixels that are slightly taller than they are wide. PAL 601 nonwidescreen video has pixels that are slightly wider than they are tall.

Pixel shape can be described as a number: the pixel aspect ratio (PAR). It’s the ratio of pixel width to height, like the way display aspect ratio is expressed (see Fig. 1-12). Nonwidescreen 601 and NTSC DV have a pixel aspect ratio of 0.9; for wide-screen it’s 1.2. PAL nonwidescreen is 1.066; widescreen is 1.42. Both 1080 HDV and DVCPRO HD are 1.33.

If you work in only one format, pixel aspect ratio is usually not a major concern. Most editing systems make the necessary adjustments when you input video from the camera. However, if you are working with a mix of formats that have different PARs, or you’re creating graphics in an application like Photoshop, you need to be aware of it. Figure 5-27 shows that a ball originating in a square pixel format looks horizontally squished when shown in a format with narrower pixels. Similarly, if you create titles in a graphics program and import them into your SD video they could become distorted if not built and converted correctly. To avoid image distortions, consult the manuals of your graphics and editing software when combining material with different pixel aspect ratios.

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Fig. 5-27. Pixel aspect ratio. When converting between formats or systems that have different-shaped pixels, the image can become distorted if adjustments aren’t made. (A) An image created in a square pixel format (such as HD or any computer graphics application) can look horizontally squeezed when imported into standard definition NTSC-based formats, which use tall, nonsquare pixels. (B) An image created in an NTSC-based format can look horizontally stretched when shown on a computer monitor (which displays square pixels) or imported into a computer graphics application. Note that settings vary, and some apps compensate automatically, so your results may not be distorted or may be distorted in different ways. The NTSC and PAL pixel aspect ratios indicated on the right are for nonwidescreen formats.

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Fig. 5-28. An MTF (modulation transfer function) chart shows how well an imaging device (such as a lens) or a combined system (such as a lens plus a video camera, or a lens plus a film stock) can reproduce the contrast between black and white bars. On the left, the bars are far apart and the contrast is 100 percent. As we move to the right, the bars are thinner and more closely spaced; eventually they appear to blend together into gray (0 percent contrast). This point is the limiting resolution. System A

can distinguish finer details than System B and has higher resolving power. However, B has better contrast in the middle range, which, for audiences viewing images from a distance, may make it look sharper.

A perhaps more useful measurement system is MTF (modulation transfer function), which looks at contrast as well as resolution. MTF examines a pattern of alternating black and white lines, specifically measuring the contrast between them. While TV lines per picture height measures only the top limit of resolution (which represents fine details that may not be that critical when images are viewed from far away), MTF looks at how the image holds up across a whole range of lines, from thick, widely spaced bars (low frequencies) to the finest lines (high frequencies). When the lines are relatively wide, any video system can recognize that the black lines are deep black and the white lines are bright white. (This is high contrast or “100 percent modulation.”) But as the lines get very narrow, blurring across the borders between the lines makes the black bars lighter and the white bars darker, which reduces contrast. If the lines are so narrow that they exceed the resolution of the system (this is the TVL/ph limit) they all appear as gray. MTF can be used to compare lenses, cameras, film stocks, recording format, displays, or all together as a complete imaging system.

Bear in mind that even if a format or camera is theoretically capable of a certain resolution, many things can conspire to reduce resolution, including a low-quality lens, poor focus, or an unsharp monitor. Also note that sometimes a less sharp image looks better than an apparently sharp one (see p. 71).

Resolution and Sharpness

The resolution of a video image refers to its ability to reproduce fine detail. When fine detail is rendered clearly, an image will often look sharp to the eye. But sharpness is a complicated topic. There are many factors that play a part in apparent sharpness. These include the measurable fine detail of the image (resolution), the contrast of the picture (higher-contrast images tend to look sharper than low), and the distance from which we are viewing it (the farther away and smaller an image is, the sharper it looks). In the end, audiences care about the subjective perception of sharpness and not about resolution per se.

Particularly when comparing video formats or cameras, people look for numerical ways to express resolution and sharpness. All of them are useful to some extent, but none of them perfectly correlates to the actual experience of looking at video footage. If camera X has 10 percent better numbers than camera Y, it won’t necessarily look that way on screen.23

When talking about resolution, the first thing to consider is the frame size, particularly the number of horizontal lines. Standard definition DV has 480 horizontal lines of pixels; high definition HDCAM has 1080. HDCAM is thus a higher resolution format. Even so, you could have two formats that have the same number of lines, but different resolution due to one being interlaced and the other progressive (the latter is higher resolution). Bit depth or precision plays a part too: a 10-bit format has a higher resolution than an 8-bit format with the same pixel count. When comparing two cameras that record the same frame size, there can be differences in resolution due to the particular sensor, compression, or lens, or factors like frame rate (higher frame rates look sharper due to less motion blur).

Various methods are used to evaluate images.

One technique is to look closely at a test pattern of finely spaced vertical lines. The higher the resolution of the format, the smaller and more tightly packed the lines can be and still be distinguishable. If you were shooting a picket fence, how small could the fence be and still have individual slats visible? This can be measured in TV lines per picture height (TVL/ph). “Per picture height” means that instead of counting lines all the way across the frame, we measure only the same distance as the height of the picture. This allows comparisons between widescreen and nonwidescreen images.

Don’t confuse TV lines with the horizontal scan lines described above, or with the line-pairs-per- millimeter measurement used to evaluate film stocks. If someone says, “DV has a resolution of 500 lines,” that person is referring to TV lines per picture height. TV lines are a rather inexact, simplified way to discuss resolution.

Fig. 5-28. An MTF (modulation transfer function) chart shows how well an imaging device (such as a lens) or a combined system (such as a lens plus a video camera, or a lens plus a film stock) can reproduce the contrast between black and white bars. On the left, the bars are far apart and the contrast is 100 percent. As we move to the right, the bars are thinner and more closely spaced; eventually they appear to blend together into gray (0 percent contrast). This point is the limiting resolution. System A

Still Images and Video

If you’re familiar with digital still photography or printing still images, you probably have a number of concepts in your head that don’t apply to digital video. For example, the idea of talking about an image file’s resolution in terms of dots per inch (DPI) or pixels per inch (PPI), which refer to the relationship of a digital image to how large it will eventually be printed on paper. This is irrelevant in digital video or images used on the Web.24 In video, the size of the picture is simply its dimensions in pixels: how many pixels wide by how many pixels high. Sometimes people talk about video having a “resolution of 72 PPI,” but that’s merely a way to estimate how large an image will look on a monitor using numbers some people are familiar with.

Say you want to have a shot in your movie in which you zoom in on a still image. When you go to import the digital still or scan a photograph, all you care about is its dimensions in pixels. PPI or DPI numbers, which you may see in Photoshop or in a digital file’s metadata, mean nothing in this context.25 A still image with a lot of pixels relative to the video format you’re working in may allow you to move in close and see details; an image with relatively fewer pixels will usually look soft or reveal individual pixels if you go in too close. If the image is too small to do a zoom with high quality, you can sometimes help yourself a little by scaling up the image to a larger size with a high- quality scaler (even so, you can’t truly add resolution). Experiment with resizing settings in Photoshop or an application like PhotoZoom Pro that has sophisticated scaling algorithms. Sometimes sharpening the image helps too. For more on using stills in your movie, see p. 594.

WORKING WITH DIGITAL DATA

While movies are about characters and stories, the tools of moviemaking are increasingly about creating, moving, and storing digital data. Even if you don’t consider yourself a computer wiz, a little knowledge of basic concepts and common equipment can help you navigate this world.

You can think of digital audio and video as a stream of digits: ones and zeros. Different formats

create different-sized streams. If data were water, imagine that the data stream produced by standard definition DV could flow through a thin garden hose. By comparison, uncompressed high definition 1080p might need a thick fire hose to move the data fast enough. The amount of information flowing every second is the data rate. The term bandwidth is also used to talk about data rate. Bandwidth is like the diameter of the hose. A high bandwidth connection can pass a lot of data quickly (high-speed Internet connections are called broadband). A connection with low bandwidth, or low throughput, has a relatively narrow hose.

In Appendix B, you can see a comparison of different formats and how much data they generate. Data rates are often expressed in megabits per second (Mbps). You will also see them as megabytes per second (MBps—note the capital B). There are eight bits in a byte, so a megabyte is eight times bigger. To review basic digital quantities: a kilobyte (KB) is 1,000 bytes; a megabyte (MB) is 1,000 KB and is often referred to as a “meg”; a gigabyte (GB) is 1,000 MB and is called a “gig”; and a terabyte (TB) is 1,000 GB.

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Fig. 5-29. Data and video connectors. (A) USB 2.0 male A connector. (B) USB 2.0 Mini B connector. (C) USB 3.0 male A connector (USB 3.0 is faster than 2.0 but this connector is backward compatible with 2.0 ports). (D) USB 3.0 male B connector. (E) FireWire 800 (IEEE 1394). (F) FireWire 400 four- pin connector. (G) FireWire 400 six-pin (the two extra pins supply power). (H) DVI connector. (I) HDMI connector. For other common connectors see Figs. 3-14, 10-13, and 10-32. (Belkin Corporation)

DIGITAL CONNECTIONS

When you work with cameras, monitors, computers, and editing systems you’ll have many situations where you need to connect pieces of gear together. You may have several options depending on the equipment, the video format, and what you’re trying to do. It’s easy to get confused when talking about these connections because several factors can be involved:

The original recording itself: what format it’s in and the data rate being used.
The output and input options of the equipment you’re using: an HD camera, for example, might be able to output your recording as digital HD via an HDMI cable or as analog NTSC via a composite cable.
The actual cables and connectors between machines: in some cases, one type of connector can carry only one of the options; in others, the same cable might be used for different formats.

As for the first item, you’ll find a listing of some widely used formats starting on p. 21. For the second item, you find the video color systems and how they compare on p. 207. Regarding number three, here are the main types of connection technologies.

USB

Universal Serial Bus is a common, low-cost connector found on all computers. USB 2.0, with data rates up to 480 Mbps, has some video uses (like backing up data) but is usually not fast enough for video editing. Newer USB 3.0 connectors support data transfer up to about 3 to 5 Gbps, though not all machines have them, and not all are compatible with one another.

FIREWIRE (ALSO CALLED IEEE 1394 OR i.LINK)

FireWire connections have been a mainstay of many consumer and prosumer cameras and computers since the late 1990s. FireWire is an Apple term for what’s defined officially as IEEE 1394. Sony’s name for the same thing is i.Link. Avid calls it simply 1394.

People originally used FireWire cables to connect DV equipment, but many other formats can be used with FireWire, including HDV, DVCPRO HD, and uncompressed SD. The original FireWire system is capable of 400 Mbps and is called FW400. FW800 is twice as fast and is found on many computers and hard drives. FW400 connectors come in four-pin and six-pin styles (the six-pin has two pins to carry power); the FW800 connector has nine pins. FireWire devices can be daisy-chained and with the right cable or adapter you can connect FW400 devices to FW800 devices. However, if you do this the speed of all devices on that bus will only be 400 Mbps.

THUNDERBOLT

Apple and Intel have introduced an exciting connection technology called Thunderbolt that supports two channels of data transfer on the same connector, each up to 10 Gbps. It has the potential to make many other types of high-speed connections obsolete. Thunderbolt is compatible with PCI Express and DisplayPort devices and allows monitors, computers, drives, and other devices to be daisy-chained from one to another. Thunderbolt uses a small connector (see Fig. 14-5) and can supply power to hard drives. As of this writing, Thunderbolt exists on late-model Apple computers and a growing number of hard drives, RAIDs, monitors, and peripherals from various manufacturers. Converters, like AJA’s T-Tap, allow you to output video from a Thunderbolt port to a monitor ’s HDMI or SDI input.

HDMI

High Definition Multimedia Interface is a single-cable connection technology for uncompressed high definition, including audio and metadata, that is finding wide use in connecting cameras, monitors, Blu-ray players, and many other devices (see Fig. 5-29). HDMI version 1.3 supports all HDTV standards as well as RGB 4:4:4, and eight channels of audio at up to 10 Gbps. The newer HDMI 1.4 version also supports 3D formats and digital cinema 4K formats. Some Sony cameras like the NEX-FS100 can embed 30p or 24p SMPTE timecode along with 2:3 pulldown markers in HDMI 1.3.

SDI, HD-SDI, AND DUAL LINK

Serial Digital Interface (SDI) is used widely in professional video equipment. SDI can carry 8- and 10-bit 4:2:2 standard definition video with up to eight channels of digital audio. Sometimes referred to as SMPTE 259M, this connection is capable of a data rate up to 270 Mbps and uses BNC cables (see Fig. 3-14).

HD-SDI is a faster version, up to 1.485 Gbps, capable of carrying component HD video. Also known as SMPTE 292M.

For higher speeds, both SDI and HD-SDI can be used in dual-link configurations (sometimes with two cables but there is a dual-link 3 Gbps HD-SDI standard that uses one cable). When a Sony F35

outputs uncompressed 4:4:4 high definition video, it uses a dual-link HD-SDI connection to a HDCAM-SRW1 field recorder, as does an ARRI Alexa when it outputs RAW to a Codex Digital or S.two digital disk recorder.

When you require SDI or HD-SDI, use real SDI cables, and not standard coax composite cables that also use BNC connectors and look similar. This is especially important for long cable runs.

ETHERNET

Some recorders and playback decks have the ability to communicate and send files over the Internet through direct Ethernet connections to a camera or computer. If you have a wired computer network in your home, you’re probably familiar with the Cat. 5 Ethernet cable and connector. Some cameras have a gigabit Ethernet connection that can handle data rates up to 1,000 Mbps.

HARD DRIVE STORAGE

There are lots of ways to store digital data, including flash memory cards, SSDs (solid-state drives that use a form of flash memory), hard drives, videotape, optical discs (like DVDs and Blu- rays), and LTO linear tape cassettes. The choice between them depends on cost, speed, convenience, and other considerations. Memory card, tape, and drive systems used primarily for shooting and archiving are discussed in earlier chapters. In postproduction and editing, hard drive storage systems are most commonly used, though SSDs (much more expensive) are gaining popularity due to their high data transfer speed and robustness.

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Fig. 5-30. Blackmagic Design’s HyperDeck Shuttle is a compact video recorder that can capture uncompressed 10-bit HD or SD files to removable flash media SSDs. Connects to a camera via HDMI, HD-SDI, or SDI. Uncompressed files in a QuickTime wrapper are compatible with most editing systems, and material can be edited directly from the SSD. (Blackmagic Design)

Though editing can be done on a computer with only one drive (such as a laptop), it’s generally recommended that video and audio media not be stored on the same physical hard drive on which the OS (operating system) and NLE application are installed.26 If your computer has open bays, you can add additional internal drives, which provide fast data flow. External drives have the advantage that you can bring them from system to system as needed.

Hard drive systems vary in terms of the type of interface between the drive and the computer, and in terms of how the drives are configured: Are they independent disks or grouped together into RAIDs? Are they part of a shared-storage network? Do they provide redundancy in case some of the data is lost or corrupted?

As we’ve seen, video formats vary widely in their data rates. When you choose a hard drive system, make sure it’s up to your needs in terms of throughput (data transfer rate) and seek time (how

fast data can be accessed). A utility or application on your computer can show you how fast data is being written and read from the drive. In editing, hard drives should be able to handle not just the basic data rate of the format you’re working in, but multiple streams of video for situations when you’re compositing more than one image at a time (see Appendix B for data rates).

When buying individual hard drives, check their rotational speed (faster is better for video, usually at least 7200 rpm). Some drives are formatted for Mac systems, others for Windows. You can easily reformat a drive to work on your system (use Drive Utility in Macs; use Disk Management in Windows).

Be sure to consult knowledgeable people before choosing drives or setting up a system.

Hard Drive Interfaces

Hard drives can be installed in or attached to a computer using various technologies. The interface or bus that connects the drive(s) and the computer determines in part how fast the connection is, how long cables can be, and how many drives can be grouped together. The following are some of the main interface types as of this writing.

SATA

Serial ATA (SATA) drives are used widely in computers and make for affordable internal storage (within the computer case). Larger computer cases have room for additional SATA drives inside. When SATA drives are used in an external enclosure, an eSATA interface can be used to connect the drives to an eSATA adapter in the computer. SATA version 3.0 can transfer data at up to 6 Gbps.

FireWire drives

A FireWire drive is simply a SATA drive with a FireWire “bridge” board mounted in a single hard drive enclosure. They are easy to set up and relatively inexpensive. As discussed above, FireWire connections come in FW400 and FW800 versions. Although FireWire allows devices to be daisy-chained, you’ll get better performance (fewer dropped frames) if the media drives are on a different bus—digital signal path—than the deck or camera. Adding another FireWire controller card (set of FireWire connectors) to the PCI Express slot at the back of your computer isn’t hard.

Fibre channel combines high data rates several orders faster than FireWire with the ability to network many drives or devices together, with long cables between computer and drives. Fibre channel systems can be expensive.

SCSI

(pronounced “scuzzy”) drives offer high performance and can be grouped together in high-capacity configurations. SCSI drives, once common, are used rarely for video today. They are more complex and more expensive than FireWire.

RAIDs

Several drives can be operated together as a single unit in a RAID (redundant array of independent disks). RAIDs can be made up of hard drives or SSD flash memory drives. Drives can be configured in different types of RAIDs for different purposes. Whichever type of RAID is used, the drives work together and are treated as one giant drive or “volume” by the computer.

  • A set of drives in the RAID-0 configuration spreads data across multiple drives (called striping). RAID-0 both multiplies disk space and increases the data transfer rate, which may be needed for high definition and uncompressed formats. With striping, the system alternates between more than one disk at a time when writing and reading data, avoiding bottlenecks.
  • RAID-1 configures drives for mirroring, in which the same data is placed on two or more drives at once for full redundancy.
  • RAID-3 further protects against drive failures or corrupt data by using a technique called parity, which involves placing a reference copy of the data on a dedicated disk to safeguard against errors.
  • RAID-5 is popular for video editing with Macs and uses a combination of striping for speed and parity for safety (if a drive goes down, data can be rebuilt after the damaged drive is replaced). Since some storage space is used for this level of protection, four 1 TB drives in a RAID 5 configuration give you 3 TB of storage.
  • RAID-6 is fast and provides maximum protection (some say it’s for the paranoid).

A RAID system can be controlled with just software, or with a dedicated hardware controller attached to the computer. The latter is faster and reduces the load on the CPU. Be sure to get a RAID designed specifically to handle video.

Sometimes several drives are housed in the same enclosure, but are independent and not in a RAID configuration, so the computer just sees them as separate drives. They may be called JBOD— Just a Bunch of Disks.

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Fig. 5-31. A RAID is several drives grouped together to improve performance and/or data security. In the rear view of this Mercury Elite Pro Qx2 unit you can see four hot-swappable hard drive bays. (Other World Computing)

Networks

There are many situations in which it’s helpful for several users to access stored video and audio from different workstations or locations. For example, in a postproduction facility, an editor could be cutting a movie while special effects work is done on the same files, while the sound editor is using the same material to prep for the mix.

Many technologies are used to network computers and storage devices together. A local area network (LAN) can be used to transfer files between systems, and sometimes it’s fast enough for editing. A storage area network (SAN) is a more versatile and expensive solution that allows multiple users to work from the same files. Apple’s Xsan and Avid’s Unity systems both use fibre channel and are complex systems requiring expert setup.

The least expensive but often sufficient method is to physically carry portable drives (such as FireWire drives) from machine to machine as needed. This low-tech solution is known affectionately as “sneakernet.”

Hard Drive Storage Tips

When estimating how much hard drive storage you’ll need during production, consult Appendix B to see the storage requirements per hour of material for the format you’re working in (AJA makes a handy calculator, which can be found at AJA.com and as a mobile app). Don’t forget to include extra drives for backup storage. If you’re just starting a project and trying to estimate your future storage

needs, you could multiply the number of shooting days by how much material you plan to shoot each day or you could guess based on the length of the finished piece and the shooting ratio (see p. 360).

When estimating how much storage you’ll need during editing and postproduction, don’t forget to include space for graphics, music, and other files you’ll add during editing (such as outputs of the movie for the Web or finishing) and for the render files and timeline archiving that the NLE will create on its own.

Keep in mind that due to hard drive formatting and the way binary numbers are counted, you get less storage on a drive than the advertised capacity suggests (for example, a “1 TB” drive usually only has about 930 GB available storage). Also, many people feel you should leave 10 to 25 percent of a drive unused (filling a drive too full can result in slow data transfer).

Cleaning up unneeded files and doing maintenance can make a big difference. When using a Mac system, DiskWarrior is highly recommended to rebuild directories on a regular basis, which can help with performance and prevent crashes and data loss.

Generally speaking, all hard drives crash eventually. Your data is not secure if it’s on only one drive. Back up your data and don’t leave your backups in one location (see pp. 92 and 117).

FILE FORMATS AND DATA EXCHANGE

The digital systems we use to make movies involve lots of data. To exchange files between different systems, the data has to be packaged so it can be correctly interpreted. For example, when a digital video camera makes a recording, it doesn’t just record the pixels that make up each frame, but also lots of data about things like the frame rate, timecode, audio, and sampling rate. As another example, a digital editing system doesn’t simply play one shot after another, but works with all sorts of associated information, including how to transition from one shot to the next, how loud to play the audio, and what shape the frame should be.

We can divide all this information into two groups. The pictures and sounds themselves are the media (sometimes called the essence). The metadata is all the other information about how to play or edit the media, including things like the name of the file and the date it was created. Metadata is data about data. If making a movie were like baking a cake, the media files would be the ingredients and the metadata would be the nutrition label and/or the recipe.

To make movies, we need ways to transfer both the media and the metadata from a camera to an editing system, from one editing system to another, or from a disc to a video player. There are several file formats that serve as containers (also called wrappers) to bundle the media and metadata together and describe how they’re stored, which makes it easier to work with them (see Fig. 5-32).

When you shoot video with a digital camera, the video is compressed with a codec (see Digital Compression, p. 245). For example, you might record using the AVCHD or DV codecs. The audio may be uncompressed or recorded with a different codec (for example, Dolby Digital). The movie file your camera records to a memory card or hard drive is made by wrapping the video and audio and metadata inside a container file format.

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Fig. 5-32. A digital movie file is made up of video, audio, and metadata packaged inside a container

or wrapper. The video may be uncompressed or it may be compressed with one of many possible codecs (such as H.264, DV, DVCPRO HD, etc.). Similarly, the audio may be uncompressed (PCM) or compressed with a codec such as Dolby Digital, MP3, AAC, and so on. Common container formats include QuickTime (.mov), MXF (.mxf), and MPEG-4 (.mp4). When sharing files, it’s important to know the video and audio codecs (if any) as well as the container format.

Container formats vary. Some are designed to be open exchange formats, allowing you to conveniently transfer media and metadata from one platform to another. Other wrappers are proprietary and work only on certain systems or with certain applications. In some cases, you might have video wrapped in one format, and you need to unwrap it and convert it to another wrapper format in order to work with it on your system.

File name extensions including .mov, .avi, .mxf, .flv, and .f4v are container formats that may contain different audio, video, or image formats. Your NLE may be able to import a given container file, but to work with the data it contains, the NLE needs to have installed the codec(s) that were used to compress the video and audio when the file was made.

This issue often comes up when people share footage or a movie that they’re working on. When exchanging files, keep in mind that it’s not just the container that matters. If someone says, “I sent you a QuickTime of the scene,” you need to know what codec she used to make the QuickTime file, because if you don’t have that codec on your machine, you may not be able to play the file. All of the wrappers listed below can contain a wide range of codecs. Often, instead of directly passing files back and forth, a production team will share material by posting to a website or a video-sharing site like YouTube or Vimeo. This has several advantages, including not having to exchange large files and usually not having to worry about whether the person you’re sharing with can handle a particular codec or wrapper, since the sharing site will convert to commonly used formats. For more on making a movie file to share, see Exporting a File, p. 614.

Wrappers are used in both production and postproduction. In an ideal world, projects could be edited on any system in any format, then have the video, audio, and metadata wrapped so that the project could be transferred to any other system for display or for further work. That level of universal, seamless interchange is not yet here.

Some Common Wrappers

QUICKTIME. QuickTime was developed by Apple and is supported by a wide range of applications. Software from Apple is available for compatibility in Windows, though not all codecs may be supported. QuickTime files normally have the extension .mov.

MPEG-4. The newer MPEG-4 container file format (.mp4 or .m4v extension) was adapted from QuickTime. (Creating an .mp4 file from your video may still be called “QuickTime conversion.”) What can get confusing is that while MPEG-4 is a container format, there are also codecs that are part of the MPEG-4 family. An MP4 file, for example, can contain MPEG-4 video in the form of H.264, but it can also contain MPEG-2 video. You have to open it up to find out what’s inside.

WINDOWS MEDIA. Microsoft’s container format has evolved and had various names, including Video for Windows and Windows Media. Like Apple, Microsoft has built a large media creation and distribution system around Windows Media formats and wrappers. Some files have the extension .wmv.

MXF. MXF (Material Exchange Format) is a wrapper used in cameras and editing systems to

facilitate transfer of a wide range of media files and metadata from one system to another. It can be used at all stages of content creation, including acquisition, editing, and distribution. As one example, Sony’s XDCAM EX wraps MPEG-2 files in the MXF format and offers the potential to include such metadata as voice notes from the cameraperson, or GPS location information.

AAF AND OMF. AAF (Advanced Authoring Format) shares many aspects of MXF and is also an open format for exchanging media and metadata between different applications or systems. AAF grew out of an Avid format called OMFI (Open Media Framework Interchange), which is often referred to just as OMF.

AAF is often used in postproduction as a way to transfer project elements such as video, audio, graphics, animation, and effects from one application to another. For example, AAF can be used to export sound files from a nonlinear editing system to a digital audio workstation in preparation for a sound mix. For more on this process, see Chapters 14 and 15.

XML. The XML Interchange Format is not a wrapper or a way to move media exactly, but it’s a tool used to describe data in one application using plain text so it can easily be understood by another. As one example, XML is sometimes used to transfer an editing project from one NLE to another, and it provides information about the sequence, the video and audio settings, and so on. One NLE translates the project from its proprietary system into XML and the other reads the XML and translates that to its own proprietary system. Often, not all aspects of the project survive the translation. XML can be used to generate other types of files, like OMFs or AAFs, which help move files from one app to another.

DPX. Digital Picture Exchange is a nonproprietary container file for uncompressed images; it was originally derived from the Cineon (.cin) files of Kodak motion picture film scanners. DPX supports multiple resolutions—HD, 2K, 4K—as well as timecode, metadata, and embedded audio. Files can be log or linear, and restored on a per-frame basis to reduce the amount of storage required when conforming. DPX is used extensively in Hollywood for effects work.

COMPRESSION METHODS

Different codecs use different techniques to compress video. These are some of the main methods.

Compressing Within a Frame

All codecs compress individual frames. In other words, they take each video frame one at a time, and delete some of the data while trying to preserve image quality.29 This is called intraframe compression or spatial compression. Intraframe means “within the frame.”

Many intraframe codecs use a process called DCT (discrete cosine transform). Versions of DCT are used in DV, DigiBeta, HDCAM, and other formats. Basically, DCT involves analyzing the picture in 8 x 8 blocks of pixels called macroblocks. It then uses sophisticated formulas to delete repetitive information and compact the data.

Another intraframe compression process, called wavelet, used for both video and audio, is gaining popularity. Hollywood’s Digital Cinema Initiatives adopted wavelet-based JPEG 2000 for theatrical distribution partly because any dropouts cause the affected area to turn soft in focus instead of blocky, as DCT codecs do.

Different codecs compress the data by different amounts. For example, standard definition DigiBeta compresses about 2:1; DV uses heavier compression, about 5:1. The more compression, the greater the chance of artifacts, such as the “mosquito noise” that can sometimes be seen in DV images as dark or light pixels around sharp edges and text.

With intraframe compression, each frame stands on its own, independent of the others. This speeds up the compression/decompression process and makes editing much simpler. Apple’s ProRes and Avid’s DNxHD editing codecs are examples of this idea. However, intraframe compression alone creates files that are larger than if interframe compression is also used (see below).

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Fig. 5-33. Interframe compression means compressing several frames in a group (a group of pictures, or GOP). Only the I-frame is independently and completely stored; the P- and B-frames are calculated based on neighboring frames. The P-frame has about half as much data as the I-frame and the B-frames have one-quarter; compared to I-frames, they require more computing time to generate or view them. Pictured here is a 6-frame GOP used in the 720p version of HDV. The 1080i version uses a 15-frame “long GOP.” The longer the GOP, the greater the compression, and the more computing time and power that’s required to work with the material.

Compressing a Group of Frames

Video images can be thought of as existing in the horizontal and vertical dimensions of the frame, as well as another dimension: time. The intraframe compression we just looked at compresses data in the first two dimensions. Interframe compression analyzes a string of frames over time and finds ways to delete repetitive information from one to the next (interframe meaning “between frames”). This method is also called temporal (relating to time) compression.

To get the idea of interframe compression, try looking at some video footage in slow motion.

You’ll notice that very often, not much changes from frame to frame. An extreme example is a “locked off” (nonmoving) shot of an empty, windowless room. You could shoot for an hour and the first frame you recorded and the thousands that follow would be identical. Rather than record each of these individually, we could save a lot of space if we could somehow record just one frame with instructions to keep repeating it for an hour.

Obviously, most video footage has some movement, and some has a great deal, so we can’t just repeat frames. However, codecs that use interframe compression look for anything that stays the same from frame to frame—even if it moves somewhat—and finds ways to reuse the data it already has stored rather than trying to store a whole new frame every time. Interframe compression works by looking at a group of frames together (referred to as a group of pictures, or GOP). The first frame in the group is recorded normally. But for several of the frames that follow, instead of storing a whole picture, the codec only records the differences between the frame and its neighboring frames. Recording only the differences between frames takes a lot less data than recording the actual frames themselves.

Interframe codecs are used for an impressive number of production, distribution, and transmission systems, including formats used in cameras, DVDs, and cable, satellite, and broadcast TV. Interframe codecs include those based on MPEG-2, such as HDV, XDCAM, and XDCAM HD, and those based on MPEG-4, such as AVCHD and H.264 used in DSLRs. In these codecs, each GOP has three types of frames (see Fig. 5-33).

  • I-frames (intraframes) are independent frames that get fully recorded. I-frames are compressed using intraframe compression as described above. I-frames can be thought of as solid anchors that begin each GOP. They can be reproduced by themselves without reference to any other frames.
  • P-frames (predicted frames) have about half as much information as I-frames. The P-frame contains only the differences between itself and the previous I-frame or P-frame. In playback, the codec uses those instructions to rebuild what the P-frame should look like.
  • B-frames (bidirectionally predicted frames) have about one-fourth the information of I-frames. Each B-frame is made up of the differences between I- or P-frames that come before and after it (sometimes B-frames are called “between frames”). This is done by storing a group of frames in memory, making all the calculations, then outputting the frames and instructions in proper order.

Different interframe formats use a different-length GOP. The length of the GOP affects how the compressor handles motion and complexity: the longer the GOP, the more you can compress the data, but that means more processing power is needed to keep up with the calculations. The 720p version of HDV, for instance, uses a 6-frame GOP; the 1080i version uses a longer, 15-frame GOP.

As a filmmaker, what does all this mean for you? Well, the upside of interframe compression is that it results in more efficient compression and more convenient storage. It makes low-cost HD formats like XDCAM and AVCHD possible in the first place.

The downside is that it can create problems in shooting, editing, and distribution. Different versions of MPEG-2, MPEG-4, and other codecs that use interframe compression behave differently, so these problems may or may not apply to the system you’re using. But it helps to understand some of the potential underlying issues, discussed below.

SHOOTING AND EDITING WITH INTERFRAME CODECS

In shooting, problems may result from the way interframe codecs handle footage that has a lot of complexity or action. As discussed, the codec is always looking for redundancy (repetition) between frames. When things don’t change much (remember the locked-off shot of the room?) the codec has very little to do. But when things change a lot, the compressor can get overwhelmed by all the data (the more change, the harder it is for the codec to generate all those P- and B-frames). A shot that has a lot of detail and motion—for example, a tree branch with fluttering leaves or a panning wide shot of a stadium full of cheering fans—could cause the picture to momentarily break up: MPEG-2 may break into blocky, noisy artifacts; MPEG-4 may create less conspicuous artifacts because it uses smaller macroblocks than MPEG-2. On the whole, though, both codecs make excellent HD images with few obvious flaws.

In editing, a long GOP creates other challenges. In a certain sense, the P- and B-frames don’t fully exist (at least they aren’t completely stored); they have to be generated every time you want to look at one. This puts a lot of demand on the editing system when you view or edit individual frames. If you make a cut within a group of pictures, the system has to insert a new I-frame and build a new sequence of I-, P-, and B-frames before the footage can be output (you can’t start a GOP with just P- and B- frames; you always need an I-frame to begin the group).

While editing long-GOP formats is not as straightforward as intraframe formats like DV, most professional and prosumer NLEs, including Final Cut and Avid, can handle them well as long as you have a reasonably fast computer. If you plan to do a lot of effects or have many streams of video, the system can slow down. With some NLEs, you can choose to edit natively with the interframe codec from your camera, but let the system create any effects with an intraframe codec like ProRes or DNxHD.

Another issue arises when you’ve edited the movie and you’re ready to export it from the NLE to a file or on tape. To export an HDV sequence, for example, the NLE must first reestablish the 15- frame GOP structure along the entire length of the project. Depending upon the muscle of your computer’s CPU and the amount of RAM you have, this begins a rendering process (also called conforming) that can take hours (or much longer if the work is feature length or contains many effects layers). Heaven forbid you have a crash in the meantime.

There are a few workarounds to this obstacle. One is to convert all your material to an intraframe codec either while importing it into the NLE or before editing. Many filmmakers shooting with

DSLRs will transcode their H.264 camera files to ProRes or DNxHD when ingesting to the NLE. The transcoded files are then used from that point forward. This increases storage requirements, but working with ProRes or DNxHD often makes the NLE more responsive and can help maintain image quality.

Another possibility when editing HDV with Final Cut Pro is to use one of Matrox’s MXO2 family of devices (see Fig. 5-23) or their Mojito card. These can accelerate HDV playback without requiring conforming. Several Matrox products are available with MAX technology that can accelerate the creation of H.264 files, which may allow you to encode H.264 files in real time when using compatible software.

Compared to HDV, the intraframe compressions used in formats such as DV and DigiBeta are very simple and straightforward. They only have I-frames, and their codecs make no attempt to take into account what happens before or after each frame. They’re also longer in the tooth, dating back further in time. MPEG codecs are more sophisticated and therefore more efficient. So is there a way to have our cake and eat it too? The answer is that there are indeed forms of MPEG-2 (including Sony’s 50 Mbps MPEG IMX) and MPEG-4 (such as Panasonic’s AVC-Intra for P2) that use a one- frame GOP, which is sometimes called I-frame only. The advantages of I-frame only include fewer artifacts and much simpler editing and processing. H.264, part of the MPEG-4 standard, is considered to be twice as efficient as MPEG-2, taking up half the storage for the same quality of image, even in I- frame-only mode (see AVC-Intra and AVC Ultra, p. 26).

Constant and Variable Bit Rates

We’ve seen that shots with a lot of detail or motion require more data to process than ones that are relatively simple or static. With some codecs, the same amount of data is recorded for every frame, regardless of how complex it is. For example, the data rate of DV is 36 Mbps no matter what you’re recording. This is a constant bit rate (CBR) format.

Some formats, however, allow for a higher data rate on shots that are complex or active, and reduce the data rate for scenes that are less demanding. These are variable bit rate (VBR) formats. VBR encoding is more efficient: it provides more data when you need it, less when you don’t. It can result in fewer artifacts and smaller file sizes. The problem with VBR is that it requires more processing power and time to accomplish. In postproduction (for example, when creating DVDs) VBR compression is often done in a two-pass process: in the first pass, the system analyzes the entire movie to gauge where high and low data rates are called for; in the second pass the codec actually does the compressing.

An interesting example of a camcorder design that exploits both CBR and VBR is found in Sony’s XDCAM HD camcorders, the PDW-F330 and PDW-F350, which record 1080i/60 and 1080p/24 using long-GOP MPEG-2 with a choice of 18 Mbps (variable), 25 Mbps (constant, functionally equivalent to HDV), and 35 Mbps (variable).

A FEW COMMON CODECS

There are numerous codecs, and new ones are always being developed. Some are employed in camera formats, some are used primarily in editing, and others are used mostly for distribution. Some codecs are used in all three areas.

See Comparing Video Formats, p. 21, for camera formats and the codecs they employ, including DV, DVCPRO, DVCPRO HD, H.264, and others. Below are just a few other codecs used in video production and postproduction.

MPEG-2

MPEG-2 has been around since the early 1990s and is widely used. (See Compressing a Group of Frames, above, for a basic idea of how MPEG-2 compression works.) MPEG-2 provides superb picture quality, all the way up to HD, and supports widescreen. It comes in a number of flavors (there are different profiles, each of which have various levels), which may behave differently and may not be compatible (a system that can play one may not be able to play another). As mentioned above, it is the codec used in standard definition DVDs and it’s also one of the codecs used with Blu-ray. It is the basis for ATSC digital broadcasting in the U.S. and DBV digital broadcasting in Europe, as well as cable and satellite transmission.

Many professional camcorder systems use MPEG-2 to record HD, particularly Sony camcorders. Sony HDV cameras record MPEG-2 at 25 Mbps (constant bit rate) and Sony XDCAM EX cameras record up to 35 Mbps (variable bit rate), while XDCAM HD cameras record up to 50 Mbps (CBR).

One aspect of MPEG-2 that is generally misunderstood—and this goes equally for MPEG-4 codecs like H.264 below—is that although the decompression algorithms are standardized, the compression algorithms are not. What this means is that while any device that can play back MPEG-2 or MPEG-4 is expecting a standard type of video essence, how the camera gets there in creating a compressed recording is left up to the camera and codec designers. This has huge implications. It means that even though MPEG-2 has been around since the early 1990s, the MPEG-2 codecs of today are vastly superior and will continue to improve. It also means that even though two camcorders from difference manufacturers claim to use the same MPEG-2 or H.264 compression, the results can be quite different depending on the performance capabilities of the particular codec in each camera.

H.264

Versatile H.264 is found extensively in today’s consumer camcorders and DSLRs under the brand name AVCHD. It’s also used in postproduction and across the Web for streaming, for example in YouTube HD videos. Also known as AVC and MPEG-4, Part 10, this codec is twice as efficient as MPEG-2 (which means you can get the same quality with as little as half the data). H.264 is very scalable, which means you can use the same codec for high-quality needs like HD projection and for very low-resolution cell phones. Like MPEG-2, H.264 has several profiles; higher profiles offer better quality at smaller file sizes, take longer to encode, and need more processing to decode in real time. Because of the considerable processing power needed to encode and decode H.264, it can sometimes create bottlenecks when editing on an NLE.

H.264 is supported by many newer systems, including European digital broadcasting and Apple’s QuickTime. It is the basis of Sony’s HDCAM SR and also one of the three mandatory codecs for Blu- ray. To simplify editing while taking advantage of H.264’s great efficiency, Panasonic created an I- frame-only version, which it calls AVC-Intra, for use with its P2 cards (see p. 26).

The successor to H.264, called High Efficiency Video Coding (HEVC) or H.265, is already on the horizon. H.265 is said to achieve the same or better image quality as H.264 at half the data rate.

Windows Media Video

Microsoft’s WMV (Windows Media Video) is a competitor of MPEG-4 and offers many of the same advantages. Like MPEG-4, it has different profiles that can be used for high- and low-quality applications. WMV is sometimes called VC-1. As of this writing, Windows Media 9 is the most recent version and one of the three mandatory codecs for Blu-ray.

Apple ProRes

Apple introduced ProRes compression for editing with Final Cut Pro, originally positioning it as

a kind of universal codec into which many other formats can be converted for editing and finishing. It has been so popular, and offers such good quality, that cameras like the ARRI Alexa and external digital recorders like the AJA Ki Pro and Atomos Ninja offer it as a recording codec, allowing you to go directly to editing with no transcoding or processing necessary (see Figs. 2-19 and 5-11). ProRes is stored in a QuickTime container (files have the extension .mov) and can be edited with Final Cut or NLEs made by other companies.

ProRes is really a family of codecs, all of which are I-frame only (intraframe compression) and offer fast encoding and decoding at data rates much lower than uncompressed video. All ProRes versions use variable bit rate (VBR) encoding.

ProRes 422 supports SD and full-resolution HD (both 1920 x 1080 and 1280 x 720) at 4:2:2 color sampling with 10-bit precision. Normal quality is targeted at 145 Mbps, and there is the high-quality ProRes 422 (HQ) version at 220 Mbps. To streamline editing of interframe codecs like H.264 and HDV you can transcode to ProRes, which increases file sizes but can speed up processing while maintaining quality.

For projects such as news or sports that require smaller file sizes at broadcast quality, there is ProRes 4:2:2 (LT). For very small file sizes, ProRes 422 (Proxy) can be used for offline editing, followed by online editing with another ProRes version or another codec. At the top end of the quality scale, there is ProRes 4:4:4:4, which is 12 bit and uses 4:4:4 chroma sampling and includes support for an alpha channel (see p. 59).

An older format that can be used for similar purposes is Apple Intermediate Codec (AIC); this is sometimes used with systems that don’t support ProRes.

Avid DNxHD

DNxHD is much like ProRes, but designed by Avid.30 It works seamlessly with the Avid family of products and is also intended as an open standard to be used with applications and equipment by different manufacturers. DNxHD is I-frame only and typically stored in an MXF container, but it can be wrapped in QuickTime as well.

Like ProRes, it has different levels of compression. There is a 220 Mbps version at 10 or 8 bits as well as 8-bit versions at 145 and 36 Mbps. DNxHD 36 is often used for offline editing. DNxHD supports all common SD and HD frame sizes.

JPEG 2000

As noted above, JPEG 2000 is based on wavelet compression and used by Hollywood’s Digital Cinema Initiatives for theatrical projection. It’s scalable and capable of a very high-quality image.

CineForm

CineForm makes a range of compression products based on its wavelet-based CineForm codec. Silicon Imaging’s SI-2K Mini records 2K RAW files to CineForm’s RAW codec. Mostly, however, CineForm’s workflow is based on transcoding any camera format, including AVCHD, XDCAM, P2, or large 2K or 4K RAW files, to CineForm as an “intermediate codec” used for editing, finishing, and archiving. It offers high image quality up to 12-bit precision in various color spaces and wrappers. CineForm can be used with Windows or Mac NLEs and applications; you don’t need any particular NLE installed to take advantage of it.

Cineform is owned by GoPro and can be used in the postproduction workflow for footage from GoPro cameras (see Fig. 2-8).

By the “amount of light” we mean exposure, which is determined by the amount of light in the scene, the setting of the lens iris, the filters being used, and the setting of the electronic shutter.

2. A Kodak test of 5245 color negative film once measured seventeen stops of latitude.
3. The default zebra level on many cameras may be closer to 70 percent.
4. How highlights get clipped varies by camera and by gamma and knee settings; see below. 5. One key aspect of the display device is its contrast ratio; see p. 222.

6. Due to the complexity of developing color negative and print film, their respective gammas are fixed. With black-and-white motion picture film it was a different story, and throughout the black-and- white era, gamma was used as a creative tool to be adjusted during developing, often scene by scene, at the behest of the cinematographer.

7. Typically a CRT would have a 2.2 gamma value and a camera would have a gamma correction value of 1/2.2, or 0.45. In the real world, however, CRT gamma values varied from 2.2 to 2.6. Higher gamma values would give CRT images a slightly more contrasty appearance, which was often considered appealing.

8. Technically speaking, the higher exposure values have been remapped along the “knee slope” to fit into the video signal’s fixed 0–100 percent or 0–109 percent dynamic range. This is done in the camera’s digital signal processing section.

9. CinemaTone 1, for example, emulates the look of color negative transferred on a telecine to video, with characteristic open shadow detail. CinemaTone 2 emulates the look of film print transferred to video, with darker midtones and plugged-up shadow detail.

10. Why avoid use of a knee point in capturing highlight detail? Adding a knee point can affect the red, green, and blue signals differently, with a resulting color shift in highlights captured along the knee slope. Advanced cine gammas like HyperGamma are designed to handle R, G, and B signals equally, with no color shift. Sony’s CinemaTone is an example of a cine gamma that does use a knee point to extend dynamic range, sometimes at the cost of false color in the highlights. When this occurs, one way to correct for it is to desaturate the highlights.

11. This is why an 18 percent gray card looks halfway between black and white. If the human visual system were linear in its response to light, a 50 percent gray card would instead appear halfway.

12. Note how this parallels the relationship between lens stops. Opening the iris one stop doubles the amount of light that passes through the lens. Opening five stops lets in thirty-two times as much light.

13. Put another way, with use of a log transfer characteristic, Genesis could capture five f-stops above 18 percent neutral gray, for a dynamic range equivalent to 600 percent in video signal terms. Same for Sony’s F23, F35, and other digital cinematography cameras that can output an uncompressed log signal.

14. Interestingly, the HDCAM SR format itself uses compression to record the uncompressed 4:4:4 output of a digital cinematography camera. Namely, intraframe MPEG-4 Studio Profile at a lossless 4.2:1 compression ratio.

15. Actually, Log C is more of a family. ARRI uses a slightly different one for each ISO setting. 16. If you turn the brightness control up on a monitor you can see the effect of elevated blacks. 17. In analog NTSC video, black level was raised to 7.5 IRE units. Called setup or pedestal, the 7.5

IRE black level applied only to analog NTSC video used in North America, the Caribbean, parts of South America, Asia, and the Pacific. If you have archival NTSC analog videotape and want to transfer it to digital, the setup needs to be removed, to bring the black levels down from 7.5 IRE to 0. This is a menu option on professional decks.

18. Particular attention has to be paid to the way bright values are treated (RGB allows for brighter whites than component) and which colors are legal (some RGB brightness levels and saturated colors are not legal in component broadcast video). Many graphics and compositing applications allow you to limit color selection to legal broadcast values.

19. In postproduction, you may encounter codecs indicated 4:4:4:4 because they also include an alpha channel (see p. 590).

20. The :00 and :01 frames are dropped every minute, unless the minute is a multiple of 10 (no frames are dropped at 10 min., 20 min., etc.). Thus, the number following 00:04:59:29 is 00:05:00:02. But the number following 00:09:59:29 is 00:10:00:00.

21. Powering down, rewinding a tape, removing a tape, or replacing a tape may cause timecode breaks or discontinuities; see p. 226.

22. The sensor’s job of translating light energy to electrical energy is an analog process (even in a digital camera). With a CCD chip, the sensor downloads the charge from one row of pixels at a time, sending the signal to the A/D converter. In a CMOS chip, every pixel does its own A/D conversion and the data comes off the chip already digitized.

23. Not to mention that manufacturers sometimes claim numbers that can be misleading. For example, a camera with a single 4K sensor cannot produce a 4K image (since with a Bayer pattern, once it is demosaicked, you only have about 80 percent of the original resolution; see RAW Capture, p. 203).

24. DPI and PPI are sometimes used to talk about the spacing of pixels in a video monitor, but don’t apply to the resolution of image files.

25. If you know the size of an image in inches and its DPI, you can calculate the size in pixels, which is what you need. One situation in which DPI is relevant is when scanning a still photograph, because a higher DPI setting in the scanner will result in more pixels in the resulting image file.

26. This may not be necessary with an SSD.

27. The word “compression” can have several meanings in film, video, and audio. The digital data compression being discussed here should not be confused with compressing audio levels (see p. 454) or video levels (see pp. 185–207).

28. Note that what is called “uncompressed” video has really already been compressed somewhat in the conversion from RGB to component color space, which discards some of the chroma information.

29. With interlaced formats, this may be done on a field-by-field instead of a frame-by-frame basis. DV uses adaptive interfield compression: if little difference is detected between two interlaced fields in a frame, the DV codec will compress them together as if they were progressive to save bits.

30. Unlike many naming schemes in video in which the “x” is pronounced as “by,” here the “x” is pronounced simply as x.