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Bullet time

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133: 150: 458: 384:. His music videos experimented with a different type of technique called view-morphing and it was just part of the beginning of uncovering the creative approaches toward using still cameras for special effects. Our technique was significantly different because we built it to move around objects that were themselves in motion, and we were also able to create slow-motion events that 'virtual cameras' could move around – rather than the static action in Gondry's music videos with limited camera moves. 483:, the camera path was pre-designed using computer-generated visualizations as a guide. Cameras were arranged, behind a green or blue screen, on a track and aligned through a laser targeting system, forming a complex curve through space. The cameras were then triggered at extremely close intervals, so the action continued to unfold, in extreme slow-motion, while the viewpoint moved. Additionally, the individual frames were scanned for computer processing. Using sophisticated 1485: 511:. Like the concept of bullet time, the subject could be viewed from any angle yet, at the same time, the depth based media could be recomposed as well as spatially integrated within computer-generated constructs. It moved past a visual concept of a virtual camera to becoming an actual virtual camera. Virtual elements within the Matrix Trilogy utilized state-of-the-art image-based computer rendering techniques pioneered in 251:'Time-Slice' Motion-Picture Array Cameras" which he developed in the early 1990s when still cameras for the array capable of high image quality for broadcast and movie applications became available. In 1997 he founded Time-Slice Films Ltd. (UK). He applied the technique to his artistic practice in a video projection, titled 266:
mounted thirteen 16mm film cameras on a specially constructed hexagonal rig that encircled the performers. The resulting footage was meticulously edited to create the illusion of the band members spinning in place while moving in real time. In the 1990s, a morphing-based variation on time-slicing was
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is considered to be the first true implementation of a bullet-time effect that enables the player to have added limited control (such as aiming and shooting) during the slow-motion mechanic; this mechanic was explicitly called "Bullet Time" in the game. The mechanic is also used extensively in the
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series with the introduction of high-definition computer-generated approaches like virtual cinematography and universal capture. Universal capture, a machine vision guided system, was the first ever motion picture deployment of an array of high definition cameras focused on a common human subject
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surrounding the subject. The cameras are fired sequentially, or all at the same time, depending on the desired effect. Single frames from each camera are then arranged and displayed consecutively to produce an orbiting viewpoint of an action frozen in time or as
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placed along a racetrack, and each camera was actuated by a taut string stretched across the track; as the horse galloped past, the camera shutters snapped, taking one frame at a time. Muybridge later assembled the pictures into a rudimentary
355:. Rigs of still cameras were set up in patterns determined by simulations, and then shot either simultaneously (producing an effect similar to previous time-slice scenes) or sequentially (which added a temporal element to the effect). 474:. This technique suggests the limitless perspectives and variable frame rates possible with a virtual camera. However, if the still array process is done with real cameras, it is often limited to assigned paths. 656:
When pressed into a tight spot, Max can activate Bullet Time, which will slow the action around him, while allowing him to aim his weapons in real-time. This ... even allows Max to dodge oncoming bullets.
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of the images); frames could also be dropped to speed up the action. This approach provides greater flexibility than a purely photographic one. The same effect can also be simulated using pure
195:. In 1878–1879, Muybridge made dozens of studies of foreshortenings of horses and athletes with five cameras capturing the same moment from different positions. For his studies with the 534:
techniques to capture scenes and render images of novel viewpoints sufficient for bullet time type effects. More recently, these have been formalized into what is becoming known as
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and other special media. It is characterized by its extreme transformation of both time (slow enough to show normally imperceptible and unfilmable events, such as flying
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in an ironic reference to Muybridge, that was exhibited at the London Electronic Arts Gallery in 1998 and in 2000 was nominated for the Citibank Prize for photography.
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trilogy have been often credited as fundamentally contributing to capture approaches required for emergent virtual reality and other immersive experience platforms.
449:, used high speed camera techniques to examine everyday occurrences and singular talents, including breaking glass, bullet trajectories and their impact effects. 875:
Like with The Rolling Stones' video for "Like a Rolling Stone", which is already ten years old. I used morphing in a different way than it was used at the time.
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combined these elements (gunfight action scenes, superhuman bullet-dodging, and time-slice effects), popularizing both the effect and the term "bullet-time".
174:(1878), Muybridge analyzed the motion of a galloping horse by using a line of cameras to photograph the animal as it ran past. Eadweard Muybridge used still 93:, would be capable of "filming" bullet-time types of moments. Technical and historical variations of this effect have been referred to as time slicing, view 1422: 336:
featured a scene that used computer-generated bullets and slow-motion footage to illustrate characters' superhuman bullet-dodging reflexes. The 1999 film
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effects, digital compositing, and computer-generated "virtual" scenery were used to improve the fluidity of the apparent camera motion. Gaeta said of
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Animal locomotion : an electro-photographic investigation of consecutive phases of animal movements : prospectus and catalogue of plates
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commercial the effect was used to depict slow-motion bullets being dodged. Similar time-slice effects were also featured in commercials for
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The technique of using a group of still cameras to freeze motion occurred before the invention of cinema itself with preliminary work by
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or visual impression of detaching the time and space of a camera (or viewer) from that of its visible subject. It is a depth enhanced
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In 1980, Tim Macmillan started producing pioneering film and later, video, in this field while studying for a BA at the (then named)
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software, extra frames could be inserted to slow down the action further and improve the fluidity of the movement (especially the
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It is well-established for feature films' action scenes to be depicted using slow-motion footage, for example the gunfights in
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by George Borshukov, an early collaborator of Debevec. Inspiration aside, virtual camera methodologies pioneered within the
1176: 1116: 836: 205:(1887), Muybridge also took photos from six angles at the same instant, as well as series of 12 phases from three angles. 1521: 1201: 919: 423:
series, combining it with squad-based enemy design encouraging the player to use bullet time to avoid being overwhelmed.
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using 16mm film arranged in a progressing circular arrangement of pinhole cameras. They were the first iteration of the
1554: 901: 887: 1045: 1266: 77:—to move around the scene at a normal speed while events are slowed). This is almost impossible with conventional 1663: 1488: 183:, by having them traced onto a glass disk, rotating in a type of magic lantern with a stroboscopic shutter. This 1196: 1181: 244: 756: 1461: 1348: 216:, who, in the 1940s, captured now-iconic photos of bullets using xenon strobe lights to "freeze" motion. 1648: 305: 196: 132: 784: 535: 1084: 1668: 1643: 1209: 1109: 855: 144:
A 97, jumping; B 98, hand-spring; C 98, somersault; D 99, Somersault; E 99, spring over man's back
1653: 1514: 1396: 1311: 1306: 955: 402: 288: 149: 1547: 1354: 1189: 1126: 555: 508: 412: 392:, bullet time and other slow-motion effects were featured as key gameplay mechanics in various 213: 116: 102: 81:, as the physical camera would have to move implausibly fast; the concept implies that only a " 263: 1578: 1291: 583: 445: 220: 813:
Galloway, Alexander R. 2014. "Polygraphic Photography and the Origins of 3-D Animation". In
1658: 1316: 1235: 492: 407: 352: 293: 291:(which was directed by M. Rolston and again produced by BUF), and in feature films such as 280: 8: 1342: 1169: 1102: 621: 240:, he freezes in mid-jump, and then the "camera" does an arc shot from front to sideways. 223:. One of the earliest examples is the shot at the end of the title sequence for the 1966 170: 20: 1507: 1404: 1321: 1301: 1274: 276: 161: 155:
Animal Locomotion. Plate 172. Model 12. Stepping up on a trestle; jumping down, turning
85:", often illustrated within the confines of a computer-generated environment such as a 668: 546:. FTV is effectively the live action version of bullet time, without the slow motion. 1446: 1388: 1359: 935: 703:. Cornell University Library. Philadelphia : Printed by J.B. Lippincott company. 543: 419: 376: 332: 201: 165: 138: 58: 1599: 1440: 1380: 1296: 714: 323: 788: 531: 397: 371: 90: 1427: 840: 496: 457: 314: 299: 82: 698: 1637: 1243: 484: 381: 356: 319: 272: 268: 259: 188: 184: 86: 46: 465:
The bullet time effect was originally achieved photographically by a set of
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Another precursor of the bullet-time technique was "Midnight Mover", a 1985
1605: 512: 466: 431: 114:, and later in reference to the slow motion effects in the 2001 video game 74: 70: 1561: 1469: 1453: 1279: 1017: 817:, edited by Karen Beckman, p.67, n.17. Durham, NC: Duke University Press. 471: 232: 78: 1149: 959: 800:
Rehak, B. (2007). "The migration of forms: Bullet time as microgenre".
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The British Journal of Photography (Archive: 1860–2005), 145(7283), 4.
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films it has become a commonly applied expression in popular culture.
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The term "bullet time" was first used with reference to the 1999 film
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video. In this video, Academy Award winning special effects director
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A row of small cameras set up to film a "bullet time" effect
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For artistic inspiration for bullet time, I would credit
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Muybridge, Eadweard; University of Pennsylvania (1887).
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Bullet-time as a concept was frequently developed in
568: 53:of variable-speed action and performance found in 933:"200 Things That Rocked Our World: Bullet Time". 1635: 652:Max Payne: Official Police Dossier (game manual) 837:"Accept Remembered – Discography – Metal Heart" 737:Library of Congress, Washington, D.C. 20540 USA 644: 615: 613: 611: 609: 69:), and of space (by way of the ability of the 1515: 1110: 426:Bullet time was used for the first time in a 926: 894: 759:. Edgerton Digital Collections. 2009-11-28. 530:For many years, it has been possible to use 1013:"15 things you didn't know about Max Payne" 880: 606: 1522: 1508: 1117: 1103: 1010: 713: 853: 456: 443:The popular science television program, 148: 131: 1043: 1636: 992:from the original on September 1, 2012 953: 632:from the original on December 23, 2019 1503: 1098: 1025:from the original on January 10, 2018 619: 347:version of the effect was created by 1057:from the original on 3 December 2016 966:from the original on 16 October 2016 956:"A videogame history of bullet-time" 581: 502:Bullet time evolved further through 1083:. November 24, 2009. Archived from 582:Argy, Stephanie (21 January 2001). 13: 1555:Max Payne 2: The Fall of Max Payne 782:Tim Macmillan Early Work 1980–1994 507:(actor, Neo) in order to create a 303:(1998) and the television program 14: 1680: 954:Porter, Will (1 September 2010). 594:from the original on 3 April 2012 187:may have been an inspiration for 1484: 1483: 1011:Loveridge, Sam (July 23, 2016). 986:"Requiem: Avenging Angel Review" 430:environment in October 2009 for 57:, broadcast advertisements, and 1077:"Creed Announce First Live DVD" 1069: 1037: 1004: 978: 947: 908: 866:from the original on 2013-01-22 847: 829: 820: 807: 794: 763:from the original on 2010-02-07 679:from the original on 2009-08-13 271:and the visual effects company 1124: 1044:Burford, GB (5 January 2013). 774: 749: 725: 719:The Edison Motion Picture Myth 707: 690: 661: 330:. Subsequently, the 1998 film 1: 1529: 561: 452: 988:. Gamespot. April 25, 1999. 620:Green, Dave (June 5, 1999). 374:, who co-wrote and directed 7: 1462:The Official Matrix Exhibit 549: 208:A debt may also be owed to 10: 1685: 236:: as Speed leaps from the 197:University of Pennsylvania 127: 101:(French: "dead time") and 18: 1615: 1592: 1571: 1539: 1479: 1415: 1372: 1330: 1265: 1258: 1227: 1141: 1134: 536:free viewpoint television 1210:The Matrix Resurrections 396:. While some games like 519:and custom evolved for 403:Requiem: Avenging Angel 275:in the music video for 191:to explore the idea of 1664:The Matrix (franchise) 1355:Red pill and blue pill 1190:The Matrix Revolutions 556:Time-lapse photography 542:, FTV was not a fully 538:(FTV). At the time of 509:volumetric photography 499:and other approaches. 462: 386: 157: 146: 103:virtual cinematography 943:: 136. 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Running" 715:Hendricks, Gordon 622:"Better than SFX" 544:mature technology 283:", and in a 1996 202:Animal Locomotion 166:chronophotography 139:Animal Locomotion 59:realtime graphics 1676: 1524: 1517: 1510: 1501: 1500: 1487: 1486: 1441:Samsung SPH-N270 1381:Enter the Matrix 1263: 1262: 1139: 1138: 1119: 1112: 1105: 1096: 1095: 1089: 1088: 1073: 1067: 1066: 1064: 1062: 1041: 1035: 1034: 1032: 1030: 1008: 1002: 1001: 999: 997: 982: 976: 975: 973: 971: 951: 945: 944: 930: 924: 923: 918:. Archived from 912: 906: 905: 898: 892: 891: 884: 878: 877: 872: 871: 851: 845: 844: 839:. 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London. 562:References 540:The Matrix 521:The Matrix 504:The Matrix 489:frame rate 480:The Matrix 453:Technology 437:Creed Live 428:live music 390:The Matrix 388:Following 361:The Matrix 349:John Gaeta 342:The Matrix 338:The Matrix 322:) and the 253:Dead Horse 212:professor 153:Muybridge 136:Muybridge 111:The Matrix 99:temps mort 51:simulation 43:time slice 1579:Max Payne 1548:Max Payne 1532:Max Payne 1436:Matrixism 1423:Accolades 780:Video of 446:Time Warp 413:Max Payne 326:films of 238:Mach Five 181:animation 117:Max Payne 35:dead time 1584:Mona Sax 1489:Category 1331:Features 1292:Morpheus 1287:Keymaker 1055:Archived 1023:Archived 990:Archived 964:Archived 864:Archived 791:on Vimeo 785:Archived 761:Archived 717:(1961). 677:Archived 630:Archived 592:Archived 550:See also 420:F.E.A.R. 328:John Woo 285:Smirnoff 225:Japanese 95:morphing 1616:Related 1431:defense 1416:Related 1405:Awakens 1317:Trinity 1213:(2021) 1193:(2003) 1173:(2003) 1153:(1999) 996:June 7, 939:(200). 598:3 April 289:The Gap 230:series 176:cameras 128:History 67:bullets 61:within 45:) is a 1465:(2003) 1457:(2003) 1429:Matrix 1408:(2021) 1400:(2005) 1392:(2005) 1389:Online 1384:(2003) 1307:Oracle 1275:Agents 1247:(2003) 1239:(2001) 1050:Kotaku 936:Empire 525:Matrix 470:hyper- 364:'s 345:'s 260:Accept 122:Matrix 1540:Games 1322:Twins 1302:Niobe 1280:Smith 1228:Other 1217:score 1197:score 1177:score 1157:score 1135:Films 916:"BUF" 902:"BUF" 888:"BUF" 432:Creed 377:Akira 333:Blade 228:anime 168:. 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Index

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

Animal Locomotion

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

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