(From The Photography of Miniature Effects—High-Speed Photography in Chapter 3.)
Formula to determine proper frame rate for scale being used:
(√m) × (r) = f
where
m = miniature’s scale
r = base frame rate
f = new frame rate.
Example: 1:4 scale at 24 fps = (√4) × (24) = (2) × (24) = 48 fps
Formula to determine proper actual speed of a scaled object at a scaled frame rate:
(rs/m) = (b)
(b) × (r) = (as)
where
rs = real object speed
m = miniature’s scale
b = base speed
r = frame rate factor
as = actual speed for filming.
Examples: 36 mph × 1:6 scale car = 8.8 feet per second 8.8 feet per second × 2.5 normal frame rate = 22 feet per second
(From Digital Cinematography in Chapter 3.)
Table A.1. Lens Focal Length Equivalency Chart
35mm Equivalent |
2/3-Inch Equivalent |
1/3-Inch Equivalent |
Vertical Angle |
Horizontal Angle |
12.5mm | 5mm | 2.72mm | 66.0° | 87.0° |
17.5mm | 7mm | 3.8mm | 51.0° | 69.6° |
25mm | 10mm | 5.4mm | 37.0° | 52.0° |
35mm | 14mm | 7.6mm | 26.8° | 38.4° |
50mm | 20mm | 10.8mm | 18.8° | 27.0° |
70mm | 28mm | 15.2mm | 13.4° | 19.4° |
100mm | 40mm | 21.6mm | 9.6° | 13.8° |
175mm | 70mm | 38.1mm | 5.4° | 7.8° |
(From 4K+ Systems Theory Basics for Motion Picture Imaging in Chapter 6.)
(From 3D Compositing in Chapter 7.)
Result = Fg*(A) + Bg*(1 − A)
where Fg is the foreground, Bg is the background, and A is the alpha, or matte.
Result = Fg + Bg*(1 − A)
This operation is often referred to as an over.
(From American Cinematographer Manual.1)
For these variables:
O = object size
D = distance from object to camera lens
F = focal length
A = aperture size
35mm film full frame sound aperture: 0.866 inch × 0.630 inch
35mm film full frame aperture: 0.980 inch × 0.735 inch
(See the American Cinematographer Manual for other film formats.)
Tangent ½ viewing angle =
where
A = aperture size (width or height)
F = focal length in same units.
For anamorphic:
where
H = hyperfocal distance
F = focal length of lens
S = distance from camera to object,
Total depth = DF − DN
where
H = hyperfocal distance
F = focal length of lens
f = f-stop
Cc = circle of confusion, where 35mm camera Cc = 0.002 inch (0.0508mm).
Right triangles are useful for calculating sizes and distances and for laying out 2D objects.
Figure A.1 Right triangle formulas. (© Carr Lane Manufacturing Co. All rights reserved. Compliments of Carr Lane Mfg. Co., www.carrLane.com)
(Based on http://dunnbypaul.net/blends. Used with permission from Paul Dunn.)
These are approximate formulas. Pixel values are considered to be 0−1 and results are scaled to this range. Use 255 for 8-bit and 65535 for 16-bit.
The values p1 and p2 represent two corresponding pixels, and pixel represents the final. Values are computed on red, green, and blue channels separately.
Multiply: pixel = p1 * p2
Screen: pixel = 1 − (1 − p1) * (1 − p2)
Darker: if (p1 < p2) pixel = p1
if (p2 < p1) pixel = p2
Lighter: if (p1 > p2) pixel = p1
if (p2 > p1) pixel = p2
Difference: pixel = |p1 − p2|
Negation: pixel = 1 − |1 − p1 − p2|
Exclusion: pixel = ½ − 2 × (p1 − ½) × (p2 − ½)
Color Burn: pixel = 1 − (1 − p1)/p2
Linear Burn: pixel = p1 + p2 − 1
Color Dodge: pixel = p1/(1 − p2)
Linear Dodge: pixel = p1 + p2
Overlay: if (p1 > ½) pixel = 1 − (1 − 2 × (p1 − ½)) × (1 − p2)
if (p1 < = ½) pixel = (2 × p1) × p2
Soft Light: if (p2 > ½) pixel = 1 − (1 − p1) × (1 − (p2 − ½))
if (p2 < = ½) pixel = p1 × (p2 + ½)
Hard Light: if (p2 > ½) pixel = 1 − (1 − p1) × (1 − 2 × (p2 − ½))
if (p2 < = ½) pixel = p1 × (2 × p2)
Vivid Light: if (p2 > ½) pixel = 1 − (1 − p1)/(2 × (p2 − ½))
if (p2 < = ½) pixel = p1/(1 − 2 × p2)
Linear Light: if (p2 > ½) pixel = p1 + 2 × (p2 − ½)
if (p2 < = ½) pixel = p1 + 2 × p2 − 1
Pin Light: if (p2 > ½) pixel = max (p1, 2 × (p2 − ½))
if (p2 < = ½) pixel = min (p1, 2 × p2))
1 Reproduced by permission of the American Society of Cinematographers.