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  <title>Horace&#39;s Blog</title>
  
  <subtitle>Art geek</subtitle>
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  <updated>2025-12-01T03:31:10.997Z</updated>
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  <author>
    <name>Horace Lu</name>
    
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  <entry>
    <title>Google AI Studio Vibe Coding 小记</title>
    <link href="https://www.lumenghe.com/2025/11/19/testing-google-ai-studio/"/>
    <id>https://www.lumenghe.com/2025/11/19/testing-google-ai-studio/</id>
    <published>2025-11-19T10:33:42.000Z</published>
    <updated>2025-12-01T03:31:10.997Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>20251022</p><p>试了试 Google AI Studio 新的 build 功能，30分钟 vibe coding 成果：</p><p><a href="https://stitch.lumenghe.com/">Image Stitching Tool</a></p><p>将多张图片垂直拼接成一张长图，支持多格式输入、重新排序、旋转、预览、调整输出选项</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/stitch.jpg" alt="Image Stitching Tool" style="zoom:20%;"><p><a href="https://palette.lumenghe.com/">Color Palette Generator</a></p><p>从任意图片中提取代表性颜色并生成调色盘横条，提供3种颜色量化方法（MedianCut、FastOctree、KMeans++），支持预览、更改色块样式、与原图上下合成输出或仅导出色条</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/palette.jpg" alt="Color Palette Generator" style="zoom:20%;"><p>实际上是把之前写过的 Python 小工具用 ReactJS 快速实现了，在本地 npm build 后快速部署云端，更加轻量级。使用的模型是 Gemini 2.5 Pro，实测思考时间比较久，好处是能实时预览效果，前端样式调整还比较听使唤。</p><hr><p>20251119</p><p>花了大约半天的碎片时间，用 Gemini 3（辅以少量 Codex）vibe 了一个带有三维预览界面的网页端景深模拟器，效果挺不错。</p><p><a href="https://dof.lumenghe.com/">景深模拟器</a></p><p><a href="https://github.com/HoraceLuBFA/dof-simulator">GitHub</a></p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/dof-simulator.png" alt="DoF Siumlator" style="zoom:20%;"><p>工作流小记：</p><p>1、在 AI Studio 使用 Gemini 3 模型聊天框，输入基本需求和大致界面描述，要求扩展成完整功能描述；再上传计算所需的公式和参考资料作为补充，重复对话几轮后形成编程 prompt；</p><p>2、打开 Build 界面输入 Prompt，很快就用 React + Three 框架生成了第一版界面，已经有不错的三维呈现和正确的基本运算功能了；</p><p>3、让 Build 文字总结代码结构，针对我自己想改的参数（特别是界面文字和布局参数）问它具体在第几行，方便我手动调整尝试，快速预览；</p><p>4、调整 UI 布局花费的时间最多，采用“局部截图+文字修改指示”作为输入会更有效率，多轮迭代慢慢优化成强迫症看了也说得过去的版本；</p><p>5、Build 的一大问题是，聊天框上下文长了之后，经常出现只分析不改代码的情况，需要手动提醒它“你的更新没有同步代码库，重新更改”，久而久之这个方法也不奏效，只能清空聊天记录；同时，即使某个源文件只改动了一行，也要再把整个文件重新生成一遍，相对效率较低；</p><p>6、一键同步推送 GitHub 后，对于一些难搞的bug，转去 Codex 读代码库再修改，发现 Codex 指哪打哪的能力似乎还是更强一些，特别是在自适应布局的细节微调方面；</p><p>7、下载代码包，本地 npm 构建，同步云端运行。</p>]]></content>
    
    
      
      
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    <category term="Vibe Coding" scheme="https://www.lumenghe.com/tags/Vibe-Coding/"/>
    
  </entry>
  
  <entry>
    <title>方大同的歌词，映射着他怎样的灵魂？</title>
    <link href="https://www.lumenghe.com/2025/11/17/deep-researhch-of-lyrics-of-soulboy-khalil-fong/"/>
    <id>https://www.lumenghe.com/2025/11/17/deep-researhch-of-lyrics-of-soulboy-khalil-fong/</id>
    <published>2025-11-17T10:55:25.000Z</published>
    <updated>2025-12-01T03:03:10.190Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>在方大同出道 20 周年之际，我把他 2005 年至 2024 年所有已发布作品的歌词输入大模型，生成了这样一份关于他音乐灵魂的速写报告，试着从语汇、情感谱系与精神母题的内部结构入手，梳理 Khalil 二十年来在音乐中持续书写的内在世界。</p><p>在庞大的文本中，Khalil 的创作呈现出一种内在的统一性：从灵魂契约式的自我承诺，到对纯粹之爱的守护；从对世界良知、大同理想的呼唤，到对现代性困局的敏锐体察；从艺术家在风骨与现实之间的修炼，到“悟空”式的自我超越。</p><p>这篇报告试着以更系统、更深层的方式回答一个核心问题：一个名为“Soulboy”的灵魂，在二十年里究竟增长成了怎样的形状。</p></blockquote><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/soulboy.jpg" alt="Soulboy & 梦想家" style="zoom:30%;"><h2 id="I-序言：Soulboy-的灵魂契约"><a href="#I-序言：Soulboy-的灵魂契约" class="headerlink" title="I. 序言：Soulboy 的灵魂契约"></a>I. 序言：Soulboy 的灵魂契约</h2><p>对方大同“灵魂”的探究，不能仅仅停留在其音乐风格（Soul&#x2F;R&amp;B）的标签上。要真正理解这位音乐人的精神内核，必须回溯到他职业生涯的起点。在其 2005 年首张专辑《Soulboy》的开篇曲《Prologue》中，方大同便以一种近乎宣言的方式，与听众订立了一份“灵魂契约” 。</p><p>这份契约的核心，并非关乎旋律或节奏，而是关于音乐的 <em>使命</em>。他在开场白中明确宣告：“呢啲歌系讲生活、讲爱，所有好的坏的” (These songs are about life, about love, all the good and the bad) 。这一宣告至关重要，它界定了方大同的创作疆域：他的音乐将是一个容器，忠实地承载生活与爱的二元性——“好的”与“坏的”并存，光明与阴影共生。</p><p>紧接着，他进一步阐明了这份契约的 <em>哲学功能</em>。音乐是关于“The things change us… The things make should we are (能让我们认识自己)” (The things change us… The things make should we are [Let us know ourselves]) 。因此，“Soulboy”不仅是一个风格的命名，更是一种哲学的立场。他的“灵魂乐”，是一种旨在促进自我认知（“认识自己”）与内在转变（“改变我地”）的媒介。</p><p>这份在职业生涯第 15 秒便已奠定的“灵魂契约”，预设了他此后近二十年创作的核心张力。方大同的歌词文本库，便是在“好的”（爱、理想、和平、纯真）与“坏的”（冲突、焦虑、背叛、诱惑）之间进行的持续观察、调和、反思与超越。本报告将以这份契约为起点，通过对其 2005 年至 2024 年间所有歌词文本的深度分析，勾勒出方大同作为一个理想主义者、共情者、社会观察者与精神修行者的完整灵魂肖像。</p><h2 id="II-爱的广谱学：一个理想主义者的情感地图"><a href="#II-爱的广谱学：一个理想主义者的情感地图" class="headerlink" title="II. 爱的广谱学：一个理想主义者的情感地图"></a>II. 爱的广谱学：一个理想主义者的情感地图</h2><p>在方大同的灵魂契约中，“爱”是与“生活”并置的核心议题。他的歌词库构成了一部关于当代情感的“广谱学”，不仅记录了爱的理想形态，更以惊人的坦诚和细腻，解剖了爱的复杂、错位与道德困境。</p><h3 id="A-纯真与赤诚：对简约浪漫的坚守"><a href="#A-纯真与赤诚：对简约浪漫的坚守" class="headerlink" title="A. 纯真与赤诚：对简约浪漫的坚守"></a>A. 纯真与赤诚：对简约浪漫的坚守</h3><p>方大同灵魂的基底色，是一种近乎复古的纯粹与赤诚。他所构建的理想情感模型，是主动剔除了物质主义与戏剧化（melodrama）的“简约浪漫”。</p><p>这种纯粹性首先体现在他对家庭之爱的描绘中。在《妹妹》（2005）中，他对表妹的关怀是直接而温暖的：“你是我的妹妹 多美丽的妹妹 你永远会是宝贝” 。这种源发的、无条件的守护姿态，展现了其灵魂中“保护者”的原始形象。</p><p>当这种纯粹性转向浪漫关系时，它表现为一种极致的尊重与“非侵略性”。在《认识你》（2005）中，一次搭讪被描绘得小心翼翼：“小姐 我能不能坐下和你聊聊天… 如果你觉得我烦 你可以叫我走… 我一定不会勉强你” 。其灵魂在情感互动中，优先考虑的是对方的感受，而非自我的占有欲。</p><p>这种情感洁癖最终在《简单最浪漫》（2007）中被塑造成一种完整的价值观。这首歌是方大同反物质主义浪漫的宣言。歌词写道：“我们的晚餐 可以很清淡 就只有白饭 没有烛光但却温暖” 。在这里，他主动将“烛光”（代表物质堆砌的浪漫符号）与“白饭”（代表精神需求的满足）并置，并毅然选择了后者。这揭示了一个核心洞察：“简单”并非“贫穷”或“匮乏”，而是一种主动的 <em>哲学选择</em>。它是一种用精神的“温暖”去对抗现代社会复杂性与物质主义（如《够不够》中所批判的）的价值体系。</p><h3 id="B-纠葛与体悟：在“三人游”中透视人性"><a href="#B-纠葛与体悟：在“三人游”中透视人性" class="headerlink" title="B. 纠葛与体悟：在“三人游”中透视人性"></a>B. 纠葛与体悟：在“三人游”中透视人性</h3><p>方大同的灵魂并未天真地停留在“白饭”的乌托邦中。他以近乎临床的精确度，捕捉并解剖了现代情感中的种种纠葛、遗憾与错位。</p><p>在《苏丽珍》（2006）中，他精准地描绘了现代情感中的一种典型悲剧——因“过度思考”而导致的“行动缺失”。歌词“对所爱的人不说 却对自己太啰唆… 到最后总是想得太多”，生动刻画了那种在犹豫中错失（“错过才知错过”）的“年华的寂寞” 。</p><p>当关系进入更复杂的领域时，方大同的灵魂展现了其最独特的特质。在《三人游》（2008）中，他面对的是华语流行乐中经典的多角关系困局。然而，叙述者“我”的反应不是愤怒、嫉妒或占有，而是一种近乎“圣徒”般的利他主义与自我牺牲。歌词“一人留 两人疚 三人游”点明了困境，而“至少我们中还有人能快乐 这样就已足够了”则给出了一个惊人的解决方案 。叙述者通过“成全他人”的幸福，来确认自我存在的“幸福的资格”。其灵魂在痛苦中寻找价值的逻辑，是克制的、内省的，甚至是崇高的。</p><p>相比之下，《四人游》（2006）则提供了另一种理性的出路。面对曾经的恋人各自有了新欢，情感的张力最终被“原来只能够做朋友”的体悟所化解，甚至升华为一种更成熟的亲密关系：“我们比从前看起来更熟” 。</p><p>他的灵魂同样关注外部压力对情感的侵蚀。在《爱不来》（2014）中，情感的疏离并非源于背叛，而是源于现代生活的重压：“为了未来 没了对白 毁了最爱” 。</p><p>而在处理分手后的创伤时，方大同的灵魂再次展现出“治疗师”的特质。在《放不过自己》（2016）中，他不仅描述痛苦（“明明是他犯错 怎么是你难过”），更清晰地 <em>诊断</em> 了痛苦的根源——“放不过自己” 。他继而开出了理性的药方：“分开了 不爱了 亲爱的 结果都出来了”、“缅怀着 不快乐 又怎么值得呢”、“昨天的辛苦写成明天的幸福” 。他倾向于用理性与自省去 <em>解决</em> 情感的“坏”，而非沉溺其中。</p><h3 id="C-责任的边界：从《女人》到《Ring-Finger》的道德观"><a href="#C-责任的边界：从《女人》到《Ring-Finger》的道德观" class="headerlink" title="C. 责任的边界：从《女人》到《Ring Finger》的道德观"></a>C. 责任的边界：从《女人》到《Ring Finger》的道德观</h3><p>在方大同的情感地图中，浪漫与责任并重。其灵魂中存在一个清晰的道德罗盘，始终强调情感中的“忠诚”与“担当”。</p><p>在 2005 年的《女人》中，他以一种“说教者”的姿态，向外部世界（“你”）输出了直白的道德准则：“你 你要对你的女人好 不要总说她不好 千万不要 随便爱一个甩一个” 。这时的灵魂，表现出的是一种非黑即白的、坚定的道德信念。</p><p>然而，经过十余年的历练，其灵魂的道德感变得更为复杂和深刻。在 2016 年的《Ring Finger》中，冲突不再是外部的“你”，而是转为了 <em>内部</em> 的“我”。歌曲生动地描绘了面对诱惑（“That girl is a danger zone”）时的内心挣扎（“只是谈谈心 又没关系 动一点凡心 也没关系”） 。这是一种对人性弱点的坦诚。但灵魂的道德罗盘最终战胜了欲望：“忘了指环的承诺”、“美梦忽然惊醒 这代价我付不起”、“I think I gotta go back, I gotta go back” 。</p><p>这种从《女人》到《Ring Finger》的演变意义重大。方大同的灵魂完成了从“说教”（Proclamation）到“修行”（Practice）的转变。他深刻地体认到，真正的道德不是因为不知诱惑为何物，而是在“天雷地火”的诱惑面前，依然能记起“指环的承诺”。</p><h3 id="D-爱的升华：《NMW》与《白发》的终极答案"><a href="#D-爱的升华：《NMW》与《白发》的终极答案" class="headerlink" title="D. 爱的升华：《NMW》与《白发》的终极答案"></a>D. 爱的升华：《NMW》与《白发》的终极答案</h3><p>在遍历了爱的纯真（《简单最浪漫》）、复杂（《三人游》）与诱惑（《Ring Finger》）之后，方大同的灵魂最终给出了关于“爱”的终极答案：一种排他性的、承诺永恒的、超越一切的“终极之爱”。</p><p>在《NMW (No Matter What)》（2016）中，他写道：“I’m never gonna love again… 我只想用整个未来守护着你” 。这句“I’m never gonna love again”并非一句冲动的情话，而是其灵魂在经历了所有情感可能性之后得出的 <em>认知结论</em>。在体验了《三人游》的牺牲与《爱不来》的无奈后，灵魂选择了一种“不再搜寻”的终极锁定。</p><p>如果说《NMW》是灵魂的认知终点，那么单曲《白发》就是这种认知的世俗化誓言：“此生与你结发 爱着你到一头白发” 。这与《特别的人》（2014）中的“你就是我要遇见的 特别的人”  一脉相承。方大同的灵魂在“爱”的议题上，最终完成了从“探索者”（Explorer）到“守护者”（Guardian）的转变，为其灵魂契约中的“爱”找到了最坚实、最恒久的定义。</p><h2 id="III-超越小我：世界公民的良知与“大同”理想"><a href="#III-超越小我：世界公民的良知与“大同”理想" class="headerlink" title="III. 超越小我：世界公民的良知与“大同”理想"></a>III. 超越小我：世界公民的良知与“大同”理想</h2><p>方大同的灵魂版图远不止于“小爱”。从他出道的第一天起，“大同”（Great Unity）不仅是他的名字，更是其灵魂中根深蒂固的精神理想与社会责任。他的歌词中蕴含着强烈的社会性与全球视野，使其成为华语乐坛中罕见的“世界公民”型唱作人。</p><h3 id="A-对和平的呼唤：“我们能不能把世界搞好？”"><a href="#A-对和平的呼唤：“我们能不能把世界搞好？”" class="headerlink" title="A. 对和平的呼唤：“我们能不能把世界搞好？”"></a>A. 对和平的呼唤：“我们能不能把世界搞好？”</h3><p>早在 2005 年的首张专辑《Soulboy》中，当大多数新人还在专注情爱时，方大同的灵魂已经开始思考全球性的冲突与人类的未来。在《我们能不能》中，他发出了惊人早熟的叩问：“我们在一个很大的宇宙的小地球上 无论我们的肤色 都在一个太阳下… 怎么今天还没有找到大同的路” 。他继而发出了最朴素的呼吁：“我们能不能 别吵 别闹 冷静 别再伤人心 我们能不能相处 把世界搞好” 。紧随其后的《跳》则以更激昂的姿态宣告：“这个痛苦世界 我们可以解决… 我们要团结世界” 。</p><p>这种对“大同”理想的追求，在其后续的创作中不断演进和深化。2011 年的《Gotta Make a Change》中，他疾呼：“Let’s change the world… 每个城 每个省 每个国家 每个人记得这是我们的家” 。到了 2014 年的《Peace》，这种呼吁已经系统化为一种清晰的哲学理念：“Peace, love, livin’ in harmony &#x2F; One world in unity, my brotha, no enemy” (和平、爱、生活在和谐中 &#x2F; 同一个世界，团结一致，我的兄弟，没有敌人) 。</p><p>最终，在单曲《TWIOCAMIC》中，他揭示了这一理想的灵魂根源。歌曲标题“TWIOCAMIC”即是“The World Is One Country, Mankind Its Citizens”（世界是同一个国家，人类是它的公民）的缩写，这是巴哈伊信仰（Baha’i Faith）的核心教义之一。歌词“Not you, not me, not them, just us &#x2F; One planet, one people for true justice” (不是你，不是我，不是他们，只有我们 &#x2F; 一个星球，一个民族，为了真正的正义)  以及“Two wings of one bird is the greatest analogy” (一体双翼是最好的比喻，暗喻两性平等)  均是其精神信仰的音乐转译。这充分证明，方大同的“和平”与“大同”并非空泛的口号，而是其灵魂深处坚定的 <em>精神实践</em>。</p><h3 id="B-对现代性的批判：“赶场”与“烦”"><a href="#B-对现代性的批判：“赶场”与“烦”" class="headerlink" title="B. 对现代性的批判：“赶场”与“烦”"></a>B. 对现代性的批判：“赶场”与“烦”</h3><p>在方大同的灵魂视野中，“大同”理想的实现，正被“现代性”所带来的种种异化（alienation）所阻碍。他对其保持着高度的警惕与批判。</p><p>首先是对“速度”的批判。在《赶场》（2005）中，他观察到都市生活的荒诞：“赶赶赶 赶赶赶 赶来赶去赶什么? 赶早场 赶尾场 这是超时代生活” 。他温和地劝诫：“人生旅途上 多看两岸的风光” 。</p><p>其次是对“物质主义”的批判。如前所述，《够不够》（2007）中“你爸爸妈妈… 有财能够讲话”的世俗压力，与“我对你的爱够不够”的灵魂价值形成了尖锐的对立 。</p><p>随着时间推移，这种批判变得更加沉重。在《危险世界》（2014）中，现代社会不再只是“赶场”，而是被隐喻为充满“一条毒蛇”、“老虎”和“猎人的陷阱”的“千变的迷宫” 。面对这个“危险世界”，他的灵魂再次启动了“保护者”程序：“紧紧握着我的手… 我不放开你的手 不让你受伤害” 。</p><p>他对现代性带来的“信息过载”及其心理代价也有着深刻的体察。在《烦》（2016）中，他直白地表达了灵魂的应激反应：“今天看电视告诉我这回谁死谁拼了… 我好烦 我太烦了… 世界很乱” 。到了《我不是农人》（2024），这种“烦”演变为对“后真相时代”的幽默讽刺：“谁又胡说八道 网文常会瞎闹… 越来越不靠谱 让人有点焦急” 。其灵魂所珍视的“真实”与“纯粹”，正在被泛滥的虚假信息所稀释。</p><h3 id="C-对自然的共情：从《暖》到《颂海》"><a href="#C-对自然的共情：从《暖》到《颂海》" class="headerlink" title="C. 对自然的共情：从《暖》到《颂海》"></a>C. 对自然的共情：从《暖》到《颂海》</h3><p>方大同灵魂中的“大爱”，超越了人类中心主义，延伸至对整个生态环境与自然的深刻共情。</p><p>在《暖》（2007）中，他创造了一个极具洞察力的双关隐喻：<em>全球变暖</em>（Macro-Crisis）导致了 <em>人情冷漠</em>（Micro-Crisis）。“全世界在暖化 我怕再不可以一起看雪花” ，这本是生态层面的担忧，但他笔锋一转，写到“他不送她手袜 她不泡他热茶… 有没有亲密在融化” 。一个物理上“变暖”的世界，反而让需要“温暖”的“亲密”关系“融化”了。</p><p>这种万物一体的灵魂观贯穿始终。在单曲《生命之树》中，他以孩童般的纯真许下诺言：“美丽的森林都消失了… 生命之树 我会保护你 你是最珍贵的” 。在与王诗安合作的《颂海》中，他则对人类的自负进行了反思：“我们总觉得是非都明白… 想要回到原来的简单” 。</p><p>在其灵魂的感知中，“生态破坏”与“情感破坏”是同构的。他保护“爱人”（《危险世界》）与保护“生命之树”的冲动是 <em>一致的</em>，皆源于其灵魂深处对“爱”与“和谐”的终极捍卫。</p><h2 id="IV-艺术家的修行：从“悟空”的叛逆到“悟空”的使命"><a href="#IV-艺术家的修行：从“悟空”的叛逆到“悟空”的使命" class="headerlink" title="IV. 艺术家的修行：从“悟空”的叛逆到“悟空”的使命"></a>IV. 艺术家的修行：从“悟空”的叛逆到“悟空”的使命</h2><p>在探讨了“爱”与“世界”之后，方大同的歌词也为我们提供了第三个维度的思考：他如何看待自己作为“艺术家”的灵魂？这同样是一场充满了张力、反思与最终升华的“修行”。</p><h3 id="A-艺术的风骨：“南音”的悲悯"><a href="#A-艺术的风骨：“南音”的悲悯" class="headerlink" title="A. 艺术的风骨：“南音”的悲悯"></a>A. 艺术的风骨：“南音”的悲悯</h3><p>方大同的灵魂中，始终存在着“纯粹艺术”与“娱乐工业”的永恒张力。在《南音》（2005）中，他塑造了一个寓言式的人物：一个失明（“三十四岁后失明了”）的二胡艺术家。这个形象是方大同对“纯粹艺术家”命运的悲悯投射。</p><p>歌词精准地道出了艺术家灵魂的核心困境：“音乐没人懂 打赏要人懂 因为他真的很穷” 。这是在艺术理想与世俗生存之间的残酷拉扯。然而，方大同立即给出了灵魂的解药：“音乐自己懂 一样有听众 沿途点亮他命运的灯笼… 二泉映月他才不管红与不红” 。这是一种强大的 <em>内部验证</em>（Self-Validation）体系，宣告了艺术的价值在于“自己懂”，而非“红与不红”的外部肯定。</p><p>这种坚守在《歌手与模特儿》（2006）中被戏剧化。当女友为了迎合世俗审美而“变了”（“把你素脸涂了一个五光十色… 当起了模特儿”），叙述者“我”依然故我：“我只写写歌 唱唱歌 给你听 怕什么” 。方大同的灵魂，正是通过这种对“娱乐”圈（“我只是进了这圈子叫娱乐”）的疏离和对“唱歌”本身的坚守，来定义自身的纯粹性。</p><h3 id="B-道德的思辨：在“黑白灰”中探寻"><a href="#B-道德的思辨：在“黑白灰”中探寻" class="headerlink" title="B. 道德的思辨：在“黑白灰”中探寻"></a>B. 道德的思辨：在“黑白灰”中探寻</h3><p>尽管方大同的灵魂中有一个坚定的道德罗盘（如《女人》），但他并非一个天真的二元论者。他清醒地认识到人性的复杂性、是非的模糊性，以及“人言”的可畏。</p><p>在《黑白灰》（2014）中，他以一种近乎“恶魔”的口吻，对绝对的善恶提出了质疑：“对于善恶 何必专一 过来这里 也没关系… 地带有没有灰色 什么样子才是对的” 。这并非倡导虚无主义，而是对其灵魂对“是非该如何抉择”这一终极难题的深刻反思。</p><p>他转而指出，比“恶”更可怕的，是“人”本身。在《殭尸》（2014）中，他明确写道：“长大后才发现 小时候故事里的鬼 还不如人言可畏”、“人心像毒药 更难推敲” 。在《唉!》（2006）中，他厌恶那些搬弄是非的行为：“你每一天都说说这么多 你每一个都说过他的错… 美好的话都可以背着说” 。</p><p>这与其在《我们能不能》中“别再伤人心”的呼吁形成了完美的闭环。方大同的灵魂深知，“大同”世界最大的阻碍，就是“人言可畏”与“人心像毒药”，是人性的幽暗面阻碍了世界的“搞好”。</p><h3 id="C-灵魂的终极隐喻：“悟空”的“西游”之旅"><a href="#C-灵魂的终极隐喻：“悟空”的“西游”之旅" class="headerlink" title="C. 灵魂的终极隐喻：“悟空”的“西游”之旅"></a>C. 灵魂的终极隐喻：“悟空”的“西游”之旅</h3><p>如果说有一首歌能够作为方大同灵魂演变轨迹的 <em>核心密码</em>，那无疑是《JTW 西游记》（2016）中的《悟空》。他借用“悟空”这一原型，完成了对自己灵魂从 2005 年到 2016 年的阶段性总结。</p><p>这首歌词清晰地呈现了灵魂的三个阶段：</p><h4 id="阶段一：叛逆者-The-Rebel"><a href="#阶段一：叛逆者-The-Rebel" class="headerlink" title="阶段一：叛逆者 (The Rebel)"></a>阶段一：叛逆者 (The Rebel)</h4><blockquote><p>“记得当年大闹天宫 还用说… 双眼里只有自己 有些恶意 有些暴力” 。</p></blockquote><p>这是“悟空”的原始状态：才华横溢、目中无人、自我中心。这完美地对应了 2005 年出道时那个带着 Soul&#x2F;R&amp;B、试图颠覆华语乐坛规则、高唱“二泉映月他才不管红与不红”的“Soulboy”的灵魂内核。</p><h4 id="阶段二：修行者-The-Cultivator"><a href="#阶段二：修行者-The-Cultivator" class="headerlink" title="阶段二：修行者 (The Cultivator)"></a>阶段二：修行者 (The Cultivator)</h4><blockquote><p>“如来随意把我压进五指山下后 现在我有一千年修炼” 。</p></blockquote><p>“五指山”是灵魂必须经历的磨难与束缚。这象征着方大同在职业生涯中所遭遇的现实困境——是《南音》中“音乐没人懂”的商业拉扯，是《歌手与模特儿》中的行业异化，是《烦》中的现代焦虑。而“一千年修炼”，即是方大同从 2005 年到 2016 年这十余年的音乐“修行”。</p><h4 id="阶段三：守护者-The-Guardian"><a href="#阶段三：守护者-The-Guardian" class="headerlink" title="阶段三：守护者 (The Guardian)"></a>阶段三：守护者 (The Guardian)</h4><blockquote><p>“我脑海四根清净 有些正义… 不要阻止我看守着师父他的命” 。</p></blockquote><p>这是“悟空”被驯服后的升华。其灵魂已然转变——他不再为“自己”（“双眼里只有自己”）而战，而是为了一个更崇高的目标（“看守着师父他的命”）。</p><p>这个“师父”是谁？“师父”是他在《我们能不能》中渴求的“大同”理想；是他在《NMW》和《白发》中誓言守护的“终极之爱”；是他在《南音》中坚信“一样有听众”的“音乐本身”。</p><p>方大同通过《悟空》，宣告其灵魂完成了从“叛逆”到“使命”的英雄之旅。</p><h2 id="V-结论：音乐的容器，普世的灵魂"><a href="#V-结论：音乐的容器，普世的灵魂" class="headerlink" title="V. 结论：音乐的容器，普世的灵魂"></a>V. 结论：音乐的容器，普世的灵魂</h2><p>综合分析方大同 2005 年至 2024 年的全部歌词文本，其“灵魂”画像最终呈现为一个高度统一、深刻且“知行合一”的复合体。</p><h3 id="A-音乐作为终极语言"><a href="#A-音乐作为终极语言" class="headerlink" title="A. 音乐作为终极语言"></a>A. 音乐作为终极语言</h3><p>在其灵魂的价值排序中，音乐是承载一切的终极容器，也是消解一切冲突的终极答案。在《听》（2016）中，他找到了实现“大同”理想的具体方法：“也不管你说什么语言 没有局限 歌声蔓延 我用音乐来谈天” 。音乐，成为了他灵魂中超越国界、种族与隔阂的普世语言。</p><p>同时，音乐也是他对抗现代性焦虑的最终解药。在单曲《Favorite Stuff》中，他唱道：“Don’t give me drugs, just all the things that I love… It’s my favorite stuff” 。面对《烦》中“世界很乱”的局面，他拒绝麻醉品，而是选择音乐作为灵魂的“最爱”与最终的精神寄托。</p><h3 id="B-最终画像：“知行合一”的-Soulboy"><a href="#B-最终画像：“知行合一”的-Soulboy" class="headerlink" title="B. 最终画像：“知行合一”的 Soulboy"></a>B. 最终画像：“知行合一”的 Soulboy</h3><p>回到 2005 年的《Prologue》，方大同承诺要用音乐探讨“生活、讲爱，所有好的坏的” 。近二十年的创作，是他对这份“灵魂契约”的忠实履行。</p><p>方大同的灵魂，是一个坚定的 <strong>理想主义者</strong>。他始终坚信“简单最浪漫” ，坚信“这个痛苦世界 我们可以解决” 。</p><p>他是一个深刻的 <strong>共情者</strong>。他能体察《苏丽珍》的遗憾，能理解《三人游》的牺牲，能安抚《放不过自己》的执念，能共情《暖》中地球的体温 。</p><p>他是一个清醒的 <strong>社会观察者</strong>。他批判《赶场》的异化，厌恶《烦》的喧嚣，警惕《危险世界》的陷阱，也讽刺《我不是农人》时代的荒诞 。</p><p>最重要的是，他是一个“知行合一”的 <strong>精神修行者</strong>。他是《悟空》，完成了从“自我”到“使命”的升华；他是《TWIOCAMIC》的践行者，将“天下一家”的信仰贯彻到底 。</p><p>他没有回避“坏”（如《烦》、《殭尸》、《Ring Finger》），但他始终选择用“好”（如《NMW》、《我们能不能》、《简单最浪漫》）作为灵魂的最终归宿。他是一个名副其实的“Soulboy”，其“灵魂”的本质，是对 <em>真诚</em>（Sincerity）近乎孩童般的坚守，和对 <em>使命</em>（Purpose）近乎苦行僧的执着。</p>]]></content>
    
    
      
      
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  </entry>
  
  <entry>
    <title>《同乐者》S1E1-E2：Vince 的社会实验和 Rhea 的大女主高光</title>
    <link href="https://www.lumenghe.com/2025/11/08/pluribus-pilot-review/"/>
    <id>https://www.lumenghe.com/2025/11/08/pluribus-pilot-review/</id>
    <published>2025-11-08T10:50:58.000Z</published>
    <updated>2025-12-01T03:31:04.533Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>《同乐者》（Pluribus）前两集看完了，作为 BB 和 BCS 的死忠粉，回到 Albuquerque 感觉很棒，也欣慰于 Rhea 也终于得到了她应有的大女主高光。同时被叙事跨度惊到了，Vince 团队的作品总能从日常生活肌理中提炼戏剧性，这次却基于“全人类同时感染快乐共脑病毒”的设定，一步到位把叙事尺度拉到了世界级，整体调性和很多单场戏都有《三体》感，也让我产生阅读三体小说时的担心，即当世界观过于宏大时，具体的情节推进是否经得起推敲，是否会流于一种小孩子过家家式的对世界危机的幼稚想象？</p><p>Vince 在采访中提到，故事的缘起有两部分，一方面是他已经“厌倦了写坏人”(weary of writing bad guys)，认为 BB 和 BCS 的反英雄叙事本希望做出警示作用，但最终让主角变得“令人向往”（aspirational），不是他的本意。另一方面，他在多年前想到“当一个普通人醒来，发现世界上每一个人都爱他”的点子，推演发现只有科幻类型能解释得通，于是想借此探讨失去个体性（individuality）究竟是好事还是坏事，是乌托邦还是敌托邦。很高兴这一次他手握 Apple+ 的投资和续订，能用跨国拍摄的体量把这个点子发展开来。</p><p>第一集遵循传统的末日病毒爆发格式运转，独特之处在于快乐病毒感染者一段时间后便回到近似正常生活的状态，但又被取消了一切独立性，所有人的大脑信息互通，转变为人畜无害完全利他的巨型共同体。这种“活人微死”的恐怖谷张力是令人欲罢不能的诡异感的核心来源，类似的故事总是让我恐惧又沉迷，从中能看到 Vince 在采访中提到的《天外魔花》《阴阳魔界》的影响，以及他早期做超现实题材《X档案》的经验。此外，承袭自 BB 和 BCS 的刁钻镜头视角以及淡淡幽默感依旧，Rhea 的应激表演也完全撑得住这个人物的锚点地位。</p><p>第二集快速过渡到全球未感染个体的会议，给人一种听郭德纲“西征梦”相声般的荒诞滑稽感，但主观能动性只放置在 Rhea 一个人身上，其他国家的幸存者显得麻木没主见，似乎也已经和他们的家人共脑了一般，不仅让人怀疑在后续情节发展中，配角戏份是否会因为这个设定而失去层次沦为背景板。</p><p>此外，共脑这个设定意味着旧有世界秩序彻底失效，可以发展出无限畅想，比如政治真空、经济崩溃、社会结构重组等。如果后续依然把焦点放在个体突围上，对宏大和细微之间的平衡是挺难把握的。鉴于台词里已经直接出现政治人物的名字，很容易想到 Vince 拍这个大型社会实验是有政治寓意在里面的，希望他在后续的进展中能够挖掘出更深刻的社会和伦理困境，同时把握住足够现实的基调，也期待以编剧室的经验和水平能够足够有说服力地完成这个任务。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/ABQ.jpg" alt="Welcome back to ABQ, Carol" style="zoom:50%;">]]></content>
    
    
      
      
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    <category term="Albuquerque" scheme="https://www.lumenghe.com/tags/Albuquerque/"/>
    
  </entry>
  
  <entry>
    <title>每个人的影院史都是一本有趣的回忆录</title>
    <link href="https://www.lumenghe.com/2025/07/07/memory-of-going-to-the-cinema/"/>
    <id>https://www.lumenghe.com/2025/07/07/memory-of-going-to-the-cinema/</id>
    <published>2025-07-07T05:51:00.000Z</published>
    <updated>2025-12-01T02:34:43.421Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>每个人的影院史都可以总结成一本有趣的回忆录。</p><p>回想最早的独自影院观影，要追溯到《达芬奇密码》，那时痴迷丹·布朗，一上映就申请自己去看了。一查那是 2006 年 5 月，小学六年级，有主观能动性的影院体验刚刚开启。清晰记得，年初《霍元甲》在北京和老家各看了一遍，“津门第一”台词成了口头禅。《春田花花同学会》则是家边小影院营业后看的第一部片，里面有船长黄秋生在荒岛上割肉烤给落难乘客吃这种无厘头的情节。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/davinci-code.jpg" alt="《达芬奇密码》（2006）" style="zoom:25%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/mcdull.jpg" alt="《春田花花同学会》（2006）" style="zoom:25%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/huo-yuanjia.jpg" alt="《霍元甲》（2006）" style="zoom:25%;"><p>更早的记忆则与学校组织或长辈带看有关。小学时学校组织看过《詹天佑》(2001)，还看过一部1984年的哭片《为什么生我》（重映？），同学们哭得稀里哗啦。长辈带看的电影里，《英雄》(2002)《天地英雄》(2004) 印象很深，张国立配音版《海底总动员》(2003) 及阿汤带范宁跑跑跑的《世界之战》(2005) 是与童年玩伴一起看的，噢那年还看过徐克《七剑》。想想这里面 R 级还挺多的，看得懵懵懂懂一知半解。</p><p>2007 年夏天，《蜘蛛侠3》《史莱克3》《加勒比海盗3》扎堆上映，泡影院成了暑期生活首选，也是那时开始收集票根（当年热敏纸如今褪色严重），在周记里也开始有了对影院座椅和银幕的“恋物”描述。对了，那年还有《不能说的秘密》，看完对周董的导演能力刮目相看。2008年的《钢铁侠》也是在家边小影院看的，自此开启了被超级英雄系列片统治的十年。从那以后每年平均进影院应该至少 10 次，工作后增加到 20-30 次，贡献的票房上万肯定是有了。</p><p>时间来到今年，AMC A-list 每月 20 多刀，每周可以任选 3 场影片观看，特效厅不限，最近增加到 4 部，每月就是 16 部。对于把影院作为生活方式的人来说，这种订阅有点划算到难以置信了。这种生活方式在北美的生命力依然在，在国内不太好说。在观众对当前院线片的骂声之外，其实可以普查一下“什么样的电影会让你走进影院？”如果收到的多数答案是“什么电影都不会去影院看的”， 那就证明确实是“全部玩完”了。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/amc.jpg" alt="AMC A-list 每周额度" style="zoom:25%;"><hr><p>补记，看朋友演唱会 vlog 的感受：短视频提供源源不断的高强度多巴胺刺激，演唱会提供打通个人时空回忆的终极在场感，游戏提供主观能动性和多维度沉浸感，就娱乐形式的“强度”而言，好像确实没电影啥事了。只有提供高质量视听 &#x2F; fulfill 高完成度类型公式 &#x2F; 提供足量 R 级刺激的成熟商业产品才有机会掰掰腕子（能想到的例子如异形夺命舰、罪人），而这种片子又是国内最稀缺的，新作者往往个人表达和类型公式都玩不转，加上审查又不给大尺度机会……很难就是了。</p>]]></content>
    
    
      
      
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  </entry>
  
  <entry>
    <title>油管博主 Twin Perfect 对《双峰》的元叙事解读及其争议</title>
    <link href="https://www.lumenghe.com/2025/06/07/youtube-twin-perfect-theory-on-twin-peaks/"/>
    <id>https://www.lumenghe.com/2025/06/07/youtube-twin-perfect-theory-on-twin-peaks/</id>
    <published>2025-06-07T15:45:51.000Z</published>
    <updated>2025-06-08T10:24:49.870Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>本文综合原视频及 AI 深度研究制成</p></blockquote><p>[TOC]</p><p>《双峰》作为一种文化现象，以其超现实主义、叙事含糊性和对直白解读的抗拒而闻名。大卫·林奇的作品通常被认为是高深莫测的，充满了激发思考而非阐明情节的符号，这种固有的品质催生了一个由粉丝理论和学术分析组成的丰富生态系统。在众多解读中，YouTube 博主 <strong>Twin Perfect</strong> 发布的视频论文 <strong>《双峰真相揭示（不，是真的）》（Twin Peaks Actually Explained（No, Really））</strong> 横空出世，成为对该剧所有“单一全面阐释”的理论尝试中，影响和争议最大的一支。</p><center><p><a href="https://www.youtube.com/watch?v=7AYnF5hOhuM">原视频</a></p><div class="responsive-iframe-container"><iframe src="https://www.youtube.com/embed/7AYnF5hOhuM?si=ziQXZrxN2M62IZOk" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen> </iframe></div><p><a href="https://www.bilibili.com/video/BV1bv41157to/">中字版</a></p><div class="responsive-iframe-container"><iframe src="//player.bilibili.com/player.html?isOutside=true&aid=248083790&bvid=BV1bv41157to&cid=339430973&p=1&autoplay=0" scrolling="no" border="0" frameborder="no" framespacing="0" allowfullscreen="true"> </iframe></div></center><p>Twin Perfect 在长达四个半小时的视频中，提出了一个旨在统一解读《双峰》全系列（包括前两季、《与火同行》电影和第三季《回归》）的宏大理论。其核心论点在于，《双峰》本质上是 <strong>“一部意识到自身是电视剧的电视剧，并且在某种程度上，它是关于电视本身的”，</strong> 即大卫·林奇利用《双峰》来批判电视媒介，特别是 20 世纪 80 年代末至 90 年代初的电视生态及其有害倾向。为支撑这一论点，他构建了一个精密的“四层解读”结构，将剧中所有情节和意象都纳入其媒介元叙事的框架之中。</p><h3 id="Twin-Perfect-的四层解读结构"><a href="#Twin-Perfect-的四层解读结构" class="headerlink" title="Twin Perfect 的四层解读结构"></a>Twin Perfect 的四层解读结构</h3><p>第一层是 <strong>表层剧情层面</strong>，即发生在双峰镇的悬疑故事和人物关系，如劳拉·帕尔默谋杀案及 FBI 特工库珀的调查。Twin Perfect 并不否认这个表层故事的存在，但他认为这远非作品的唯一或最终意义。</p><p>第二层是 <strong>神秘符号层面</strong>。Twin Perfect 认为，剧中几乎所有超现实元素，如黑门&#x2F;白门、红房间、“The Arm”小矮人、巨人等，都有其对应的象征意义，并且可以被整合进一个单一的媒介隐喻系统。例如，他将主要反派 <strong>“鲍勃”</strong> 并非解读为字面上的邪恶灵体，而是 <strong>“肤浅的电视暴力”的具象化</strong>。剧中鲍勃以他人的痛苦为食（Garmonbozia，象征“痛苦与悲伤”的玉米糊），这被 Twin Perfect 视为对电视媒介通过贩卖暴力和苦难来吸引观众注意力的隐喻。鲍勃和电视本身一样，给予观众他们想要的东西（暴力、尸体），以维持他们的参与度，从而让“剧集继续下去”。同样，<strong>红房间的红幕布、人字形地板、电流杂音，被对应为电视演播室的幕布、舞台、信号，</strong> 暗示红房间等超自然空间实际上代表着“电视机内部的世界”。通过这种方法，剧中其他灵异角色也被一一对应到电视媒介的要素：例如，<strong>巨人（The Fireman）被解读为“艺术的道德守护者”或理想化的创作者形象，</strong> 代表着正义的声音与指引，其出现往往伴随着警示与超然秩序的恢复。他所居住的空间被形容为“电影之所”，画面中带有电影胶片边框和光影效果，暗示其象征着电影艺术本身的超然性与控制力。相对地，<strong>小矮人“The Arm”（一臂人）则被视为电视内部的畸形产物，</strong> 是对电视暴力与奇观化的迎合——他扭曲的语调、诡异的舞蹈以及反复的“噪音”语言都代表着媒介自身失控的产物，揭示电视在满足观众猎奇欲时如何陷入扭曲与自我重复的机制。由此，巨人与 The Arm 的对立也象征了电影与电视作为两种视听语言之间的价值张力。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/%E5%B7%A8%E4%BA%BA%E2%86%92%E7%94%B5%E5%BD%B1%EF%BC%8C%E7%9F%AE%E4%BA%BA%E2%86%92%E7%94%B5%E8%A7%86.png" alt="巨人→电影，矮人→电视" style="zoom:30%;"><p><strong>剧集中核心人物及其隐喻的对应关系如下：</strong></p><ul><li><p><strong>劳拉·帕尔默（Laura Palmer）</strong>：平衡的化身，与对“可消费暴力”的对抗。她是对电视上肤浅、无后果的“每周受害者”式暴力叙事的一种反击。她本身是光明与黑暗的完美平衡体 ，是“合一”的体现。对她谋杀案的调查象征着用“光明”去揭示电视暴力的“黑暗”。</p></li><li><p><strong>戴尔·库珀（Dale Cooper）</strong>：观众的化身，特别是观众的“侦探直觉”。他的存在使得观众可以进入并参与到《双峰》的梦境世界中。他的性格转变反映了创作者希望观众产生的变化——从享受暴力到认识其悲剧性。</p></li><li><p><strong>库珀的邪恶分身（Mr. C）</strong>：观众对邪恶、暴力、解释和“终结”的渴望。他代表了观众想要看一个充满悬念、不断有新谜团的惊悚故事的欲望，而不是库珀在道吉·琼斯生活中的平淡日常。</p></li><li><p><strong>道吉·琼斯（Dougie Jones）</strong>：观众善良一面的残余，但这部分所剩无几。他的角色之所以空洞乏味，是因为观众的注意力并不在他身上，观众对爱与平淡不感兴趣，这使得他几乎没有行动力。</p></li><li><p><strong>鲍勃（BOB）</strong>：为娱乐而生的“人之恶”，是“可消费的电视暴力”的具象化。他以恐惧和愉悦（即“玉米糊”）为食，这象征着观众对电视上痛苦和悲伤情节的享受和关注。</p></li><li><p><strong>消防员&#x2F;巨人（The Fireman &#x2F; The Giant）</strong>：电影的守护神，代表平衡、优质的“大银幕”。他居住在一个象征电影院的黑白城堡里，提供“咖啡”（即优质的、推动调查的线索），代表着更纯粹、更平衡的叙事艺术。</p></li><li><p><strong>小矮人&#x2F;手臂（The Little Man from Another Place &#x2F; The Arm）</strong>：电视的象征，特别是邪恶、失衡的“小屏幕”。他控制着“咖啡”（线索）的流向，从而控制着调查的节奏。在第三季中，他进化成一个腐烂的树状生物，反映了电视媒介随着时代精神变得愈发邪恶。</p></li><li><p><strong>迈克&#x2F;菲利普·杰拉德（MIKE &#x2F; Phillip Gerard）</strong>：电视媒介本身的象征。他曾是传播暴力的一方，但后来“看到了上帝的脸”（即劳拉·帕尔默所代表的平衡），斩断了自己邪恶的手臂（小个子男人），决心阻止 BOB 的暴行。他代表了电视试图拨乱反正、对抗自身黑暗面的努力。</p></li><li><p><strong>黛安·埃文斯（Diane Evans）</strong>：《双峰》这部剧集本身的化身。她是观众在脑海中创造的“Tulpa”（幻人）。她被邪恶库珀强暴，象征着观众为了得到解释和结局，强行扭曲了剧集的本意。</p></li><li><p><strong>莎拉·帕尔默（Sarah Palmer）</strong>：观众和剧集中那些对邪恶无能为力、最终沉溺其中的部分的代表。她对女儿被虐待的“视而不见”，象征着观众为了娱乐而对暴力罪行的默许和纵容，最终让邪恶进入了自己内心。</p></li><li><p><strong>奥黛丽·霍恩（Audrey Horne）</strong>：剧集自身对其“年华老去”的恐惧。她代表了《双峰》中那些与现代电视风格格格不入的旧时代元素。她困在过去（那里她是明星，剧集也很棒）和现在（一个她不认识的噩梦）之间，象征着剧集回归后的身份认同危机。</p></li><li><p><strong>雅各比医生（Dr. Jacoby）</strong>：洞察力的象征。他佩戴的红青 3D 眼镜象征着他能看到角色（相较于其他肤浅的电视角色而言）的立体和深度。在第三季，他转变为代表现代“时代精神”的人物——一个利用恐惧和阴谋论贩卖虚假希望的网红。</p></li><li><p><strong>艾德·赫尔利（Ed Hurley）</strong>：大卫·林奇或电视媒介的象征。作为加油站老板，他被迫与“娜丁”（象征负面的观众）维持婚姻，但他真正渴望的是与“诺玛”（《双峰》的精髓）的结合。</p></li><li><p><strong>娜丁·赫尔利（Nadine Hurley）</strong>：观众的象征。她是一个强大、幼稚、哭闹着要求满足其欲望（如揭晓凶手）的婴儿。她的独眼也意味着她只能看到事物消极的一面。</p></li><li><p><strong>诺玛·詹宁斯（Norma Jennings）</strong>：《双峰》的精髓和灵魂。她的 RR 餐厅提供咖啡和樱桃派，是平衡、爱与温情的象征，代表了大卫·林奇理想中的电视应有的样子。</p></li><li><p><strong>樵夫（The Woodsmen）</strong>：“烟”的象征，是“火”（BOB）出现的前兆。他们是被“可消费电视暴力”的林火熏黑的恶棍，是 BOB 的帮凶。</p></li><li><p><strong>菲利普·杰弗里斯（Phillip Jeffries）</strong>：一个纯粹的情节装置，其作用是将观众的注意力与外部信息（即那些不按顺序、突兀插入的解释性场景）连接起来。</p></li><li><p><strong>加兰·布里格斯少校（Major Garland Briggs）</strong>：另一位主创马克·弗罗斯特（Mark Frost） 的化身。他从太空的“电波”中解码信息，就像弗罗斯特将林奇来自“统一场”的创意转化为剧本文字一样。</p></li></ul><p><strong>剧集中的核心符号及其隐喻的对应关系如下：</strong></p><ul><li><p><strong>朱迪（Judy&#x2F;Jowday）</strong>：《双峰》世界中的“极端负向力量” ，是“解释”（Explanation）与“终结”（Closure）的最终具象化体现 。揭晓谜底、让一切尘埃落定的行为本身就是朱迪的力量。其古称“Jowday”被解读为中文词语“交代”（jiāodài），意为“解释清楚”或“完成” ，代表了观众对答案的病态渴求，这种渴求会扼杀神秘感，从而摧毁《双峰》的核心价值 。其符号是一个黑色的虚空，正在吞噬和遮蔽代表着《双峰》情节的猫头鹰符号。</p></li><li><p><strong>火、电与意图（Fire, Electricity &amp; Intention）</strong>：电是电视的物理基础；火是“电”的象征，它既能带来光明，也能带来毁灭，其性质完全取决于使用者（创作者）的意图；好的意图（如林奇的）用火来创造光（调查），坏的意图（迎合观众的病态需求）则用火来毁灭（创造可消费的暴力）。每集结尾 Lynch&#x2F;Frost Productions 标志中的电线杆、电流声、向外传播的电波，也直接揭示了故事的传播方式。</p></li><li><p><strong>风、树林与时代精神（Wind, Woods &amp; Zeitgeist）</strong>：风象征着“神秘”，也代表林奇所说的“空气中的东西”（Thing in the Air），即时代精神（Zeitgeist），一种由现代媒体加速的、弥漫性的恐惧氛围。这种“风”通过电波（airwaves）传播，塑造了电视这团“火”的形态。树林中的树木，尤其是梧桐树（sycamore trees），象征着电线杆，它们是承载电流（火）的“树枝”。</p></li><li><p><strong>奶油玉米（Garmonbozia）</strong>：最核心的符号之一，代表“痛苦与悲伤”，是邪恶力量的燃料。更深层次上，它象征着观众的注意力。当观众一边吃着 TV-dinner（一种包含奶油玉米的方便快餐）一边津津有味地观看剧中的暴力与悲剧时，他们的“注意力”就被邪恶实体（如鲍勃）“吃掉”，成为其继续作恶的能量。鲍勃渴望 Garmonbozia，本质上是渴望他的“作品”（暴力）能有观众。</p></li><li><p><strong>咖啡与机油</strong>：与 Garmonbozia 相对，咖啡是“调查”这道“光”的燃料。它是平衡的（苦与甜），代表着积极、正向的意图，由代表电影精神的“消防员”提供。烧焦的机油（Scorched Engine Oil）是鲍勃身上散发的气味，象征着驱动他的那团毁灭之火的邪恶燃料。</p></li><li><p><strong>猫头鹰戒指（Owl Ring）</strong>：戒指的圆形代表着“欲望与满足的黄金圈”，即观众对暴力永无止境的渴求。它也是一枚婚戒，戴上它意味着将灵魂嫁给了电视的邪恶。戒指上的绿色宝石是胶木（Formica）是一种电的绝缘体。这块“绝缘体”上刻着猫头鹰符号代表《双峰》的故事本身，它的作用是隔断黄金圈，保护佩戴者免受鲍勃（邪恶电流）的完全侵蚀。</p></li></ul><p>第三层，也是其理论的核心，是 <strong>元叙事或媒介隐喻层面</strong>。Twin Perfect 主张，《双峰》从创作初衷上就是一部“关于电视的剧”（a show about the concept of television），林奇利用剧情隐喻地批判了电视产业的陈俗与堕落，描绘了真实创意如何逐渐滑向贫乏娱乐的过程。例如，剧中的戏中戏《爱之邀约》（Invitation to Love）便是对肥皂剧俗套的直接映射，提示观众该剧正在反思电视本身。Twin Perfect 认为，第一季和第二季前半段在林奇主导下充满了对传统电视的讽喻和批评，一方面呈现警探调查与情感纠葛等类型化情节，另一方面通过夸张的情节和超现实插入（如巨人谜语、红房梦境）来揭示电视叙事的模式和空洞。而当剧集因电视网压力而透露凶手、走向庸俗化时（第二季中段林奇暂离期间），林奇有意将《双峰》自身的质量下滑也纳入了隐喻，以展示电视媒介如何“腐蚀”艺术创作。第三季《双峰：回归》更被视为林奇对现代电视文化的全面反思，如怀旧的诱惑与危险、观众期望与叙事颠覆等，都在其中得到自指式呈现。剧中多处情节被解读为在打破第四面墙，揭示角色逐渐意识到自身“不是真实存在”的虚构性：劳拉在红房间哭泣时脸上闪烁的电视光、库珀与黛安驾车进入新现实后的身份错位，以及最终劳拉回到故居却发现一对现实中的陌生夫妻（由真实房主扮演）居住其中而发出的震惊尖叫，这些都被视为角色意识到自己“仅存于电视剧中”的证据，直接点破了作品的元叙事本质。</p><p>Twin Perfect 认为，这一层面的解读，其依据是 <strong>大卫·林奇的艺术创作哲学，以及他对 20 世纪 80、90 年代电视生态的看法</strong>。由此总结林奇创作《双峰》的目的：</p><ul><li><p><strong>核心哲学——平衡（Balance）</strong>。Twin Perfect 指出，林奇作品的核心并非单纯展示“小镇表面下的阴暗”，而是通过呈现黑暗来让我们更好地认识与欣赏光明。他认为，不经历痛苦，就无法真正理解幸福；不直面邪恶，就无法体会平凡生活的美好。咖啡的苦涩与樱桃派的甜美必须共存，这才是完整的体验。《双峰》的根本目的，就是在善与恶、光明与黑暗、平凡与怪诞之间寻找那个“平衡点”。</p></li><li><p><strong>时代病症——可消费的电视暴力（Consumable TV Violence）</strong>。林奇认为，当时的主流电视（尤其是罪案剧）存在一种“病态”。谋杀案在一小时内被解决，受害者成为一个被消费后即遭遗忘的符号。观众只关心“谁是凶手”的智力游戏，而忽略了暴力带来的真实痛苦、悲伤和对社区的持久影响。这种剔除了悲伤、使其变得“有趣”的暴力，就是“可消费的电视暴力”。它让观众获得廉价的“终结感”，然后迅速转移到下一个消费品上。</p></li><li><p><strong>《双峰》的使命——作为解药</strong>。《双峰》正是作为这种“病症”的解药而被创作出来的。它拒绝快速给出答案，反而不断提出新的问题，核心从“谁杀了劳拉·帕尔默？”转向“谁是劳拉·帕尔默？”。剧集花了大量篇幅描绘一个警官在案发现场的落泪、父母撕心裂肺的悲痛，以及整个小镇因一个女孩的逝去而陷入的集体创伤。这里的“调查”本身就是“光”，其存在的意义就是为了持续不断地照亮劳拉（以及小镇）的“黑暗”，迫使观众面对暴力的真实后果，从而打破消费暴力的循环。</p></li></ul><p>第四层是 <strong>精神或超验层面</strong>。虽然 Twin Perfect 将《双峰》的超自然元素主要解释为对电视媒介的隐喻，但他也借鉴了林奇本人的精神哲学来丰富理论。林奇笃信 <strong>超验冥想</strong>（Transcendental Meditation）和 <strong>统一场论</strong>（Unified Field Theory）等观念，这些思想在剧中有所映射。Twin Perfect 指出，剧中至少两处重要段落体现了林奇对“统一场”的呈现：一处是第三季第 8 集核爆引发的宇宙幻景，与白色巨人（消防员）创造劳拉精魂的蒙太奇；另一处是红房间&#x2F;黑旅店的超时空存在方式。这些都可以视为林奇理念中万物一体的意识场的隐喻表现。此外，林奇对电力与火的反复呈现（如闪电、电线嗡鸣、壁炉火焰等）也被 Twin Perfect 解释为贯穿作品的媒介能量象征——既指电视传播离不开电能，也暗合林奇对灵性能量（“内在之火”）的迷恋。通过引入林奇的冥想观，Twin Perfect 将《双峰》的终极隐喻拔高到精神层次：剧中角色“生活在梦中”（“我们生活在梦中”的台词）既指角色存在于电视剧的幻梦，更暗示现实中的我们往往沉睡于媒介营造的幻象，需要通过觉醒获得自由。这种对梦境与清醒的探讨，与亚美尼亚哲学家、神秘主义导师葛吉夫（Gurdjieff）的“唤醒”哲学不谋而合，也契合林奇作品一贯的超验主题。因此，Twin Perfect 的解读框架虽以媒介批判为主轴，但也融合了创作者的超验主义思想，将《双峰》视为一部关于意识与现实、梦境与觉醒的寓言。</p><p>综上，Twin Perfect 建立了一个包罗万象的理论体系，自称能够解释《双峰》中“几乎所有”的悬疑和超自然要素。他强调《双峰》本身是一出对电视的宏大自反隐喻剧，通过四层含义的精密对应将林奇的创作意图“一网打尽”。这一理论大胆声称破解了《双峰》的真正涵义，也因此以视频标题宣称：“《双峰》实际上被解释了，真的”。需要注意的是，Twin Perfect 在视频中以近乎“检察官论证”的方式层层推进，将自己定义的符号体系贯穿全剧。他自己也承认这是对剧集的一种个人诠释，但自认为证据充分、逻辑自恰，可以高度概括林奇的通用创作观。正如他在 Reddit 上所述，他花费两年时间阅读和观看了几乎所有与《双峰》相关的材料，打磨剧本、邀请他人挑刺，力求使理论“天衣无缝”。这种严谨自信的态度也体现在他解读框架的结构性上：从剧情细节到象征体系再到创作意图，每一层都相互印证，最终指向一个核心主旨——<strong>大卫·林奇借《双峰》之壳在隐喻地批评电视艺术及观众的梦幻迷失。</strong></p><h3 id="Twin-Perfect-的补充阐释"><a href="#Twin-Perfect-的补充阐释" class="headerlink" title="Twin Perfect 的补充阐释"></a>Twin Perfect 的补充阐释</h3><p>Twin Perfect 的视频发布后在粉丝圈和媒体间引起巨大反响。Rosseter（频道主）并未止步于主视频，而是在不同平台上进一步阐释和捍卫他的理论。针对主视频发布后的争议，他先后制作了两部补充视频：一部是《Twin Peaks Actually Explained: EVEN MORE Evidence》（更多证据），另一部是《Twin Peaks Actually Explained: Responding to the Critics》（回应批评）。</p><center><p><a href="https://www.youtube.com/watch?v=ryaBF1lki0Q">Twin Peaks Actually Explained: EVEN MORE Evidence</a></p><div class="responsive-iframe-container"><iframe src="https://www.youtube.com/embed/ryaBF1lki0Q?si=j_PHQcxlj7v9SYqH" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen> </iframe></div><p><a href="https://www.bilibili.com/video/BV1zY4y147qj">中字版</a></p><div class="responsive-iframe-container"><iframe src="//player.bilibili.com/player.html?isOutside=true&aid=641508827&bvid=BV1zY4y147qj&cid=911084704&p=1&autoplay=0" scrolling="no" border="0" frameborder="no" framespacing="0" allowfullscreen="true"> </iframe></div><p><a href="https://www.youtube.com/watch?v=5FK1drvrmGg">Twin Peaks Actually Explained: Responding to the Critics</a></p><div class="responsive-iframe-container"><iframe src="https://www.youtube.com/embed/5FK1drvrmGg?si=McDN1AyBJXH18zQQ" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen> </iframe></div><p><a href="https://www.bilibili.com/video/BV1mY4y1z7KW">中字版</a></p><div class="responsive-iframe-container"><iframe src="//player.bilibili.com/player.html?isOutside=true&aid=639191520&bvid=BV1mY4y1z7KW&cid=911084899&p=1&autoplay=0" scrolling="no" border="0" frameborder="no" framespacing="0" allowfullscreen="true"> </iframe></div></center><p>在回应批评的视频中，Rosseter 直接回复了观众和评论者提出的大多数质疑，试图澄清误解、加强论据。例如，他开篇即承认很多人称他“过于自信”或“妄下定论”，但他坚持认为对林奇意图的解读并非不可捉摸，有些解释确实比其他更有说服力。他强调自己提出的只是“更可能的”统一理论，而非否定其他观众的个人体验。然而，他视频中的措辞和姿态（比如称持不同意见者为“怀疑者”并略带揶揄地夸奖他们“有自己的想法”）在批评者看来反而体现了他的居高临下和武断。</p><p>此外，Twin Perfect 活跃于 Twitter 等社交媒体（其 Twitter 用户名为 Twin_Perfect），经常与粉丝讨论《双峰》理论。他在与粉丝互动时态度坚定，表示虽然视频标题有噱头成分，将来可能修改，但他对自己的结论“绝不会改变想法”。他相信这些结论经得起推敲，并鼓励看过视频的人重新审视《双峰》。此外，在 Reddit 的 Twin Peaks 板块上，Rosseter 曾发帖或评论解释他的出发点。例如，他提到自己并非声称唯一正确解读，只是提供一个几乎能串通全剧的视角，希望激发讨论。他还在 Reddit 上详细描述了创作该理论视频的过程（耗时两年大量研读资料并多次修改剧本），以此证明他的分析有坚实依据而非信口开河。</p><p>在 Twin Perfect 的理论走红后，一些媒体和播客也邀请 Rosseter 讨论他的观点。2019 年 10 月，他接受了《Twin Peaks The Return: A Season Three Podcast》播客的专访。在这期播客中，主持人提到他的 4.5 小时视频“引发的解读和批评几乎是第三季结束以来最多的”。Rosseter 在采访中承认他的见解有争议，但也获得许多观众的赞赏。他半开玩笑地表示视频标题带有吸引眼球的考虑（SEO 效果达成后或许会改名），但依然坚持视频中的具体结论。这次访谈让他有机会更从容地阐述理论背后的灵感和逻辑。据节目的文字介绍，他的分析“无论你是否认同，都一定会让你想再看一遍《双峰》”。这种自信也反映在 Rosseter 对自己理论价值的看法上：他相信自己为《双峰》谜团贡献了新的视角，哪怕无法说服所有人，至少能让粉丝重新审视剧中线索。</p><h3 id="支持者的观点"><a href="#支持者的观点" class="headerlink" title="支持者的观点"></a>支持者的观点</h3><p>Twin Perfect 的理论视频发布后迅速走红，在 YouTube 上获得了数百万次观看（截至目前超 330 万次），在粉丝、媒体乃至学术圈都引发了广泛讨论。不少观众和评论者对其详尽的分析大加赞赏，认为他为解开《双峰》的谜团做出了创造性贡献。</p><p>支持者普遍认可 Twin Perfect 视频的 <strong>严谨考据和逻辑自恰</strong>。Open Culture 网站的评论称观看这部 4.5 小时的视频“收获良多”，作者惊叹于 Twin Perfect 层层递进的论证，“几乎每当我心中冒出一个‘这也太牵强吧？’的疑问，他立刻用一个恰到好处的证据说服了我”。评论甚至戏称 Twin Perfect 应该获得一个“《双峰》研究硕士学位”以表彰他的努力。在 Reddit 上也有粉丝表示，Twin Perfect 为自己所有观点都提供了理由和线索，他的解读促使不同意的人也不得不认真思考“如果他错了，错在何处”。一位网友称：“Twin Perfect 提出的每一点都有非常扎实且基于线索的解释，没有哪句让我觉得完全说不通”。这种条分缕析、证据导向的风格令许多喜欢深度剖析的观众感到过瘾。他们认为 Twin Perfect 深入发掘了剧中隐藏细节，把此前支离破碎的线索串联成了一个有说服力的整体，使人恍然大悟。正如一名支持者所言：“他的分析让这部剧更加独特，丰富了观看体验，提供了更多值得留意的东西”。</p><p>在《双峰》迷长期讨论的众多理论中，Twin Perfect 的 <strong>“媒介元叙事”</strong> 解读可谓独树一帜。此前虽然有人注意到剧中有对电视、肥皂剧的自我讽刺（例如戏中戏《爱之邀约》常被视为暗示之一），但还没有如此系统地将“电视隐喻”贯穿全剧的理论 。不少观众表示 Twin Perfect 为他们提供了“一把钥匙”，帮助理解那些最难解的谜团。例如第三季结局库珀和劳拉似乎穿越到现实世界的诡异场景，以往粉丝众说纷纭，而 Twin Perfect 将其纳入“角色发现自己只是剧中人”的框架后，显得逻辑顺畅且大胆新颖 。“他通过搞清楚《双峰》是什么、不是什么，帮助我更好地理解了它”一位观众写道 。还有人反馈，看完 Twin Perfect 的视频，再回看《双峰》时确实发现许多林奇“直破第四墙”的提示——例如小矮人 The Arm 对库珀说的“我是衫树上的胳膊”，本来莫名其妙，经 Twin Perfect 解释成电视信号之“臂”后顿觉有理。这种将零散谜题串联为宏大寓意的解读让支持者们倍感惊喜，他们觉得 Twin Perfect 极大地丰富了作品的内涵，使人产生“想立即重温全剧去印证细节”的冲动。</p><p>除了粉丝，<strong>部分媒体和研究者</strong> 也对 Twin Perfect 理论表示认可或兴趣。Open Culture 等文化媒体以正面角度报道了这则现象级视频，鼓励《双峰》爱好者观看。更有学者在讨论《双峰：回归》时引用了 Twin Perfect 的观点来佐证分析。比如有学术论文提到：“按照 Nugent 的说法，《双峰》可被解读为对电视媒介本身的元探索……这种观点在 Twin Perfect（2019）的视频中得到强化，他指出《双峰》角色的一个母题就是逐渐揭示他们自己并不真实”。该文引用了第三季中劳拉、库珀等“突破次元”的情节，印证 Twin Perfect 关于角色自觉虚构性的论断。另有评论者称 Twin Perfect 对“电视从真实走向贫瘠娱乐”的论述“极具说服力，我并不想反对”。可以说，Twin Perfect 以缜密逻辑为支撑，将一个过去零散存在于影迷圈的想法提升到新高度，赢得了相当一部分受众的信服和媒体的关注。</p><h3 id="批评者的观点"><a href="#批评者的观点" class="headerlink" title="批评者的观点"></a>批评者的观点</h3><p>尽管 Twin Perfect 的理论吸引了众多拥趸，但反对声音同样强烈。许多《双峰》粉丝、评论者甚至部分创作者取向的人士对其解读提出了多方面的批评，主要集中在以下几点：</p><p>首先，认为该理论 <strong>过于单一，总体过度简化</strong>。最普遍的质疑是 Twin Perfect 将一部意义丰富、多义开放的艺术作品过度简化为单一隐喻。批评者承认《双峰》中确有关于电视和媒体的自反元素，但认为把整部剧完全视作对电视的评论是种“平庸且乏味”的见解。 “是的，剧中有元评论的脉络，”一位评论者写道，“但若将其完全当成对媒体的批评来看，就太无聊了”。他们强调《双峰》之所以迷人，正在于它兼具超现实主义的丰富解读空间——爱情、青春、梦境、创伤、善恶等多重主题并存。而 Twin Perfect 执着于一个“大统一”理论，从而过滤掉了其他切入点，这种方法被批为“刻板说教”。批评者指出，艺术作品本可以有多层次共鸣，但 Twin Perfect“一旦锁定某种‘理论’，便每场戏都硬往那预设解读上套”，结果陷入确认偏误，反而“根本误解了艺术”。在他们看来，Twin Perfect 的视频更像用演绎法生拼硬凑一个自恰体系，而非尊重《双峰》本身的复杂性。</p><p>其次，认为该理论 <strong>无视了剧集的创作背景</strong>。许多粉丝质疑 Twin Perfect 过度聚焦林奇一人意图，忽略了马克·弗罗斯特（Mark Frost）等合作者的作用。弗罗斯特是《双峰》的联合创作者和编剧，特别在第一季和第二季前半段主导剧本创作。如果 Twin Perfect 的隐喻之网涵盖剧集中每一处细节，那么那些并非林奇执导&#x2F;编剧的剧情也被纳入同一隐喻就显得牵强。例如 Twin Perfect 将第二季中期一些情节也套入“电视隐喻”，但当时林奇几乎没有参与创作，剧集走向主要由弗罗斯特带领的编剧团队掌控。批评者反问：难道林奇在自己缺席的情况下还不断“探头”进编剧室，要求所有人都按照他某个隐喻执笔吗？这显然不现实。此外，Twin Perfect 几乎没有提及弗罗斯特的创作意图和《双峰》相关的官方衍生著作（如弗罗斯特编写的《双峰：神秘史》和《双峰：最终档案》两本书），这些都包含了大量剧情背景和超自然设定，却不完全支持“电视隐喻”理论。如果忽略弗罗斯特等人的贡献，只用“林奇想说什么”来诠释《双峰》，难免片面。批评者认为 Twin Perfect 的解读更像是“作者论”误区：他假定林奇从一而终地在表达某个寓意，但《双峰》事实上是众多创意交流、偶然灵感碰撞的产物，不可能从一开始就严格按单一寓意架构。</p><p>很多批评认为，该理论 <strong>冒犯与曲解剧中情感内核</strong>。最尖锐的批评集中在 Twin Perfect 被指贬低了《双峰》深层的人物情感和社会主题。具体来说，许多人无法接受他将劳拉·帕尔默遭受的乱伦虐待悲剧等同于对“肤浅电视文化”的隐喻。影迷指出，林奇和弗罗斯特创作《双峰》时，一个核心驱动力正是揭示美国小镇背后的黑暗，聚焦家庭虐待、毒品和性暴力对年轻人的毁灭性影响。这在剧场版《与火同行》中体现得尤为真切：影片以大量篇幅深入呈现劳拉被父亲（受恶灵鲍勃附身）长期性侵、最终走向毁灭的过程。导演林奇自己也明确表示过，《与火同行》关注的是“乱伦受害者的孤独、羞耻、愧疚、困惑和毁灭，以及施暴的父亲所经历的折磨……内心的战争”。这是极其沉重真实的主题。然而 Twin Perfect 却把鲍勃仅仅视为“廉价暴力元素”的象征、把整段父女悲剧视作对“电视观众胃口”和“悬念套路破坏”的讽喻。在批评者看来，这种比喻是对剧中情感深度的极大削弱，甚至被形容为“浅薄和愚蠢”。一位评论者直言：“看着《与火同行》那样对性虐待受害者的悲悯刻画，竟然有人能浅薄到认为林奇主要在想‘哎呀电视真廉价’，这简直让我震惊” 。他进一步抨击道：剧中鲍勃作为人类邪恶欲望的抽象化身，代表的是现实中真切恐怖的人性冲动和行为，而非什么对“肤浅电视暴力”的评论。许多粉丝认同这一看法，认为 Twin Perfect 无视了《双峰》的人物命运与情感重量，将血淋淋的创伤故事降格为对媒体的调侃，既缺乏同理心也歪曲了作者初衷。</p><p>此外，Twin Perfect 的 <strong>傲慢姿态</strong>，以及对多元解读氛围的负面影响，也招致批评。有人批评 Rosseter 在视频中流露出的笃定和自我满足让人反感。例如他将自己支持者称为“真相信徒”（true-believers）而把不认同者称为“怀疑者”，营造出一种“我揭示了唯一真相，你们要么领悟要么愚昧”的氛围。这种不容置疑的姿态在学术讨论中并不常见，有评论指出“严肃的批评者不会用‘无懈可击’这种词自夸自己的反驳”。另外，Twin Perfect 最初的视频标题本身就被一些影迷视为哗众取宠，仿佛此片可以终结一切讨论。这种表述刺激了不少喜爱开放解读的《双峰》粉丝。有网友在 Reddit 直接表示：“不，双峰不是关于电视暴力的元叙事……这种解读让作品退步且愚蠢”。还有人讽刺：“很高兴那个油管主播不再谈媒介了，他就是个自鸣得意又讨人厌的家伙”。可见，一部分反对者对 Twin Perfect 态度上的强势相当反感，认为他破坏了《双峰》社区里百家争鸣的乐趣。正如有评论总结的，Twin Perfect 虽然嘴上说他的理论“只是众多层面之一”，但实际上他声称解释了主要剧情和元剧情，几乎不留给其他解读任何空间。这种“排他性”让批评者觉得难以接受，他们更愿意相信《双峰》没有唯一谜底，而是一部永远供人阐释的开放文本。</p><h3 id="与其他主流《双峰》解读的比较分析"><a href="#与其他主流《双峰》解读的比较分析" class="headerlink" title="与其他主流《双峰》解读的比较分析"></a>与其他主流《双峰》解读的比较分析</h3><p>Twin Perfect解读最引人注目的特征在于其“唯一答案”式的宏大统摄性。相比之下，此前围绕《双峰》流传的众多理论往往各执一端，强调作品的某一层意涵或解读角度，而非提供通盘自洽的解释。以下将Twin Perfect的理论与几种具有代表性的《双峰》诠释取径进行比较。</p><h4 id="神秘主义与字面剧情取向"><a href="#神秘主义与字面剧情取向" class="headerlink" title="神秘主义与字面剧情取向"></a>神秘主义与字面剧情取向</h4><p>不少剧迷倾向于把《双峰》当作一个自成一体的神秘玄幻故事来对待，关注剧中超自然元素的字面解释和神话体系。这一取向包括对黑色密室（Black Lodge）、白色密室（White Lodge）、巨人（Fireman）、杀人妖魔BOB、朱迪（Judy）等剧中超自然存在给予具体的背景设定和神秘学对应。例如，有理论认为朱迪是源自通古斯神话或黑巫术传说的上古恶魔，“母体实验”所诞下的邪灵都是她的化身；还有人将朱迪与马克·弗罗斯特在《双峰》官方小说中提到的巴比伦邪神“堕落之母”对应起来。这类神秘主义解读视《双峰》的世界观为一个待考据填充的拼图：所有角色和意象都有各自的超自然来历与功能，观众仿佛是在参与一个扩展宇宙的构建。在这种思路下，观众提出许多猜想（例如“跳舞的小矮人”代表印第安传说中的恶灵，“号角夫人”是白色密室的先知等），试图在剧中找到一条贯穿始终的超自然事件链。</p><p>相较而言，Twin Perfect虽然也重视剧情内部逻辑，但它更强调象征隐喻层面的意义统一，而非为每个神秘现象寻找现实玄学依据。Twin Perfect几乎完全忽略了马克·弗罗斯特在小说中提供的大量背景设定，甚至明确指出林奇从未阅读过弗罗斯特的双峰书籍，因而其中的矛盾与细节不重要。在Twin Perfect看来，林奇影像里的神秘法则服务于主题隐喻多过服务于拓展世界观。比如，对于谜一般的朱迪，Twin Perfect选择从语言双关入手，将其解读成概念象征；而神秘学取向的粉丝更倾向于从历史文本中挖掘朱迪可能对应的恶魔原型。这两种路径并无高下之分，但目标截然不同：前者指向现实主题的提炼，后者致力于丰满幻想世界的细节。</p><p>如果说Twin Perfect将《双峰》提升到了一种元叙事和符号寓言的层面，那么神秘主义取向则更醉心于《双峰》作为超自然悬疑剧本身的魅力。Twin Perfect的独创性在于，它第一次明确地把朱迪等同于解释欲这一高度抽象的概念摆上台面，提供了一种此前未被广泛讨论的符号层面的统一诠释。相比之下，神秘学派的各种理论彼此纷繁复杂，往往互相竞争而非整合，因此影响力更多停留在小圈子的探讨。</p><p>在接受度上，Twin Perfect的理论或许对普通观众更友好一些，因为它直接点明了剧中怪诞背后的现实对应，比如朱迪之恶对应人类好奇心杀死猫的天性。但批评者认为，这种过于直白的人间对应也牺牲了原作超自然氛围的朦胧美。对许多《双峰》粉丝来说，黑白密室、戴面具的神秘侏儒、巨人送出的密码等超现实元素之所以迷人，正因为它们永远半遮半掩，仿佛真有一套庞大的Twin Peaks神话体系在背后运转。如果一刀切地说这些都是作者在讲某个道理，难免让人觉得魅力尽失。这也解释了为何Twin Perfect的视频虽得到广泛关注，但仍有不少死忠粉并不买账——他们宁可相信《双峰》有着自己无穷无尽的神秘宇宙，也不愿接受一个世俗的主题框架将其框定。</p><h4 id="梦境与潜意识理论"><a href="#梦境与潜意识理论" class="headerlink" title="梦境与潜意识理论"></a>梦境与潜意识理论</h4><p>另一些解读偏重心理和哲学层面，视《双峰》为关于梦境、潜意识和人格分裂的隐喻作品。这一思路受到林奇本人崇尚超现实主义、重视梦境灵感的启发。林奇曾直言“我们都生活在梦中”——这句台词在第三季中由库珀之口道出，也常被视为点睛之笔。许多观众据此发展出各种梦境理论。例如，有观点认为整部《双峰》实际上发生在某人的梦境或精神世界中：第一、二季可能是劳拉的臆想，或是库珀的白日梦；第三季更是被一些人视为库珀在黑色密室中的自我心灵救赎之旅，他创造出Dougie这样的人物来疗愈自己，然后在梦的层次中寻找劳拉。</p><p>这类理论往往不追求剧情细节上的严丝合缝，而是强调作品内在的心理逻辑与体验。例如Dougie长期游离失魂的状态，被解读为库珀内心被困于自满和逃避现实的茧；奥黛丽谜一样的舞蹈场景，则被视作奥黛丽昏迷状态下梦境与现实的断裂。这些诠释的共同点是强调《双峰》为梦，其内容更多是象征性的心理戏剧，不必在物理层面完全可解。</p><p>相较而言，Twin Perfect则更接近一种反梦境的立场。它承认林奇作品如梦似幻，但坚持这些梦幻元素背后指涉明确的现实主题，而非仅仅表达潜意识情绪。Twin Perfect不赞同将第三季简单归结为一场梦即可解释一切，相反，它努力证明第三季每一处虚幻之笔都在服务一个理性的作者主旨，主要是针对电视媒介和观众心态的反思。</p><p>举例来说，梦境理论者会说库珀最后带劳拉穿越时空只是他的梦中妄想，并无定解；但Twin Perfect则赋予这一行为以清晰的元叙事意义，它象征试图篡改剧情获取完满结局的徒劳和危险。可以说，梦境理论喜欢悬而不决、任凭观众自由遐想，而Twin Perfect提供了一个拒绝模棱两可的标准答案。两相比较，Twin Perfect的解析在逻辑性和连贯性上更胜一筹，但在诗意与神秘感上可能逊于梦境派的解读。</p><p>林奇的作品历来给予观众很大自由去投射自我经验：有人看《双峰》看到的是对虐待创伤的剖析，有人看到的是对小镇美国的梦魇挖掘，有人纯粹把它当超现实恐怖片体验。梦境和潜意识理论允许并鼓励这些多元解读的并存；而Twin Perfect的单一真相逻辑在一定程度上压缩了诠释的张力。</p><p>这也是为什么一些评论者批评Twin Perfect的分析把艺术作品当成密码谜题在解，因为这和林奇一贯倡导的“每个人看到的都可以不一样”的理念相左。当然，从学术角度看，Twin Perfect的阐释并非完全排斥多义性，它本身也承认林奇电影有灵修哲学、对美式通俗文化的讽喻等多层意涵。只不过Twin Perfect努力证明这些面向最终汇聚到他提出的那个核心母题上，并非彼此孤立。</p><p>概而言之，Twin Perfect提供了收敛式的解读，而梦境理论等提供的是发散式的解读。孰优孰劣取决于观众希望从《双峰》得到什么：明确的认知快感，还是无尽的迷宫趣味。</p><h4 id="政治-社会隐喻解读"><a href="#政治-社会隐喻解读" class="headerlink" title="政治&#x2F;社会隐喻解读"></a>政治&#x2F;社会隐喻解读</h4><p>部分评论者从社会学或政治隐喻角度解读《双峰》。例如有人将《双峰：回归》第 8 集（核爆起源）的超现实段落视为美国历史的隐喻：1945 年核弹试爆释放了原初邪恶，暗示劳拉的悲剧之源可以追溯到美国的国家罪恶。正如一篇学术文章指出的，“劳拉·帕尔默之死的根源在于‘美国邪恶’的诞生——即核武器的研发和使用。就像《闪灵》中的饭店建在印第安人大屠杀旧址上一样，《双峰》的情节源自美国政府更近代的罪行：投放原子弹”。这种历史-政治寓言的解读，把剧中超自然邪恶（如 Judy、鲍勃）对应到美国现实中的暴力、战争、殖民等宏大议题。此外，也有学者将双峰镇表面的恬静与底下的犯罪联系到里根时代美国社会的道德危机，或将剧中青年沉迷毒品、成人世界堕落看作对九十年代美国郊区生活的批判。</p><p>与这些外向型的社会&#x2F;政治寓意相比，Twin Perfect 的媒介论调相对“内向”：它不是将《双峰》映射现实社会问题，而是映射影视行业本身。Twin Perfect 聚焦的是林奇对电视作为一种艺术形式的反思（如电视连续剧的陈俗模式、观众对结局的渴望、剧集复兴潮的怀旧心理等），而不是直接影射现实中的政治事件。比如第 8 集核爆场景，在政治解读者看来指涉二战及冷战阴影，但 Twin Perfect 则更关注其中电影史和媒体符码的意义：他或许会强调该段落像极了斯坦·布拉哈格的实验电影和《2001 太空漫游》的蒙太奇，以此说明林奇在玩电影史与电视史的元游戏，而未必深挖“美国原罪”的层面。再如，第三季主题之一是“对过去的眷恋和复归的危险”，有评论认为这是林奇针对当代流行文化怀旧风潮的讽喻，甚至牵涉到对特朗普时代口号“让 X 再次伟大”的文化批判。Twin Perfect 也关注怀旧主题，但主要是从剧迷对于旧剧的期待来解读（例如他认为第三季故意不给观众想要的 Dale Cooper 英雄形象，正是林奇对怀旧心理的敲打），很少扩展到具体政治背景的指涉。</p><p>综合来看，政治&#x2F;社会解读和 Twin Perfect 理论有相通之处，即二者都认为《双峰》不仅仅是超自然惊悚故事，还隐藏着作者对现实的评议。不同的是，前者指向现实世界的历史与社会问题，而后者指向叙事媒介自身的问题。Twin Perfect 理论的贡献在于突出《双峰》的自指性，而其他社会学解读则把《双峰》当作一面镜子照见时代精神。对于《双峰》这类作品来说，这两种解读并不互斥：完全可能既有对社会的隐喻，又有对媒介的反思。但批评者提醒说，应警惕将任何一方面膨胀为唯一解释——正如 Twin Perfect 被诟病的地方——因为那样会“过度简化这部万花筒般的作品”。</p><h4 id="超验主义-冥想解读"><a href="#超验主义-冥想解读" class="headerlink" title="超验主义&#x2F;冥想解读"></a>超验主义&#x2F;冥想解读</h4><p>大卫·林奇作为一名修习超验冥想数十年的导演，他的作品中常融入冥想和东方哲思。《双峰》中也可见灵性主题：如善恶对立的黑白旅店可视为灵魂两个面向，库珀在红房的试炼象征精神修行，“我们都生活在梦中”的点题道出世界如幻的哲学命题。一些解读将《双峰》归为林奇的心灵启迪之作，认为其最终指向超越尘世的顿悟。例如有人以禅宗角度分析结局，认为库珀试图改变过往却失败，暗示执念徒劳，只有直面当下才能解脱——这与佛教的“放下”和当下觉醒思想相通。还有人关注剧中角色的冥想实践（如库珀在剧中打坐、喃喃自语“听听那声音”，以及剧终 Audrey 在镜中惊醒等），将其与意识觉醒联系起来。</p><p>Twin Perfect 理论某种程度上涉猎了这些精神主题，但他倾向于将觉醒&#x2F;沉睡之类的母题服务于对媒介的隐喻（如前述，他把咖啡、梦境等元素解读为唤醒观众摆脱电视催眠的象征）。在超验主义者看来，《双峰》的“觉醒”更多是指向个体的灵性觉醒——例如库珀和劳拉是否跳出梦境轮回——而不是观众意识到电视套路的觉醒。Twin Perfect 将林奇痴迷的统一场理论等价到剧中某些超自然场景，这点与灵性解读不谋而合，都承认林奇作品与他的冥想哲学相关联。然而，Twin Perfect 最终还是把这些灵性元素纳入他对艺术形式的评论范畴：比如消防员（巨人）所在的紫色剧院，灵性解读会说那是“造物者”的空间、善之源头，Twin Perfect 则特别指出剧院里铃声设备投射在画面上的垂直线条恰好对应胶片声音轨的图样，这被他视为证据表明消防员之境代表电影媒介本身。如此一来，原本超验的“创世者”意象又回归了媒介隐喻（电影正创造着剧中世界）。</p><p>由此可见，Twin Perfect 用媒介框架吸纳了部分灵性解读，但他的落脚点依然是对影视创作的自省，而非纯粹的心灵寓言。两种解读在贡献上各有侧重：灵性路线强调《双峰》的玄学深度，为作品增添了神秘感和哲理意蕴；Twin Perfect 则提供了一个更“技术性”和“文本性”的视角，让人关注林奇如何通过影视语言本身传达信息。在局限性上，灵性解读可能会因过于抽象而缺乏具体文本支撑，而 Twin Perfect 的弊端在于过度理性解析可能牺牲掉作品的玄奥魅力。如何平衡二者，是许多《双峰》爱好者乐此不疲的讨论。</p><h4 id="林奇本人的反诠释立场"><a href="#林奇本人的反诠释立场" class="headerlink" title="林奇本人的反诠释立场"></a>林奇本人的反诠释立场</h4><p>大卫·林奇对于观众和评论界的各种阐释，一直保持着既不肯定也不否定的态度。他常说的一句话是：“作品本身就是它的意义。”林奇认为，一部电影或剧集应该让观众直接去感觉，它的意义就在银幕上呈现的影像与声音之中，不需要作者事后画蛇添足地解释。正如 Twin Perfect 视频一开头展示的采访片段，当被追问创作意图时林奇会微笑着说：“不，我不会（解释）。” 林奇也多次提到自己钟爱谜团和未解之感，他形容揭示劳拉凶手是砍死下金蛋的鹅，就是认为<strong>谜团一旦解开，故事的生命力便终结</strong>。因此他在后来创作中愈发避免传统的诠释和结局，甚至公开表示反感粉丝过度分析具体情节：“有时候一朵蓝色天竺葵出现，仅仅是因为它美丽，仅此而已。”</p><p>林奇的这种反诠释立场可以说是与 Twin Perfect 的做法背道而驰的：Twin Perfect 为每一个蓝色天竺葵都寻找了意义。不过有趣的是，Twin Perfect 在其视频中也搜集到少量林奇暗示“正确解读”的言论。例如林奇曾评价观众对《穆赫兰道》的一个猜测时说“只有一点点出入”，这似乎承认了存在较“准确”的理解。Twin Perfect 据此推断林奇并非没有自己明确的故事逻辑，只是他选择对公众守口如瓶。这种理解与导演斯坦利·库布里克等大师的态度有点类似： <strong>艺术家拥有一个内在蓝图，但绝不言传，只做引导，让观众自己悟。</strong> Twin Perfect 恰恰自诩为抓住了林奇提供的“言外之意”的那个人。他调动了海量林奇过往的发言、公开信件（例如剧本在导演剪辑下的改动、他对电视行业的评论等）来支持自己的论点。这种考据式的方法，在林奇“反解释”的大背景下，确实显得大胆：有人称 Twin Perfect 是“公然违抗林奇的意愿”去剧透了《双峰》的奥义。然而，也有观点认为，林奇的作品并非不可解，只是他希望观众自行参与。这种情况下，一个像 Twin Perfect 这样的超级剧迷投入两年时间“读空气”找出的答案，或许并不违背林奇希望作品引发深入思考的初衷。林奇不解释，不代表他不希望有人最终看懂。</p><p>当然，究竟 Twin Perfect 的答案是不是林奇心目中的“正确答案”，外人不得而知——林奇本人也许永远不会承认任何单一解读。但至少在探讨方式上，Twin Perfect 的出现让人重新审视 <strong>作者意图（Authorial Intent）</strong> 在当代影视分析中的位置。过去几十年理论界流行“作者已死”，鼓励多样解读，不迷信唯一诠释；而 Twin Perfect 算是逆潮流地重申了作者意图的重要性——他相信林奇有明确意图，而自己的任务是重建这一意图。这和林奇表面的反诠释立场形成了张力，也是 Twin Perfect 理论饱受争议之处。从独创性角度看，Twin Perfect 的胜出在于，它提出了此前林奇研究中少有人明确提出的一个论断：林奇将“解释”本身设定为剧中的大反派，并以此映射创作者与观众的关系。这个洞见可谓石破天惊、富有原创性。但从说服力看，它也存在难以彻底验证的弱点——究竟这是林奇有意而为，还是过度解读？林奇不会给出标准答案，只能由观众自行判断 Twin Perfect 所搭建的大厦是否足够坚实可信。</p><h3 id="总结"><a href="#总结" class="headerlink" title="总结"></a>总结</h3><p>Twin Perfect 对《双峰》的解读，以其高度结构化的媒介批评视角、符号系统的嵌套逻辑以及对作者意图的强力主张，在众多《双峰》阐释体系中独树一帜。他提出《双峰》本质上是一部关于电视的电视剧，是大卫·林奇对电视媒介暴力美学、观众心理和叙事机制的隐喻性批判。这一理论框架的吸引力在于，它为众多散乱而晦涩的超现实符号提供了统一的编码规则，使许多观众获得一种“谜底被揭示”的满足感；同时它也提醒我们，《双峰》并非单纯的超自然叙事或心理寓言，而是一部具有自指意识和媒介反思意图的作品。然而，Twin Perfect 所构建的“万能钥匙”并非无懈可击：它将一部以开放性、多义性和情感深度著称的作品压缩进一套线性隐喻体系，不仅淡化了劳拉·帕尔默所代表的创伤经验和人性挣扎，也忽视了马克·弗罗斯特在神话体系构建中的决定性作用。此外，该理论对细节的选择性诠释、对异议视角的排斥以及对单一“正确解读”的自信主张，引发了观众与学界关于阐释权威、文本复杂性以及创作合作性的激烈辩论。尽管如此，Twin Perfect 理论仍在《双峰》文本的阐释生态中占据重要位置：它既是一次大胆而充满雄心的解读实验，也是一面镜子，映照出观众在面对复杂艺术文本时渴望秩序与掌控、又抗拒被阐释封闭的心理张力。最终，它未能终结对《双峰》的讨论，反而以其张扬的姿态恰恰印证了林奇所坚持的真理观——即真正的意义，不止一把钥匙，也不止一扇门。</p><h3 id="延伸阅读"><a href="#延伸阅读" class="headerlink" title="延伸阅读"></a>延伸阅读</h3><ol><li><p><a href="https://www.openculture.com/2024/10/twin-peaks-actually-explained.html">Open Culture 网站对 Twin Perfect 视频的介绍和评论</a></p></li><li><p><a href="https://charlie2888.rssing.com/chan-58380301/article31.html">影评人 Charlie Gordon 博客对 Twin Perfect 理论的综述与回应</a></p></li><li><p><a href="https://centreforexperimentalontology.com/category/twin-peaks/">《Experimental Ontology》博客对 Twin Perfect 元叙事观点的讨论</a></p></li><li><p><a href="https://www.reddit.com/r/twinpeaks/comments/dtvx8g/twin_perfect_doesnt_understand_twin_peaks/">Reddit 上 Twin Perfect 理论相关讨论帖</a></p></li><li><p><a href="https://quod.lib.umich.edu/f/fc/13761232.0041.324/--atomic-gambit-of-twin-peaks-the-return?rgn=main;view=fulltext">《Twin Peaks: The Return – Atomic Gambit》学术文章对剧集中核爆意象的政治隐喻解读</a></p></li></ol>]]></content>
    
    
      
      
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  <entry>
    <title>自译 | 娜塔莉·卡尔穆斯《色彩意识》（1935）</title>
    <link href="https://www.lumenghe.com/2025/03/17/color-consciousness-natalie-calmus/"/>
    <id>https://www.lumenghe.com/2025/03/17/color-consciousness-natalie-calmus/</id>
    <published>2025-03-17T09:43:44.000Z</published>
    <updated>2025-03-18T01:19:38.857Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>简介：本文探讨了电影色彩的美学价值及其与绘画艺术的共通性，并深入分析了色彩的心理学作用及其在叙事和情感塑造中的功能。作者认为，电影工作者应培养色彩意识，有意识地运用色彩来提升电影的表现力和观众体验。</p><p>出处：Journal of the Society of Motion Picture Engineers, August, 1935, pages 139-147</p><p>作者：娜塔莉·卡尔穆斯（1878-1965）是美国彩色电影技术先驱，曾担任特艺色（Technicolor）公司的色彩艺术总监。作为公司创始人赫伯特·T·卡尔穆斯（Herbert T. Kalmus）的前妻，她在 1934 年至 1949 年间担任几乎所有 Technicolor 影片的色彩顾问，对彩色电影的发展产生了深远影响。她强调在电影中谨慎而和谐地运用色彩，避免过度使用鲜艳色调，以增强影片的艺术性和观众的情感共鸣。尽管她的严格要求有时引起导演和制片人的不满，但她的工作确保了彩色电影的质量和艺术水准。</p><p>译者：Horace Lu</p><p><a href="https://www.eastman.org/sites/default/files/technicolor/pdfs/ColorConsultants_ColorConsciousness.pdf">原文下载地址</a></p></blockquote><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/%E5%A8%9C%E5%A1%94%E8%8E%89%C2%B7%E5%8D%A1%E5%B0%94%E7%A9%86%E6%96%AF%E3%80%8A%E8%89%B2%E5%BD%A9%E6%84%8F%E8%AF%86%E3%80%8B%E5%B0%81%E9%9D%A2.jpeg" alt="娜塔莉·卡尔穆斯《色彩意识》封面" style="zoom:20%;"><blockquote><p>Summary — Color constitutes another step in the steady advancement of the motion picture toward realism, the same principles of color, tone, and composition applying to the motion picture as to the art of painting. In order fully to appreciate the color picture, a “color consciousness” must be adopted, the lack of which is tantamount in a degree to color blindness.</p><p>Monotony is the enemy of interest, a fact that argues for the color picture; but a superabundance of color is unnatural. Psychologically, colors fall into the “warm” and “cool” groups, and each color and shade has its psychological implications: red — danger, blood, life, heat; green — nature, outdoors, freedom, freshness; etc. To build up personalities and to harmonize emotions and situations, these principles must apply, even to the extent of “color juxtaposition,” or the psychological relation of the various colors to each other. For example, of two adjacent or contiguous colors, each tends to “throw” the other toward its complement, considerably affecting the emphasis or import of the color.</p><p>色彩的应用标志着电影在通向现实主义道路上的又一重要进展，其在电影中的运用遵循与绘画艺术相同的色彩、色调与构图原则。要充分理解彩色电影的艺术价值，必须具备“色彩意识”（Color Consciousness），而缺乏这种意识在某种程度上相当于“色盲”，会导致对电影视觉表现力的理解受限。</p><p>单调性是观众兴趣的天敌，这一点为彩色电影的必要性提供了有力的论证。然而，过度的色彩运用同样是不自然的。在心理学上，色彩可大致分为“暖色系”与“冷色系”，且不同颜色及其色调都具有特定的心理暗示。例如：红色——象征危险、血液、生命、热度；绿色——象征自然、户外、自由、新鲜感；其他颜色同样具备特定的情绪和象征意义。在电影叙事与人物塑造中，必须遵循这些原则，以调和情绪与戏剧情境，甚至包括“色彩并置”（Color Juxtaposition），即不同色彩之间的心理关系。例如，当两种颜色相邻或相接时，彼此会在视觉上趋向其互补色，从而极大地影响色彩的强调程度及其所传递的意涵。</p></blockquote><p>On the walls of the cave in Altamira in Spain are found paintings, boldly sketched in three colors by Paleolithic man some fifty thousand years ago. These prehistoric paintings are quite artfully executed, and show that the artist possessed a fine sense of color and a desire to indicate motion as well as form. Various animals are depicted with the use of a red clay, an ochre earth, and a black pigment. One picture shows a wild boar in a standing position. In another picture, nearby, to show the same animal in a gallop, two sets of legs have been used. This ingenious method of showing action indicates the inherent desire of the artist to show motion in color. This ambition has come down through the intervening years to the present day. Now we see the culmination of that idea — motion pictures in color.</p><p>在西班牙阿尔塔米拉（Altamira）洞穴的壁画中，可以看到距今约五万年前旧石器时代人类以三种颜色所绘制的艺术作品。这些史前绘画技法娴熟，不仅展现了远古艺术家敏锐的色彩感知能力，同时也表达了其通过色彩表现运动感的意图。例如，他们使用红色黏土、赭石土及黑色颜料描绘动物，其中一幅作品刻画了一只站立的野猪，而在另一幅表现奔跑状态的画作中，艺术家巧妙地绘制了两组腿部，以模拟动物运动的动态感。这种展现运动的早期尝试，正是人类艺术表达的一种本能追求，而这一愿景最终在彩色电影中得以实现。</p><p>From a technical standpoint, motion pictures have been steadily tending toward more complete realism. In the early days, pictures were a mere mechanical process of imprinting light upon film and projecting that result upon a screen. Then came the perfection of detail — more accurate sets and costumes — more perfect photography. The advent of sound brought increased realism through the auditory sense. The last step — color, with the addition of the chromatic sensations, completed the process. Now motion pictures are able to duplicate faithfully all the auditory and visual sensations.</p><p>从技术发展的角度来看，电影一直在向更完整的现实主义演进。电影发展的早期阶段，仅仅是利用光学机制将影像记录于胶片上，并将其投射到银幕之上。随后，电影开始在细节方面不断完善，如更加精确的布景、服装以及更为精准的摄影技术。声音的出现使电影通过听觉感官增强了现实感。而色彩的引入，作为最后一环，使电影叙事得以融合色彩感知，从而完成了电影媒介对视觉与听觉感官的全方位再现。</p><p>This enhanced realism enables us to portray life and nature as it really is, and in this respect we have made definite strides forward. A motion picture, however, will be merely an accurate record of certain events unless we guide this realism into the realms of art. To accomplish this it becomes necessary to augment the mechanical processes with the inspirational work of the artist. It is not enough that we put a perfect record upon the screen. That record must be molded according to the basic principles of art.</p><p>这种增强的现实主义使我们能够如实再现生活与自然，从而在电影表现的真实感方面取得了显著的进步。然而，若仅仅将电影视为对特定事件的精准记录，它仍然只是机械化的再现，而非真正的艺术表达。因此，电影创作必须在机械过程之外，融入艺术家的灵感与创造力。仅仅将完美的影像呈现在银幕上并不足够，电影必须遵循艺术的基本原则。</p><p>The principles of color, tone, and composition make painting a fine art. The same principles will make a colored motion picture a work of art. The precision and detail of Holbein and Bougereau, the light effects of Rembrandt, the atmosphere and arrangements of Goya, the color of Velasquez, the brilliant sunlight of Sorolla, the mysterious shadows of Innes — all these artistic qualities can eventually be incorporated into motion pictures through the medium of color. The design and colors of sets, costumes, drapes, and furnishings must be planned and selected just as an artist would choose the colors from his pallette and apply them to the proper portions of his painting.</p><p>色彩、色调与构图的原则使绘画成为一门高级艺术，同样，这些原则也能使彩色电影升华为真正的艺术作品。电影可以借鉴霍尔拜因（Holbein）和布格罗（Bougereau）的精准细节、伦勃朗（Rembrandt）的光影效果、戈雅（Goya）的氛围与画面布局、委拉斯开兹（Velázquez）的色彩表达、索罗拉（Sorolla）的耀眼阳光以及英尼斯（Inness）的神秘阴影等经典绘画技法，通过色彩这一媒介，将这些艺术特质引入电影创作之中。布景、服装、帷幔及道具的色彩设计，必须如同画家在调色板上选择颜色并精准涂抹于画布之上那样经过精心规划与运用。</p><p>In order to apply the laws of art properly in relation to color, we must first develop a color sense — in other words, we must become “color conscious.” We must study color harmony, the appropriateness of color to certain situations, the appeal of color to the emotions. Above all, we must take more interest in the colorful beauties that lie about us — the iridescent brilliance of the butterfly’s wing, the subtle tones of a field of grain, the violet shadows of the desert, the sunset’s reflection in the ocean. By such observation and study we develop a sense of color appreciation and train our eye to notice an infinite variety of hues.</p><p>要正确地将艺术法则应用于电影色彩之中，首先必须培养色彩感知能力，换言之，我们必须具备色彩意识（Color Consciousness）。这需要我们深入研究色彩的和谐美、色彩在特定情境中的适配性以及色彩对情绪的感染力。最重要的是，我们应当更加关注身边世界的色彩之美——例如，蝴蝶翅膀的绚丽虹彩、麦田的微妙色调、沙漠中淡雅的紫色阴影、夕阳倒映于海面的光辉……通过这些观察与研究，我们可以培养色彩鉴赏能力，训练视觉去捕捉无穷无尽的色彩变化。</p><p>Serious cases of color blindness are comparatively rare; yet, because the average person is not trained in color appreciation, a decided lack of color consciousness is not at all uncommon. In order to appreciate operatic or classical music, people study music appreciation. Color appreciation, as a study, is almost entirely neglected, although color plays a most important and continuous part in ourlives. The average person listens to music for only a short portion of the time, but every moment of the day he looks upon some form of color.</p><p>真正严重的色盲病例相对罕见，然而，由于多数人缺乏系统的色彩审美训练，对色彩的敏感度不足的情况却十分普遍。为了欣赏歌剧或古典音乐，人们会学习音乐欣赏（Music Appreciation）；然而，尽管色彩在我们生活中占据着至关重要且持续的作用，色彩欣赏（Color Appreciation）作为一门学科却几乎完全被忽视。事实上，相较于音乐，人们每日所接触的色彩信息远远超过听觉体验，视觉对于色彩的感知是持续不断的。</p><p>In the study of color appreciation we have two classes of objects. On the one hand, we have Nature, with its flowers, skies, trees, etc.; on the other hand, we have man-made objects of all kinds, including art pictures. In the first class the color is already created, and it remains for us only to enjoy and appreciate. In the second class we can exercise a certain amount of selectivity. Because of the general lack of color knowledge, that selectivity is not always tempered with wisdom. If the color schemes of natural objects were used as guides, less flagrant mistakes in color would occur. The use of black and white, however, to the complete exclusion of all color, is decidedly not in keeping with Nature’s rules.</p><p>在色彩鉴赏的研究中，我们可以将观察对象分为两大类。一类是自然界的事物，如花朵、天空、树木等；另一类则是人类创造的各类物品，包括艺术作品。对于前者，色彩已然存在，我们只需去欣赏和理解。而对于后者，我们可以在一定程度上进行选择。然而，由于人们普遍缺乏色彩知识，这种选择往往缺乏审慎考量。如果能以自然界的色彩搭配为指导，许多明显的色彩错误便可以避免。值得注意的是，完全排除色彩，仅使用黑白灰，并不符合自然的规律。</p><p>Natural colors and lights do not tax the eye nearly as much as man-made colors and artificial lights. Even when Nature indulges in a riot of beautiful colors, there are subtle harmonies which justify those colors. These harmonies are often overlooked by the casual observer. The most brilliant flower has leaves and stem of just the right hue to accompany or complement its gay color.</p><p>相比于人工色彩与人造光源，自然界的色彩和光线对人眼的负担要小得多。即便自然界展现出极为绚丽的色彩，也总是存在微妙的色彩和谐，使这些颜色的运用显得合理。然而，这些色彩的和谐性往往容易被粗略的观察所忽视。例如，最艳丽的花朵，其叶片和茎干的色调都经过自然的协调，与花朵的亮丽色彩相辅相成，形成视觉上的平衡。</p><p>As we grow in the understanding of color and its uses, we find that our color appreciation develops simultaneously. All the better things in life require a color consciousness for their fullest appreciation and enjoyment.</p><p>当我们对色彩及其运用理解得越深入，我们的色彩鉴赏能力也会同步提升。生活中所有更高层次的审美体验，都需要色彩意识的参与才能获得最充分的理解与享受。</p><p>The eye is the organ of perception. The impulses of light received by the retina are transferred over the optic nerve path to the brain, and we become conscious of light and dark, motion, form, and color. Vision is a sense of ancient lineage and of early development in the individual life. Its characteristic is the clearness and precision of the data it furnishes the mind. Compared to sight, the other senses are dull and groping. It is the sense by which we receive the greatest number of stimuli from the world about us. It is the sense which most frequently affects the nervous system, dominates the attention, and stimulates the mind.</p><p>视觉是人类最重要的感知器官。视网膜接收光信号后，通过视神经传输至大脑，使我们得以意识到光暗、运动、形态及色彩的存在。视觉不仅在人类个体生命的早期便已高度发育，而且在所有感官中提供的信息最为清晰与精准。相比之下，其他感官的感知较为模糊且依赖探索。视觉是人类接收外界信息的主要渠道，它最频繁地影响神经系统，主导注意力，并激发思维活动。</p><p>It is a psychological fact that the nervous system experiences a shock when it is forced to adapt itself to any degree of unnaturalness in the reception of external stimuli. The auditory sense would be unpleasantly affected by hearing an actor upon the screen speak his lines in a monotone. The mind would strive to supply the missing inflections. The same is true, but to a greater degree, of the visual sense. A super-abundance of color is unnatural, and has a most unpleasant effect not only upon the eye itself, but upon the mind as well. On the other hand, the complete absence of color is unnatural. The mind strives to supply the missing chromatic sensations, just as it seeks to add the missing inflections to the actor’s voice. The monotony of black, gray, and white in comparison with color is an acknowledged fact. It is almost a psychological axiom that monotony is the enemy of interest. In other words, that which is monotonous will not hold our attention as well as that which shows more variety. Obviously, it is important that the eye be not assailed with glaring color combinations, nor by the indiscriminate use of black and white. Again taking our cue from Nature, we find that colors and neutrals augment each other. The judicious use of neutrals proves an excellent foil for color, and lends power and interest to the touches of color in a scene. The presence of neutrals in our composition adds interest, variety, and charm to our colors. On the other hand, the presence of color in our picture gives added force to the neutrals, emphasizing the severity of black, the gloominess of gray, the purity of white.</p><p>从心理学角度来看，神经系统在适应外界刺激时，如果遇到不自然的感官输入，会产生一定程度的不适。例如，在听觉方面，如果电影中的演员用单调的语调念出台词，观众会不自觉地试图填补缺失的音调变化。同样的现象在视觉感知中体现得更为明显。过度使用色彩是不自然的，这不仅会对眼睛造成刺激，还会对大脑产生负面影响。然而，完全消除色彩也是不自然的。人脑会本能地试图补充缺失的色彩感知，就像它试图填补演员声音中缺失的语调变化一样。相比于丰富的色彩，黑白灰的单调性是一个公认的事实。几乎可以说，单调是兴趣的敌人——换句话说，单调的事物难以维持人们的注意力，而富有变化的事物则更能吸引观众。因此，在电影色彩设计中，既不能让眼睛受到过于刺目的色彩冲击，也不能随意使用黑白灰构成画面。同样地，如果我们借鉴自然界的色彩搭配，会发现色彩与中性色相辅相成。合理运用中性色（如黑、灰、白）可以成为色彩的绝佳衬托，使画面中的色彩更具表现力和感染力。同时，画面中色彩的存在也能加强中性色的作用，突出黑色的肃穆、灰色的沉郁以及白色的纯净。</p><p>From a broader point of view, the psychology of color is of immense value to a director. His prime motive is to direct and control the thoughts and emotions of his audience. The director strives to indicate a fuller significance than is specifically shown by the action and dialog. If he can direct the theatergoer’s imagination and interest, he has fulfilled his mission. The psychology of color is all-important in this respect, and we shall now show the manner in which certain colors upon the screen will give rise to certain emotions in the audience.</p><p>从更广义的角度来看，色彩心理学对于电影导演而言具有极高的价值。导演的核心目标是引导和掌控观众的思想与情感。通过画面与对白之外的表现手段，导演致力于赋予影像更深层次的意义。如果他能够成功引导观众的想象力与关注点，那么他的创作目的便得以实现。在这一过程中，色彩心理学起到了至关重要的作用，接下来我们将探讨屏幕上的特定色彩如何激发观众的特定情绪。</p><p>We have found that by the understanding use of color we can subtly convey dramatic moods and impressions to the audience, making them more receptive to whatever emotional effect the scenes, action, and dialog may convey. Just as every scene has some definite dramatic mood — some definite emotional response which it seeks to arouse within the minds of the audience — so, too, has each scene, each type of action, its definitely indicated color which harmonizes with<br>that emotion.</p><p>通过对色彩的深入理解，我们能够巧妙地传达戏剧化的情绪和氛围，使观众在心理上更容易接受场景、动作和对白所传递的情感信息。正如每一个场景都蕴含特定的戏剧性氛围，并试图在观众的意识中激起某种明确的情感反应一样，每个场景、每种动作类型也都有相应的色彩搭配，以强化与之相契合的情绪表达。</p><p>The usual reaction of a color upon a normal person has been definitely determined. Colors fall into two general groups. The first group is the “warm,” and the second the “cool” colors. Red, orange, and yellow are called the warm or advancing colors. They call forth sensations of excitement, activity, and heat. In contrast, green, blue, and violet are the cool or retiring colors. They suggest rest, ease, coolness. Grouping the colors in another manner we find that colors mixed with white indicate youth, gaiety, informality. Colors mixed with gray suggest subtlety, refinement, charm. When mixed with black, colors show strength, seriousness, dignity, but sometimes represent the baser emotions of life.</p><p>对于普通观众而言，色彩所引发的心理反应已被明确界定。色彩大致可分为两大类：暖色系与冷色系。其中，红色、橙色和黄色被归类为暖色或前进色（advancing colors），它们能够引发兴奋、活力和热度的感知。而绿色、蓝色和紫色则属于冷色或后退色（retiring colors），这些色彩通常带来宁静、舒适与清凉的感受。如果按照色彩与明度的关系进一步分类，则可以得出更细致的心理学影响：加入白色的颜色，象征青春、欢乐和随意的氛围；加入灰色的颜色，表现微妙、优雅与魅力；加入黑色的颜色，强调力量、庄重、威严，同时在某些情境下也可能代表人性的阴暗面。</p><p>As to the use of a single color alone, each hue has its particular associations. For example, red recalls to mind a feeling of danger, a warning. It also suggests blood, life, and love. It is materialistic, stimulating. It suffuses the face of anger, it led the Roman soldiers into battle. Different shades of red can suggest various phases of life, such as love, happiness, physical strength, wine, passion, power, excitement, anger, turmoil, tragedy, cruelty, revenge, war, sin, and shame. These are all different, yet in certain respects they are the same. Red may be the color of the revolutionist’s flag, and streets may run red with the blood of rioters, yet red may be used in a church ritual for Pentecost as a symbol of sacrifice. Whether blood is spilled upon the battlefield in an approved cause or whether it drips from the assassin’s dagger, blood still runs red. The introduction of another color with red can suggest the motive for a crime whether it be jealousy, fanaticism, revenge, patriotism, or religious sacrifice. Love gently warms the blood. The delicacy or strength of the shade of red will suggest the type of love. By introducing the colors of licentiousness, deceit, selfish ambition, or passion, it will be possible to classify the type of love portrayed with considerable accuracy.</p><p>单独使用某种颜色时，其本身便携带特定的象征意义。例如，红色往往会让人联想到危险和警示，同时也暗示着血液、生命与爱情。它是物质性的、刺激性的，能够令人兴奋、充满激情。红色渗透愤怒之人的脸庞，曾引领罗马士兵冲锋陷阵。不同色调的红色可以象征生活的不同方面，例如爱情、幸福、体能、酒精、激情、权力、兴奋、愤怒、动荡、悲剧、残酷、复仇、战争、罪恶与耻辱。这些概念虽各不相同，但在某些层面上却有相似之处。红色可以是革命者的旗帜，也可以是街头暴动者鲜血染红的街道；但在教堂仪式中，红色又可以作为五旬节（Pentecost）的象征，代表牺牲。无论是在战场上因正义而流血，还是刺客的匕首滴落鲜血，血的颜色始终是红色。若在红色之中引入其他色彩，便可暗示犯罪的动机，例如嫉妒、狂热、复仇、爱国主义或宗教献祭。爱情能够温暖血液的流动，而不同深浅的红色则能表现不同类型的爱情。例如，柔和的红色代表温柔与浪漫，而深浓的红色则可能暗示炽烈的激情。通过引入代表放荡、欺骗、自私野心或欲望的色彩，我们可以更加准确地界定屏幕上所呈现的爱情类型。</p><p>Proceeding to the other colors, orange is bright and enlivening; it suggests energy, action.</p><p>橙色明亮且富有活力，象征能量与行动力。</p><p>Yellow and gold symbolize wisdom, light, fruition, harvest, reward, riches, gaiety; but yellow also symbolizes deceit, jealousy, inconstancy in its darker shades, and particularly when it is tinged with green.</p><p>黄色与金色象征智慧、光明、成熟、丰收、回报、财富与欢乐。然而，在较深的色调，尤其是掺杂绿色时，黄色也可能象征欺骗、嫉妒与反复无常。</p><p>Green immediately recalls the garb of Nature, the outdoors, freedom. It also suggests freshness, growth, vigor.</p><p>绿色立即让人联想到大自然、户外环境与自由，同时也暗示清新、生长与活力。</p><p>Dark green, blue, violet, and indigo are cooling, quiet colors. They are tranquil and passive. They do not suggest activity, as do the reds and orange. Blue is suggestive of truth (“true blue”), calm, serenity, hope, science, also cold steel, melancholy (we have the expression “blue as indigo”).</p><p>深绿色、蓝色、紫色和靛蓝属于冷色调，它们具有冷静、安宁与被动的特性。这些颜色不会像红色与橙色那样传递活动感。蓝色通常暗示真理（如“忠贞不渝的蓝”），平静、安详、希望与科学，同时也联想到冰冷的钢铁以及忧郁（如短语“忧郁如靛蓝”）。</p><p>Purple is a color which does not occur in the spectrum. It is a combination of warm red and cool blue. It will be aggressive and vital if the red predominates, or dignified and quiet if the blue overbalances the red. Purple denotes solemnity, royalty, also pomp and vanity.</p><p>紫色并非光谱中的颜色，而是由温暖的红色与冷静的蓝色混合而成。当红色占主导时，紫色表现出侵略性与活力；当蓝色更强时，则显得庄重而沉静。紫色象征庄严、皇室，同时也带有炫耀与虚荣的意味。</p><p>Magenta is the combination of purple and red. It is very distinctly materialistic. It is showy, arrogant, and vain.</p><p>洋红色由紫色与红色混合而成，带有明显的物质主义色彩，表现出张扬、傲慢与虚荣。</p><p>The neutrals, white, gray, and black, while theoretically not in the category of colors, also stimulate very definite emotional responses. Black is no color, but absorption of all color. It has a distinctly negative and destructive aspect. Black instinctively recalls night, fear, darkness, crime. It suggests funerals, mourning. It is impenetrable, comfortless, secretive. It flies at the masthead of the pirate’s ship. Our language is replete with references to this frightful power of black — black art, black despair, black-guard, blackmail, black hand, the black hole of Calcutta, black death (the devastating plague of medieval Europe), black list, black-hearted, etc.</p><p>白色、灰色与黑色虽然在理论上并不属于色彩范畴，但它们同样能够引发强烈的情绪反应。黑色本质上并非一种颜色，而是所有颜色的吸收。它具有明显的负面与破坏性特征，直觉上让人联想到黑夜、恐惧、黑暗与犯罪。黑色暗示葬礼、哀悼，具有深不可测、令人不安且充满隐秘感的特性。它飘扬在海盗船的桅杆上，象征死亡与威胁。语言中也充满了对黑色负面力量的隐喻，例如“黑魔法”（black art）、“黑暗绝望”（black despair）、“恶棍”（blackguard）、“勒索”（blackmail）、“黑手党”（black hand）、“加尔各答黑牢”（the black hole of Calcutta）、“黑死病”（black death，中世纪欧洲的毁灭性瘟疫）、“黑名单”（blacklist）以及“黑心”（black-hearted）等。</p><p>Even the poets recognized this symbolism. Shelly, in his dramatic Alaster tells how,</p><p>即使是诗人也认识到了这种色彩象征意义。诗人雪莱在其戏剧作品《阿拉斯托耳》（Alastor）中写道：</p><blockquote><p>“ I have made my bed<br>In charnels and on coffins, where black death<br>Keeps record of the trophies won — “<br>“我已在尸骨遍布的墓穴和棺木之上安身，<br>在黑死病记录其战利品的地方——”</p></blockquote><p>The poet Keats, in The Prisoner of Chilian, says,</p><p>诗人济慈（译者注：应为拜伦勋爵）在《西庸的囚徒》（The Prisoner of Chillon）中写道：</p><blockquote><p>“ I, only, stirred in this black spot,<br>I, only, drew the accursed breath of dungeon-dew.”<br>“唯有我，在这片黑暗之地微微颤动，<br>唯有我，呼吸着这可诅咒的地牢湿气。”</p></blockquote><p>We are speaking a potent language to our audience when we make use of black.</p><p>当我们在电影中运用黑色时，实际上是在向观众传递一种极具力量的视觉语言。</p><p>Gray suggests gray skies and rain. It is gloomy, dreary, and represents solemnity and maturity. From its complete neutrality and lack of any color or distinctiveness, it represents mediocrity, indecisiveness, inaction, vagueness.</p><p>灰色让人联想到阴沉的天空与绵绵细雨，它带有忧郁、沉闷的情绪，同时也象征庄重与成熟。由于灰色完全中性，缺乏鲜明的色彩特征，它还代表着平庸、优柔寡断、无所作为与模糊不清。</p><p>White reflects the greatest amount of light, it emanates a luminosity which symbolizes spirit. White represents purity, cleanliness, peace, marriage. Its introduction into a color sublimates that color. For example, the red of love becomes more refined and idealistic as white transforms the red to pink. White uplifts and ennobles, while black lowers and renders more base and evil any color. To the degree in which colors are lightened or darkened will the qualities that the color exemplifies be altered.</p><p>白色反射最多的光线，散发出一种光辉，象征精神性。白色代表纯洁、清洁、和平与婚姻。将白色引入其他颜色能够使之升华，例如，象征爱情的红色在掺入白色后转变为粉色，使其更显精致与理想化。白色能够提升与高贵化色彩，而黑色则会降低色彩的纯度，使之趋向邪恶或堕落。色彩的明暗程度越高，其所传达的特质也会相应发生变化。</p><p>Thus we see that all the colors in the spectrum speak their particular language. The flush of anger, the vigor of a sun-tanned skin, the richness of gold velvet, the violet mystery of distant mountains, the serenity of blue sky — these colors alone speak with more eloquence than could be described by words.</p><p>由此可见，色谱中的每一种颜色都拥有自身独特的语言。愤怒时脸上的潮红、被阳光晒出的健康肤色、金色天鹅绒的华贵、远山紫罗兰色的神秘、晴朗蓝天的宁静——这些颜色本身所传递的信息，往往比语言更具表现力，更能打动人心。</p><p>The modification of a positive color by the introduction of another hue modifies the mental reaction to the degree of the intensity of that hue which is introduced. For example, a positive blue is a cool color, but to the extent in which a red hue is introduced, the coolness of the blue will be altered by the warmth of red. However, these complexities do not alter the basic principles of color or the general reactions which we have outlined.</p><p>当一种纯色被引入另一种色调时，它所引发的心理反应也会随之改变，其变化程度取决于所加入色调的强度。例如，纯蓝色是一种冷色调，但如果加入红色成分，蓝色的冷感就会被红色的温暖属性所削弱。然而，这些复杂的色彩变化并不会改变色彩的基本原则，或我们之前所概述的色彩心理反应。</p><p>In the preparation of a picture we read the script and prepare a color chart for the entire production, each scene, sequence, set, and character being considered. This chart may be compared to a musical score, and amplifies the picture in a similar manner. The preparation of this chart calls for careful and judicious work. Subtle effects of beauty and feeling are not attained through haphazard methods, but through application of the rules of art and the physical laws of light and color in relation to literary laws and story values. In the first place, this chart must be in absolute accord with the story action. Again, it must consider the art, principles of unity, color harmony, and contrast. Again, it must consider the practical limitations of motion picture production and photography. The art director, however, in handling a color picture, must be forever mindful that the human eye is many times more sensitive than the photographic emulsion and many times greater in scope than any process of reproduction. Therefore, he must be able to translate his colors in terms of the process.</p><p>在影片制作过程中，我们首先阅读剧本，并为整个作品制定色彩设计图表，涵盖每个场景、段落、布景及角色的色彩规划。这张色彩设计表可以类比为电影的音乐配乐，通过色彩的层次与变化增强影片的叙事表现力。制定色彩表需要细致而精准的规划，画面的美感与情感的微妙表达并非偶然形成，而是通过艺术法则、光与色彩的物理规律，结合文学结构与叙事价值精心设计的。首先，色彩表必须完全符合故事情节的发展，其次，它必须遵循艺术原理，包括统一性、色彩和谐与对比。此外，它还必须考虑到电影制作与摄影技术的实际限制。然而，在彩色电影的制作中，艺术指导必须时刻牢记：人眼的感知能力远远超过胶片感光乳剂的范围，并且比任何现有的影像再现技术更为敏锐和广泛。因此，艺术指导需要能够将现实色彩有效地转译到影像呈现中。</p><p>When we receive the script for a new film, we carefully analyze each sequence and scene to ascertain what dominant mood or emotion is to be expressed. When this is decided, we plan to use the appropriate color or set of colors which will suggest that mood, thus actually fitting the color to the scene and augmenting its dramatic value.</p><p>在收到剧本后，我们会仔细分析每个段落和场景，以确定其所要表达的核心情绪或主导氛围。在明确这些要素后，我们会选择适当的色彩或色彩组合，以强化该场景的情绪表达，使色彩真正融入叙事，提升戏剧张力。</p><p>We plan the colors of the actor’s costumes with especial care. Whenever possible, we prefer to clothe the actor in colors that build up his or her screen personality. In a picture which we recently completed, two young girls play the parts of sisters. One is vivacious, affectionate, and gay. The other is studious, quiet, and reserved. For the first we planned costumes of pink, red, warm browns, tan, and orange; for the second, blue, green, black, and grey. In this way the colors were kept in unison with their film characters.</p><p>演员服装的色彩搭配尤为重要。我们尽可能让服装色彩契合演员的银幕角色，以增强其人物塑造。在一部近期完成的电影中，两位年轻女孩饰演一对姐妹。其中一位性格活泼、亲切、开朗，另一位则好学、内敛、沉静。为此，我们分别为她们设计了不同的服装色彩方案：活泼的姐姐穿着粉色、红色、暖棕色、褐色和橙色，以凸显其热情洋溢的个性；文静的妹妹则穿着蓝色、绿色、黑色和灰色，以体现她的沉稳与理性。</p><p>One very important phase of making color pictures is the necessity of obtaining distinct color separation. The term “color separation” means that when one color is placed in front of or beside another color, there must be enough difference in their hues to separate one from the other photographically. For example, there must be enough difference in the colors of an actor’s face or costume and the walls of the set to make him stand out from the colors back of him; otherwise, he will blend into the background and become indistinguishable, as does a polar bear in the snow. If the colors are properly handled, it is possible to make it appear as though the actors were actually standing there in person, thus creating the illusion of the third dimension. Because of the general warm glow of flesh tints, we usually introduce the cooler tones into the backgrounds; but, if we find it advantageous to use warmer tones in the set, we handle the lighting so that the particular section in back of the actor is left in shadow. This gives a cool contrast to the faces, even though we have a general feeling of warmth in the room. When there are a number of players, all wearing differently colored costumes, it is necessary to disregard those playing relatively unimportant parts, and make the background in contrast to those whose<br>action is most significant to this particular scene.</p><p>在彩色电影制作过程中，一个极为重要的环节是确保清晰的色彩分离。所谓“色彩分离”是指：当一种颜色位于另一种颜色的前方或旁侧时，二者必须在色相上具有足够的差异，以便在摄影过程中能够清晰地区分。例如，演员的面部肤色或服装颜色必须与布景的墙面色彩存在明显的区别，以使其从背景中凸显出来，否则，演员的形象将会与背景融为一体，导致视觉上的不可辨识，就如同北极熊在雪地中难以分辨一样。如果色彩运用得当，可以创造出一种视觉错觉，使观众感觉演员真实地站在场景之中，从而增强三维空间的立体感。由于人物肤色通常具有温暖的色调，因此背景常采用较冷的色调来形成对比。然而，在某些情况下，如果布景需要使用较暖色调，我们会通过灯光调整，使演员身后的特定区域保持在阴影之中。这样，即便整体场景呈现温暖氛围，人物面部仍然能够在暖色与冷色的对比下获得突出的视觉效果。当场景中有多位演员，且他们的服装颜色各不相同时，色彩设计需重点突出在该场景中承担重要戏剧任务的演员，而无需过度关注相对次要的角色。为此，背景色应当与主要演员的服装色形成对比，以确保观众的注意力聚焦于关键的表演对象。</p><p>It is important that the sets have interest and variety. They must not be flat. When the sets have depth it is much easier to introduce interesting shadows and colored lights for special effects. Unless the dramatic aspect dictates to the contrary, it is desirable to have all the colors in any one scene harmonious. Otherwise, we strike an unpleasant, discordant note.</p><p>布景的设计应当富有层次感和变化，避免单调扁平的视觉效果。当布景具有深度时，导演和摄影师可以更轻松地引入富有表现力的阴影和色彩光效，以增强画面的戏剧性和视觉冲击力。除非剧情需求另有规定，否则同一场景中的所有色彩应当保持和谐，以避免形成令人不适的色彩冲突和视觉不协调。</p><p>A point to be considered in set dressing depends upon one of the rules of composition in art. The law of emphasis states in part that nothing of relative unimportance in a picture shall be emphasized. If, for example, a bright red ornament were shown behind an actor’s head, the bright color would detract from the character and action. Errors of this nature must be carefully avoided.</p><p>布景装饰的色彩运用需要遵循艺术构图的基本原则之一——强调法则。该法则部分规定，在画面中，任何不具有重要叙事功能的元素都不应被过度强调。例如，如果在演员头部背景处放置了一个鲜红色的装饰物，那么其高亮度的色彩可能会分散观众对演员和剧情的注意力。这类错误必须在布景设计和摄影构图时加以严格规避。</p><p>Color juxtaposition also plays a large part in the selection of colors for the screen. The effect of “color juxtaposition” is an apparent change of hue when different colors are placed one over the other, or side by side. If two cards, one orange, the other blue-green, are placed side by side, the orange will appear more red than it really is, the blue-green more blue. Each color tends “to throw” the other toward its complement. In other words, the complement of orange is blue; therefore, the orange makes the blue-green appear bluer. When any two colors are placed together, the first emphasizes in the second the characteristics which are lacking in the first.</p><p>色彩并置（Color Juxtaposition）在银幕色彩选择中也占据重要地位。色彩并置的效应指的是当不同颜色彼此叠加或并列时，它们的色相会在视觉上产生变化。例如，当一张橙色的卡片与一张蓝绿色的卡片相邻放置时，橙色会显得比实际更偏红，而蓝绿色则会显得更加偏蓝。这是因为每种颜色都会促使相邻颜色向其补色方向偏移。换句话说，橙色的补色是蓝色，因此橙色会使蓝绿色显得更加蓝。同理，当任何两种颜色相邻时，前者会强调后者中自身所缺乏的特性。</p><p>It can readily be seen from this how exceedingly important it is to consider the movement in the scene in determining its color composition because the juxtaposition of colors is constantly changing due to this movement. Quite a different problem from that of an artist, who paints a still scene where the characters remain in their set places, and whose color values, therefore, are not subject to frequently changing contrast.</p><p>由此可见，在电影画面的色彩构图中，动态因素至关重要。由于角色和场景元素在镜头中的不断移动，色彩的并置关系会不断变化，这使得色彩规划成为一个动态调整的过程。这一挑战与绘画创作截然不同，后者的画面是静态的，角色的位置固定，色彩对比关系不会频繁变动，因此色彩的控制相对稳定。</p><p>We must constantly practice color restraint. In the early two-color pictures, producers sometimes thought that because a process could reproduce color, they should flaunt vivid color continually before the eyes of the audience. This often led to unnatural and disastrous results, which experience is now largely eliminating.</p><p>在电影色彩运用中，我们必须始终保持克制。早期的双色电影中，一些制片人认为既然彩色影像技术已经实现，就应当尽可能地在银幕上展示强烈的色彩。这种过度炫耀色彩的做法往往导致画面不自然，甚至破坏了观众的沉浸体验。如今，通过长期的实践和经验积累，这种误区已经在很大程度上被摒弃。</p><p>The synthesis of all these factors entails many conferences with directors, art directors, writers, cameramen, designers and others. Technicolor color directors, cameramen, and technicians act in a consulting and advisory capacity to the various studio departments during both the preparation and the shooting of the picture.</p><p>电影色彩的最终呈现，是导演、美术指导、编剧、摄影师、设计师等多个部门反复讨论和协作的结果。Technicolor 的色彩指导、摄影师及技术人员在电影制作的筹备阶段和拍摄过程中，都会以顾问和技术支持的身份参与，为各个制作环节提供建议。</p><p>Music, graphic art, and acting have now been united, and become one expression of more ultimate art. Now for the first time a perfect expression of the combined inspirations of producer, writer, artist, actor, and musician can be adequately presented to an audience. Color has touched the sound picture and it fairly lives.</p><p>如今，音乐、绘画艺术和表演在电影中实现了真正的融合，成为更高层次的综合艺术表达。制片人、编剧、美术师、演员和音乐家共同的创作灵感，终于能够通过电影这一媒介完整地展现于观众面前。色彩的加入，使得有声电影焕发出真正的生命力。</p>]]></content>
    
    
      
      
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  <entry>
    <title>与 Julie Delpy 的一次晚餐</title>
    <link href="https://www.lumenghe.com/2025/03/12/dinner-with-julie-delpy/"/>
    <id>https://www.lumenghe.com/2025/03/12/dinner-with-julie-delpy/</id>
    <published>2025-03-12T15:00:00.000Z</published>
    <updated>2025-03-15T20:35:42.665Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>三月伊始，与带着自导自演新作来的 Julie Delpy 吃了顿一个半小时的饭。</p><p>Dodge College 的 Master Class Dinner 机制很值得学习：会抽选十几名学生与嘉宾在 career center 共进晚餐，有机会深入交流行业观点，而不只是映后泛泛而谈。餐桌前大部分是本科生，我与导师和其他几位老师坐在旁边。55 岁的 Delpy 如今是常居 LA 的导演&#x2F;编剧，这次带来的是法国小镇乌克兰难民题材喜剧《Meet the Barbarians》。</p><p>几件趣事：聊到 Before Sunrise，她说剧本最早很男凝，是她向另两人建议，要么没有一夜情再也不见，要加一夜情结尾就得再约见。中间假装打电话的经典情节是她写的剧本，当时觉得只有真写出来导演才当回事，但最后她还是没挂名编剧。俩人 01 年拍完《半梦半醒的人生》后，觉得应该继续之前的故事，就开启了三人共同创作模式。学生问及是否重访过维也纳，她说维也纳拍夜戏体验非常累，每天只睡四个小时还很热，以及她不太喜欢奥地利人（笑）。</p><p>关于与名导的合作，在十四岁出道拍摄戈达尔《侦探》(1985) 时，后者对她说：“在未来你要记住，相信自己是河流，其他人只是试图限制你的河岸。”刚来美国时她受到很多轻视，好莱坞投资人和经纪人觉得她只能拍浪漫爱情片。在之后的职业生涯中，她奋力突破诸多性别与文化偏见，拼出一条独立导演路。聊到基耶斯洛夫斯基，她说他曾说过，其风格完全来自于纪录片与对真实感的追求。最后她总结：从优秀导演身上获得启发有益，而模仿无用，因为导演的作品本质上都是其独特人格的体现。</p><p>我提的问题是：在观众群体立场如此多元分裂的当下，你的创作会更考虑 universal audience 还是更针对特定群体，这是否反过来影响你的创意过程？她说：她拍的是日常家庭与情感故事，致力于关注普世的人的情感，也就自然获得不同背景的共鸣。随后她给大家力荐了之前执导的《纽约两日情》《巴黎两日情》。</p><p>影片放映与晚餐同时进行，错过了她的新片放映。映后她讲述了用喜剧呈现难民题材的原因，并鼓励学生们，在这个病得越来越重的时代，要勇于发出自己的观点和声音。一个真性情的斗士。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/%E6%99%9A%E9%A4%90%E7%8E%B0%E5%9C%BA%E7%9A%84%E7%B2%BE%E8%87%B4%E9%99%88%E8%AE%BE.jpg" alt="晚餐现场的精致陈设" style="zoom:15%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/%E6%99%9A%E9%A4%90%E8%8F%9C%E5%8D%95.jpg" alt="晚餐菜单" style="zoom:15%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Master%20Class%20%E7%8E%B0%E5%9C%BA.jpg" alt="Master Class 现场" style="zoom:15%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/%E7%AD%BE%E5%90%8D%E8%8E%B7%E5%BE%97.jpg" alt="签名获得" style="zoom:15%;">]]></content>
    
    
      
      
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  <entry>
    <title>从自指悖论到博弈论，来自 ChatGPT o3-mini-high 的一堂课</title>
    <link href="https://www.lumenghe.com/2025/03/12/talking-with-chatgpt-o3-mini-high-about-a-game-theory-paradox/"/>
    <id>https://www.lumenghe.com/2025/03/12/talking-with-chatgpt-o3-mini-high-about-a-game-theory-paradox/</id>
    <published>2025-03-11T16:31:51.000Z</published>
    <updated>2025-12-01T02:37:58.601Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>昨天睡前脑中忽然闪过以下题目。看上去是个简单的自指悖论，回想当年看过的耶鲁博弈论公开课，越想越觉得有趣，遂咨询 ChatGPT o3-mini-high 深度研究，于是有了以下深入浅出的“课堂记录”。</p><h2 id="Prompt-1"><a href="#Prompt-1" class="headerlink" title="Prompt 1"></a>Prompt 1</h2><blockquote><p><strong>有一道题如下：</strong><br><strong>“你预测本题选A的人的概率是 A.小于50% B.大于50%”</strong><br><strong>有100名学生做这道题，你认为结果会是怎样的，给出原因与解释</strong></p></blockquote><h2 id="ChatGPT-o3-mini-high-deep-research-response-1"><a href="#ChatGPT-o3-mini-high-deep-research-response-1" class="headerlink" title="ChatGPT o3-mini-high (deep research) response 1"></a>ChatGPT o3-mini-high (deep research) response 1</h2><p>这道题实际上是个自指悖论，严格来说没有自洽的答案，也就是说不存在一个稳定的均衡解。下面解释原因：</p><h3 id="1-题目结构与自指性"><a href="#1-题目结构与自指性" class="headerlink" title="1. 题目结构与自指性"></a>1. 题目结构与自指性</h3><p>题目要求预测“本题选A的人的概率”。但选项本身就与这个概率相关：</p><p>• 选A的描述是“&lt;50%”，</p><p>• 选B的描述是“&gt;50%”。</p><p>也就是说，如果你认为大多数人会选A（使比例大于50%），那么正确答案应该是B；反之，如果你认为选A的人较少（&lt;50%），那么正确答案应是A。</p><h3 id="2-逻辑矛盾的分析"><a href="#2-逻辑矛盾的分析" class="headerlink" title="2. 逻辑矛盾的分析"></a>2. 逻辑矛盾的分析</h3><p>• <strong>如果所有人都选择A</strong>：那么选A的比例为100%，远大于50%，所以正确答案应当是B；但这样那些选择A的人就答错了。</p><p>• <strong>如果所有人都选择B</strong>：那么选A的比例为0%，远小于50%，所以正确答案应当是A；这样选择B的人答错了。</p><p>• <strong>如果有部分人选择A，部分人选择B</strong>：不论怎样分配，都难以找到一个自洽点。举例来说：</p><p>• 假设有49人选A（比例49%），那么按照题目，正确答案应是A；但如果大家都这么想，都选择A，比例就会上升，不再符合“&lt;50%”。</p><p>• 假设有51人选A（比例51%），则正确答案应是B；但如果大家都以此为依据选择B，选A的人数就会下降。</p><h3 id="3-博弈论角度"><a href="#3-博弈论角度" class="headerlink" title="3. 博弈论角度"></a>3. 博弈论角度</h3><p>这道题类似于一个博弈论中的“猜数字游戏”或“公共知识悖论”：每个参与者的选择都影响最终的正确答案，而且大家都在试图根据别人的判断作出决策。结果就是不存在一个能让所有人同时正确、彼此预期一致的纳什均衡。</p><h3 id="4-实际情况的可能结果"><a href="#4-实际情况的可能结果" class="headerlink" title="4. 实际情况的可能结果"></a>4. 实际情况的可能结果</h3><p>在理论上，如果所有人都是完美理性的，他们会发现这个问题自相矛盾，从而无法达成一致的答案。但在现实中，考生可能不会进行如此深刻的博弈论分析：</p><p>• 部分学生可能会直觉上认为大多数人不会选A，于是选择A；</p><p>• 也有部分学生可能试图“抢先思考”别人选择B，从而选择B。</p><p>因此，实际的100人作答结果很可能呈现出某种随机分布，甚至可能接近50%选A和50%选B。但无论怎样分布，都无法使题目描述与实际比例完全自洽。</p><h3 id="总结"><a href="#总结" class="headerlink" title="总结"></a>总结</h3><p>这道题就是典型的自指悖论问题：</p><p>• 如果多数人选A，则正确答案应是B；</p><p>• 如果多数人选B，则正确答案应是A。</p><p>因此，从理论上讲，这道题没有一个逻辑上完全合理的答案。实际考试中，学生的分布结果更多反映了各自的直觉和心理预期，而不是真正能够“预测”一个自我矛盾的概率。</p><hr><h2 id="Prompt-2"><a href="#Prompt-2" class="headerlink" title="Prompt 2"></a>Prompt 2</h2><blockquote><p><strong>如果问题改为</strong><br><strong>“你认为本题 A.没人选A B.有人选A”</strong><br><strong>则结果会变吗？</strong><br><strong>当选项A中的描述从0%到100%变化时，将怎样影响结果？请详细分析背后原理。</strong></p></blockquote><h2 id="ChatGPT-o3-mini-high-deep-research-response-2"><a href="#ChatGPT-o3-mini-high-deep-research-response-2" class="headerlink" title="ChatGPT o3-mini-high (deep research) response 2"></a>ChatGPT o3-mini-high (deep research) response 2</h2><p>下面给出详细的数学分析和博弈论解释。注意，这里我们讨论的是这样一种自指性题目，其答案与参与者的决策相互影响，从而引发“自我违背”的悖论。</p><hr><h3 id="题目描述与基本框架"><a href="#题目描述与基本框架" class="headerlink" title="题目描述与基本框架"></a>题目描述与基本框架</h3><p>题目改为：</p><p>“你认为本题</p><p>A. 没人选A</p><p>B. 有人选A”</p><p>规则规定：</p><p>• 如果最终全体答题者中没有人选择A（即选A的比例为0%），则题目的正确答案应为 A；</p><p>• 如果有至少一个人选择A（选A的比例大于0%），则正确答案应为 B。</p><p>换句话说，答案的“真值”取决于答题者的实际选择，这构成了一个自指的情形。</p><hr><h3 id="两个极端情况的分析"><a href="#两个极端情况的分析" class="headerlink" title="两个极端情况的分析"></a>两个极端情况的分析</h3><h4 id="1-所有人都选择B"><a href="#1-所有人都选择B" class="headerlink" title="1. 所有人都选择B"></a>1. 所有人都选择B</h4><p>• 如果100人均选B，则实际情况是“没人选A”，满足选A比例为0%。根据规则，正确答案应为 A。</p><p>• 结果：所有人都选择B，实际上都答错了。</p><p>• <strong>偏好考虑</strong>：若每个答题者都理性地思考，他们可能发现如果大家都选B，那么改变答案（即选择A）自己就能“触发”正确答案？但我们接下来分析单个偏差的效果。</p><h4 id="2-有至少一人选择A"><a href="#2-有至少一人选择A" class="headerlink" title="2. 有至少一人选择A"></a>2. 有至少一人选择A</h4><p>• 假设有至少一人选A，则“有人选A”为事实，正确答案应为 B。</p><p>• 那么，所有选择B的答题者都答对，而选择A的答题者则答错。</p><p>• 这给选择A的玩家带来明显的劣势，因为只要有人选A，选择A就必然错误。</p><hr><h3 id="单个玩家偏离分析"><a href="#单个玩家偏离分析" class="headerlink" title="单个玩家偏离分析"></a>单个玩家偏离分析</h3><p>考虑单个理性玩家在两种情况下的偏离收益：</p><p>• <strong>在“所有人都选择B”的情形下</strong></p><p>• 当前局面：p = 0（即没人选A），正确答案为 A，选B的玩家全部答错。</p><p>• 如果某个玩家单独偏离，选择 A，则全体情况变为：1人选A，99人选B。</p><p>• 根据规则，结果变为“有人选A”，正确答案应为 B。</p><p>• 该偏离玩家选择了 A，但正确答案为 B，因此仍然答错。</p><p>• 结论：在“全体都选B”的情况下，单个玩家偏离到 A 并不能使自己得到正确答案；偏离前后，自己的得分都是 0。</p><p>• <strong>在“有至少一人选A”的情形下</strong></p><p>• 假设局面中已经至少有一人选A，正确答案为 B。</p><p>• 那么任何选择 A 的玩家都会答错，而选择 B 的玩家答对。</p><p>• 因此，理性玩家如果预见到“有人选A”，必然更倾向于选B以求正确。</p><hr><h3 id="博弈论和纳什均衡的角度"><a href="#博弈论和纳什均衡的角度" class="headerlink" title="博弈论和纳什均衡的角度"></a>博弈论和纳什均衡的角度</h3><p>这类问题实际上构成了一个<strong>博弈论中的“猜数字”或“公共知识悖论”</strong>，其特点在于：</p><p>• 每个玩家的最佳选择依赖于其他玩家的决策；</p><p>• 玩家若相信大多数人都会选B，则局面为“没人选A”，正确答案应为 A，但这样使得单个偏离（选A）不但不能改善自己的情况（依然答错），反而破坏局面使得正确答案变为 B。</p><p><strong>从纳什均衡角度看：</strong></p><p>• <strong>纯策略均衡分析</strong></p><p>• 设想一种可能的均衡：所有人均选择B。</p><p>• 在这种配置下，全体人数中没有选A，结果应为 A，但所有人都答B，所有人均答错。</p><p>• 若任何一个玩家单独偏离到 A，结果变为“有人选A”，正确答案仍为 B，偏离者依然答错；因此，单个偏离并不能带来收益改善。</p><p>• 这意味着，从严格意义上讲，“全体都选B”构成一个均衡（尽管所有人都答错），因为没有人能通过单方面偏离获得正确答案。</p><p>• <strong>混合策略考虑</strong></p><p>• 如果玩家尝试采用混合策略（即以某一概率选A），则整个游戏的结构可以写为：</p><p>• 令每人独立以概率 p 选择 A，则至少一人选A的概率为 1 – (1 – p)^100。</p><p>• 但无论 p 取何值，只要 p&gt;0，就导致“有人选A”，使得选A必然错误。</p><p>• 因此，理性玩家在混合策略下也会倾向于选择 B。</p><p>• <strong>结论</strong></p><p>• 这个博弈的唯一纯策略均衡是：所有人都选B。</p><p>• 但这个均衡结果悖论性地使得正确答案（依据规则应为“没人选A”时正确答案为 A）与参与者的选择完全背离：所有人答B，结果全体答错。</p><hr><h3 id="“选项A描述从0-到100-”的推广分析"><a href="#“选项A描述从0-到100-”的推广分析" class="headerlink" title="“选项A描述从0%到100%”的推广分析"></a>“选项A描述从0%到100%”的推广分析</h3><p>假设我们将题目改为如下形式：</p><p>“你认为本题选A的人数比例_____？”</p><p>其中，选项设置为两个互斥的描述：</p><p>• 选项A：选A的比例低于某个阈值 t（例如 t 可从0%变化到100%）；</p><p>• 选项B：选A的比例不低于 t。</p><p>此时，问题变成了判断一个关于全体答题者行为的固定点问题。分析如下：</p><h4 id="1-固定点思想"><a href="#1-固定点思想" class="headerlink" title="1. 固定点思想"></a>1. 固定点思想</h4><p>• 令 p 表示实际选择 A 的比例。规则规定：</p><p>• 如果 p &lt; t，则正确答案应为选项A；</p><p>• 如果 p ≥ t，则正确答案应为选项B。</p><p>• 在对称纳什均衡中，理性玩家预期整体 p，并据此作出选择。</p><p>• 只有当 p 与玩家的最佳反应一致时，才构成均衡。</p><h4 id="2-玩家的最佳反应"><a href="#2-玩家的最佳反应" class="headerlink" title="2. 玩家的最佳反应"></a>2. 玩家的最佳反应</h4><p>• 如果玩家预期 p &lt; t（即多数玩家将选B），则正确答案应为 A，玩家倾向于选 A。</p><p>• 但如果所有人都因为这一推理而选 A，则 p 会变得很大（可能 p=1），从而违反 p &lt; t，使得正确答案转为 B。</p><p>• 反之，如果预期 p ≥ t，玩家选择 B 为佳，从而使 p 下降，但只要 p 下降到 t 以下，规则又会切换为 A。</p><p>• 这种自反性使得游戏成为一个<strong>不连续的固定点问题</strong>，类似于“猜2/3平均值”的博弈，但这里答案与行为直接对立。</p><h4 id="3-阈值-t-的影响"><a href="#3-阈值-t-的影响" class="headerlink" title="3. 阈值 t 的影响"></a>3. 阈值 t 的影响</h4><p>• 当 t 接近 0 时（例如 t = 0%），规则要求“没人选A”才能使选A正确。正如前面分析，单个偏离不会改善得分，均衡倾向于所有人选择B；</p><p>• 当 t 较高时（例如 t 接近100%），只要有一人偏离（选A），正确答案就变为B，从而使得选A显然是不利的。</p><p>• 可以证明，在绝大多数 t 取值下，理性的均衡解依然会迫使玩家选择 B，从而使得规则规定的正确答案和玩家的行为形成自我矛盾。</p><h4 id="4-概率与统计视角"><a href="#4-概率与统计视角" class="headerlink" title="4. 概率与统计视角"></a>4. 概率与统计视角</h4><p>• 如果假设每位玩家独立以某一概率 p 选A，则“至少一人选A”的概率为 1 – (1 – p)^100。</p><p>• 玩家试图通过调整 p 来“协调”结果，但由于游戏的激励结构（选择A使得自己直接触发错误），理性策略总是趋向于 p 趋于0。</p><p>• 统计上，这样的博弈中，即便存在随机性，理性参与者在均衡中都“选择”B，从而使得最终的事件（有人选A）发生的概率极低；但一旦发生任何偏差（哪怕极小概率事件），规则立即逆转。</p><hr><h3 id="科学解释与数学原理"><a href="#科学解释与数学原理" class="headerlink" title="科学解释与数学原理"></a>科学解释与数学原理</h3><p>• <strong>自指与固定点理论</strong></p><p>这类题目本质上要求找一个自洽的固定点：玩家的预期（关于选A比例）必须与实际结果一致。但由于玩家的行动直接改变了预期条件，形成了自指性悖论。</p><p>数学上，这类似于在不连续映射中寻找不动点，而常见的不动点定理（如Brouwer定理）要求映射连续，因而本题难以用传统方法求解。</p><p>• <strong>纳什均衡概念</strong></p><p>纳什均衡要求每个玩家在给定其他人策略的情况下无法单方面获利地改变策略。在本题中，唯一的纯策略均衡是“全体选择B”，因为任何一个人单独选择A都不会使其得分提高。</p><p>但这均衡却导致“全体答错”的结果，反映出信息结构与激励设计上的悖论。</p><p>• <strong>概率统计角度</strong></p><p>用概率语言描述，每个玩家选择A的独立概率 p 使得“至少一人选A”发生的概率为 1 – (1 – p)^100。在理性均衡中，由于选择A的预期收益始终低于选择B，最优解趋于 p=0；</p><p>然而，现实中由于认知局限和非理性行为，可能会出现零星的选A，从而引起整个题目答案的切换（这正是博弈论中“混合策略均衡”的体现，但在此问题中，这种均衡并不稳定）。</p><hr><h3 id="总结-1"><a href="#总结-1" class="headerlink" title="总结"></a>总结</h3><p>• 当题目描述为“你认为本题 A.没人选A B.有人选A”时，从纯理性角度出发，理性的均衡解是所有人选择B。这是因为：</p><p>• 若所有人都选B，则结果为“没人选A”，本应选A，但任何偏离到A都不会使偏离者受益；</p><p>• 若有一人选A，则正确答案为B，而选A者必定答错。</p><p>• 如果将选项A中的描述修改为“选A的比例低于某一阈值 t”（t从0%到100%变化），均衡解的基本逻辑依然不变：理性玩家总是倾向于选择使自己得分最高的B选项，导致均衡下选A的比例趋于零（除非阈值 t 恰好等于0，但那又回到了原题的情形）。</p><p>• 数学上，这类问题可以用不连续固定点问题和博弈论纳什均衡理论解释，其核心在于：玩家的行为改变了判定规则的条件，从而使得任何试图协调预期的策略都无法达到自洽状态。</p><p>这种自指性题目展示了博弈论中“公共知识悖论”的典型特征，即每个参与者的理性决策导致一个所有人都无法正确回答的均衡解。</p><hr><h2 id="Prompt-3"><a href="#Prompt-3" class="headerlink" title="Prompt 3"></a>Prompt 3</h2><blockquote><p><strong>针对该问题及你得到的结论，进行更加深入的原理分析，给出相关理论的历史发展与应用，以及更多通俗案例，关键词附上英文</strong></p></blockquote><h2 id="ChatGPT-o3-mini-high-deep-research-response-3"><a href="#ChatGPT-o3-mini-high-deep-research-response-3" class="headerlink" title="ChatGPT o3-mini-high (deep research) response 3"></a>ChatGPT o3-mini-high (deep research) response 3</h2><p>下面给出更深入的数学分析，并讨论相关理论的历史发展、应用以及一些通俗案例。为便于理解，最后附上部分英文关键词。</p><hr><h3 id="一、自指性与悖论（Self-reference-and-Paradox）"><a href="#一、自指性与悖论（Self-reference-and-Paradox）" class="headerlink" title="一、自指性与悖论（Self-reference and Paradox）"></a>一、自指性与悖论（Self-reference and Paradox）</h3><p>自指性问题在逻辑和数学中长期存在争议。例如，<strong>“说谎者悖论”（Liar Paradox）</strong>就是一句“这句话是假的”，导致自我矛盾。类似地，<strong>罗素悖论（Russell’s Paradox）</strong>揭示了集合论中“所有不包含自身为元素的集合是否包含自身”的矛盾，促使数学家对公理化集合论进行深刻反思。</p><p>• <strong>历史背景：</strong></p><p>• 19世纪末到20世纪初，数学家们发现自指性和不一致性问题对传统逻辑构成挑战。</p><p>• 1931年，哥德尔（Kurt Gödel）利用自指性构造了不完备性定理，证明任何足够强的公理系统中总存在既无法证明也无法否定的命题。</p><p>在本题中，题目条件“你认为本题 A.没人选A B.有人选A”就带有自指性质：答案的正确性依赖于全体答题者的实际选择，而每个选择又受到其他人选择的影响。这正是自指悖论在博弈论中的体现。</p><hr><h3 id="二、固定点理论（Fixed-Point-Theory）"><a href="#二、固定点理论（Fixed-Point-Theory）" class="headerlink" title="二、固定点理论（Fixed Point Theory）"></a>二、固定点理论（Fixed Point Theory）</h3><p>固定点理论在数学中描述的是这样一种情形：对于一个映射（函数）<mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.464ex;" xmlns="http://www.w3.org/2000/svg" width="1.244ex" height="2.059ex" role="img" focusable="false" viewbox="0 -705 550 910"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D453" d="M118 -162Q120 -162 124 -164T135 -167T147 -168Q160 -168 171 -155T187 -126Q197 -99 221 27T267 267T289 382V385H242Q195 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52 289Z"/></g></g></g></svg></mjx-container>，则称 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.025ex;" xmlns="http://www.w3.org/2000/svg" width="1.294ex" height="1.025ex" role="img" focusable="false" viewbox="0 -442 572 453"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D465" d="M52 289Q59 331 106 386T222 442Q257 442 286 424T329 379Q371 442 430 442Q467 442 494 420T522 361Q522 332 508 314T481 292T458 288Q439 288 427 299T415 328Q415 374 465 391Q454 404 425 404Q412 404 406 402Q368 386 350 336Q290 115 290 78Q290 50 306 38T341 26Q378 26 414 59T463 140Q466 150 469 151T485 153H489Q504 153 504 145Q504 144 502 134Q486 77 440 33T333 -11Q263 -11 227 52Q186 -10 133 -10H127Q78 -10 57 16T35 71Q35 103 54 123T99 143Q142 143 142 101Q142 81 130 66T107 46T94 41L91 40Q91 39 97 36T113 29T132 26Q168 26 194 71Q203 87 217 139T245 247T261 313Q266 340 266 352Q266 380 251 392T217 404Q177 404 142 372T93 290Q91 281 88 280T72 278H58Q52 284 52 289Z"/></g></g></g></svg></mjx-container> 为该映射的不动点或固定点。</p><p>• <strong>重要理论：</strong></p><p>• <strong>Brouwer不动点定理（Brouwer Fixed Point Theorem）：</strong> 在有限维欧氏空间中，任一连续映射从紧凸区域映射到自身时必有不动点。</p><p>• <strong>Banach不动点定理（Banach Fixed Point Theorem）：</strong> 针对压缩映射，证明了不动点的存在与唯一性，并给出了收敛迭代法。</p><p>在我们讨论的题目中，可以将所有参与者的策略构成一个映射：从“预期选A的比例”到“实际选A的比例”。理想情况下，若存在一个自洽的比例 p^* 满足“预期等于实际”，这就是一个固定点。然而，由于题目中判断条件的<strong>不连续性</strong>（当选A比例从0跃变到正数时，答案规则就切换），映射变得不连续，从而难以存在稳定的不动点，进而导致悖论。</p><hr><h3 id="三、博弈论与纳什均衡（Game-Theory-and-Nash-Equilibrium）"><a href="#三、博弈论与纳什均衡（Game-Theory-and-Nash-Equilibrium）" class="headerlink" title="三、博弈论与纳什均衡（Game Theory and Nash Equilibrium）"></a>三、博弈论与纳什均衡（Game Theory and Nash Equilibrium）</h3><p>在博弈论中，纳什均衡指的是在给定其他玩家策略的情况下，没有玩家能够通过单方面改变自己的策略而获得更好收益。</p><p>• <strong>历史发展：</strong></p><p>• 1950年代，约翰·纳什（John Nash）提出了纳什均衡的概念，为非合作博弈理论奠定了基础。</p><p>• 纳什均衡被广泛应用于经济学、政治学、生物学等领域，用于描述参与者在互相影响下的稳定行为模式。</p><p>在本题中：</p><p>• <strong>情形分析：</strong></p><p>• 若所有人都选择B（即预期“没人选A”），根据规则，正确答案应为A，但任何人单独偏离选A并不能使其收益改善，因为规则随之切换，依然导致答错。</p><p>• 因此，从理性角度出发，所有玩家趋向于选择B，从而形成唯一的纯策略均衡，即“全体选B”。</p><p>• 这种均衡虽然是“稳定”的（即无人能通过单方面偏离获益），但却导致所有人都答错的悖论结果。</p><p>• <strong>混合策略角度：</strong></p><p>若允许玩家采用混合策略（以某一概率选A），考虑独立事件的概率分析：</p><p>• 每人以概率 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.439ex;" xmlns="http://www.w3.org/2000/svg" width="1.138ex" height="1.439ex" role="img" focusable="false" viewbox="0 -442 503 636"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D45D" d="M23 287Q24 290 25 295T30 317T40 348T55 381T75 411T101 433T134 442Q209 442 230 378L240 387Q302 442 358 442Q423 442 460 395T497 281Q497 173 421 82T249 -10Q227 -10 210 -4Q199 1 187 11T168 28L161 36Q160 35 139 -51T118 -138Q118 -144 126 -145T163 -148H188Q194 -155 194 -157T191 -175Q188 -187 185 -190T172 -194Q170 -194 161 -194T127 -193T65 -192Q-5 -192 -24 -194H-32Q-39 -187 -39 -183Q-37 -156 -26 -148H-6Q28 -147 33 -136Q36 -130 94 103T155 350Q156 355 156 364Q156 405 131 405Q109 405 94 377T71 316T59 280Q57 278 43 278H29Q23 284 23 287ZM178 102Q200 26 252 26Q282 26 310 49T356 107Q374 141 392 215T411 325V331Q411 405 350 405Q339 405 328 402T306 393T286 380T269 365T254 350T243 336T235 326L232 322Q232 321 229 308T218 264T204 212Q178 106 178 102Z"/></g></g></g></svg></mjx-container> 选A，则“至少一人选A”的概率为 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="13.28ex" height="2.452ex" role="img" focusable="false" viewbox="0 -833.9 5869.5 1083.9"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mn"><path data-c="31" d="M213 578L200 573Q186 568 160 563T102 556H83V602H102Q149 604 189 617T245 641T273 663Q275 666 285 666Q294 666 302 660V361L303 61Q310 54 315 52T339 48T401 46H427V0H416Q395 3 257 3Q121 3 100 0H88V46H114Q136 46 152 46T177 47T193 50T201 52T207 57T213 61V578Z"/></g><g data-mml-node="mo" transform="translate(722.2,0)"><path data-c="2212" d="M84 237T84 250T98 270H679Q694 262 694 250T679 230H98Q84 237 84 250Z"/></g><g data-mml-node="mo" transform="translate(1722.4,0)"><path data-c="28" d="M94 250Q94 319 104 381T127 488T164 576T202 643T244 695T277 729T302 750H315H319Q333 750 333 741Q333 738 316 720T275 667T226 581T184 443T167 250T184 58T225 -81T274 -167T316 -220T333 -241Q333 -250 318 -250H315H302L274 -226Q180 -141 137 -14T94 250Z"/></g><g data-mml-node="mn" transform="translate(2111.4,0)"><path data-c="31" d="M213 578L200 573Q186 568 160 563T102 556H83V602H102Q149 604 189 617T245 641T273 663Q275 666 285 666Q294 666 302 660V361L303 61Q310 54 315 52T339 48T401 46H427V0H416Q395 3 257 3Q121 3 100 0H88V46H114Q136 46 152 46T177 47T193 50T201 52T207 57T213 61V578Z"/></g><g data-mml-node="mo" transform="translate(2833.7,0)"><path data-c="2212" d="M84 237T84 250T98 270H679Q694 262 694 250T679 230H98Q84 237 84 250Z"/></g><g data-mml-node="mi" transform="translate(3833.9,0)"><path data-c="1D45D" d="M23 287Q24 290 25 295T30 317T40 348T55 381T75 411T101 433T134 442Q209 442 230 378L240 387Q302 442 358 442Q423 442 460 395T497 281Q497 173 421 82T249 -10Q227 -10 210 -4Q199 1 187 11T168 28L161 36Q160 35 139 -51T118 -138Q118 -144 126 -145T163 -148H188Q194 -155 194 -157T191 -175Q188 -187 185 -190T172 -194Q170 -194 161 -194T127 -193T65 -192Q-5 -192 -24 -194H-32Q-39 -187 -39 -183Q-37 -156 -26 -148H-6Q28 -147 33 -136Q36 -130 94 103T155 350Q156 355 156 364Q156 405 131 405Q109 405 94 377T71 316T59 280Q57 278 43 278H29Q23 284 23 287ZM178 102Q200 26 252 26Q282 26 310 49T356 107Q374 141 392 215T411 325V331Q411 405 350 405Q339 405 328 402T306 393T286 380T269 365T254 350T243 336T235 326L232 322Q232 321 229 308T218 264T204 212Q178 106 178 102Z"/></g><g data-mml-node="msup" transform="translate(4336.9,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mn"><path data-c="31" d="M213 578L200 573Q186 568 160 563T102 556H83V602H102Q149 604 189 617T245 641T273 663Q275 666 285 666Q294 666 302 660V361L303 61Q310 54 315 52T339 48T401 46H427V0H416Q395 3 257 3Q121 3 100 0H88V46H114Q136 46 152 46T177 47T193 50T201 52T207 57T213 61V578Z"/><path data-c="30" d="M96 585Q152 666 249 666Q297 666 345 640T423 548Q460 465 460 320Q460 165 417 83Q397 41 362 16T301 -15T250 -22Q224 -22 198 -16T137 16T82 83Q39 165 39 320Q39 494 96 585ZM321 597Q291 629 250 629Q208 629 178 597Q153 571 145 525T137 333Q137 175 145 125T181 46Q209 16 250 16Q290 16 318 46Q347 76 354 130T362 333Q362 478 354 524T321 597Z" transform="translate(500,0)"/><path data-c="30" d="M96 585Q152 666 249 666Q297 666 345 640T423 548Q460 465 460 320Q460 165 417 83Q397 41 362 16T301 -15T250 -22Q224 -22 198 -16T137 16T82 83Q39 165 39 320Q39 494 96 585ZM321 597Q291 629 250 629Q208 629 178 597Q153 571 145 525T137 333Q137 175 145 125T181 46Q209 16 250 16Q290 16 318 46Q347 76 354 130T362 333Q362 478 354 524T321 597Z" transform="translate(1000,0)"/></g></g></g></g></g></svg></mjx-container>。</p><p>• 但只要 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.439ex;" xmlns="http://www.w3.org/2000/svg" width="5.286ex" height="1.946ex" role="img" focusable="false" viewbox="0 -666 2336.6 860"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D45D" d="M23 287Q24 290 25 295T30 317T40 348T55 381T75 411T101 433T134 442Q209 442 230 378L240 387Q302 442 358 442Q423 442 460 395T497 281Q497 173 421 82T249 -10Q227 -10 210 -4Q199 1 187 11T168 28L161 36Q160 35 139 -51T118 -138Q118 -144 126 -145T163 -148H188Q194 -155 194 -157T191 -175Q188 -187 185 -190T172 -194Q170 -194 161 -194T127 -193T65 -192Q-5 -192 -24 -194H-32Q-39 -187 -39 -183Q-37 -156 -26 -148H-6Q28 -147 33 -136Q36 -130 94 103T155 350Q156 355 156 364Q156 405 131 405Q109 405 94 377T71 316T59 280Q57 278 43 278H29Q23 284 23 287ZM178 102Q200 26 252 26Q282 26 310 49T356 107Q374 141 392 215T411 325V331Q411 405 350 405Q339 405 328 402T306 393T286 380T269 365T254 350T243 336T235 326L232 322Q232 321 229 308T218 264T204 212Q178 106 178 102Z"/></g><g data-mml-node="mo" transform="translate(780.8,0)"><path data-c="3E" d="M84 520Q84 528 88 533T96 539L99 540Q106 540 253 471T544 334L687 265Q694 260 694 250T687 235Q685 233 395 96L107 -40H101Q83 -38 83 -20Q83 -19 83 -17Q82 -10 98 -1Q117 9 248 71Q326 108 378 132L626 250L378 368Q90 504 86 509Q84 513 84 520Z"/></g><g data-mml-node="mn" transform="translate(1836.6,0)"><path data-c="30" d="M96 585Q152 666 249 666Q297 666 345 640T423 548Q460 465 460 320Q460 165 417 83Q397 41 362 16T301 -15T250 -22Q224 -22 198 -16T137 16T82 83Q39 165 39 320Q39 494 96 585ZM321 597Q291 629 250 629Q208 629 178 597Q153 571 145 525T137 333Q137 175 145 125T181 46Q209 16 250 16Q290 16 318 46Q347 76 354 130T362 333Q362 478 354 524T321 597Z"/></g></g></g></svg></mjx-container>，只需极低概率就会触发规则的切换，理性玩家为避免风险会趋向于将 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.439ex;" xmlns="http://www.w3.org/2000/svg" width="1.138ex" height="1.439ex" role="img" focusable="false" viewbox="0 -442 503 636"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D45D" d="M23 287Q24 290 25 295T30 317T40 348T55 381T75 411T101 433T134 442Q209 442 230 378L240 387Q302 442 358 442Q423 442 460 395T497 281Q497 173 421 82T249 -10Q227 -10 210 -4Q199 1 187 11T168 28L161 36Q160 35 139 -51T118 -138Q118 -144 126 -145T163 -148H188Q194 -155 194 -157T191 -175Q188 -187 185 -190T172 -194Q170 -194 161 -194T127 -193T65 -192Q-5 -192 -24 -194H-32Q-39 -187 -39 -183Q-37 -156 -26 -148H-6Q28 -147 33 -136Q36 -130 94 103T155 350Q156 355 156 364Q156 405 131 405Q109 405 94 377T71 316T59 280Q57 278 43 278H29Q23 284 23 287ZM178 102Q200 26 252 26Q282 26 310 49T356 107Q374 141 392 215T411 325V331Q411 405 350 405Q339 405 328 402T306 393T286 380T269 365T254 350T243 336T235 326L232 322Q232 321 229 308T218 264T204 212Q178 106 178 102Z"/></g></g></g></svg></mjx-container> 降到零，这又使得均衡回到全体选B的情况。</p><hr><h3 id="四、更多通俗案例与应用（Applications-and-Common-Examples）"><a href="#四、更多通俗案例与应用（Applications-and-Common-Examples）" class="headerlink" title="四、更多通俗案例与应用（Applications and Common Examples）"></a>四、更多通俗案例与应用（Applications and Common Examples）</h3><ol><li><strong>凯恩斯美丽比赛（Keynesian Beauty Contest）：</strong></li></ol><p>• 由经济学家凯恩斯提出，比喻投资者在选股时不依据基本面，而是猜测其他人会如何选择。最终，理性的均衡往往使得所有人都预期平均值接近某一极限，从而进行迭代剔除。</p><p>• 这一过程与“猜平均数的2/3”的游戏十分相似，均体现了多重预期与自指性的特征。</p><ol start="2"><li><strong>“猜2/3平均数”游戏（Guess 2/3 of the Average）：</strong></li></ol><p>• 每位参与者给出一个数字，目标是尽量接近所有数字平均值的2/3。</p><p>• 理性推导下，反复迭代思考后，所有人会趋向于选择0。这个游戏充分展示了公共知识（common knowledge）和迭代消除支配策略的思想。</p><ol start="3"><li><strong>市场预期与泡沫（Market Expectations and Bubbles）：</strong></li></ol><p>• 在金融市场中，投资者的决策往往不仅取决于基本面，还取决于他们对其他投资者行为的预期。这种相互依赖有时会导致市场泡沫或崩盘，正如本题中玩家选择互相影响答案一样。</p><ol start="4"><li><strong>协调问题与公共物品博弈（Coordination Problems and Public Goods Game）：</strong></li></ol><p>• 例如，交通流中的“塞车”问题，司机选择路线时既考虑自己的最佳路线，也试图预测其他司机的选择；在公共物品博弈中，每个人的贡献影响到最终公共利益的实现。</p><p>• 这些案例均涉及个体决策对集体结果的直接影响，与自指性问题具有相似的逻辑结构。</p><hr><h3 id="五、理论的历史发展与现代应用"><a href="#五、理论的历史发展与现代应用" class="headerlink" title="五、理论的历史发展与现代应用"></a>五、理论的历史发展与现代应用</h3><p>• <strong>固定点理论的发展：</strong></p><p>• 从Brouwer、Banach到后来的Kakutani不动点定理，固定点理论在经济学中被用于证明均衡存在性，例如在一般均衡理论中证明市场均衡存在。</p><p>• <strong>博弈论的演进：</strong></p><p>• 从冯·诺依曼与摩根斯坦的零和博弈理论，到纳什均衡的提出，再到后来的演化博弈论、机制设计与行为博弈论，博弈论理论不断扩展到政治、经济、社会科学和计算机科学中。</p><p>• <strong>应用实例：</strong></p><p>• 在拍卖设计、网络安全、交通管理等领域，研究者利用这些理论来设计机制，预测系统中的集体行为。</p><p>• 例如，机制设计领域利用纳什均衡和固定点理论来构建激励兼容的规则，使个体的最佳选择能导致整体最优（或近似最优）结果。</p><hr><h3 id="六、英文关键词（English-Keywords）"><a href="#六、英文关键词（English-Keywords）" class="headerlink" title="六、英文关键词（English Keywords）"></a>六、英文关键词（English Keywords）</h3><p>• Self-reference</p><p>• Paradox</p><p>• Fixed Point</p><p>• Nash Equilibrium</p><p>• Game Theory</p><p>• Public Knowledge</p><p>• Iterative Elimination</p><p>• Coordination</p><p>• Rationality</p><hr><h3 id="总结-2"><a href="#总结-2" class="headerlink" title="总结"></a>总结</h3><p>本题通过一个自指性的选择题展示了当个体决策相互影响时，如何引发逻辑上的悖论与数学上的不连续固定点问题。历史上，从罗素悖论到哥德尔不完备性定理，再到Brouwer和Banach的不动点定理，以及纳什均衡的提出，都反映了数学家和经济学家在处理这类自指性和相互依赖问题时的探索与成就。这些理论不仅在学术上具有深远意义，也在金融市场、公共政策和协调机制等实际应用中发挥着重要作用。</p>]]></content>
    
    
      
      
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  </entry>
  
  <entry>
    <title>Netflix 情景喜剧 The Upshaws 观演体验</title>
    <link href="https://www.lumenghe.com/2025/02/28/netflix-sitcom-the-upshaws-audience-experience/"/>
    <id>https://www.lumenghe.com/2025/02/28/netflix-sitcom-the-upshaws-audience-experience/</id>
    <published>2025-02-28T15:00:00.000Z</published>
    <updated>2025-03-15T20:42:18.896Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>本周体验：在 1iota 抽中了 Netflix 情景喜剧 The Upshaws 的观演机会，录制地点在 Netflix 洛杉矶分部楼下的摄影棚，目前拍摄的是第 5 季最终季，剧情讲述印第安纳州一个非裔美国工薪阶层家庭的日常生活。在体验现场观众 reaction 录制的同时，也近距离观察了美式情景喜剧的制作方式。</p><p>多机位 sitcom 的拍摄过程和想象中差不多，摄影棚里多组置景从左到右一字排开，多台索尼讯道机同步拍摄，切换台现场剪辑画面在观众席上方屏幕实时播放，旁边有多组悬置的麦克风录制观众反应。一场戏结束后，演员和设备需要快速移动到下个场景，换场间隙制作团队会给观众播放一些事先拍好的片段（如外景）并补录笑声。</p><p>对演员来说，这种拍摄方式像话剧和电视剧的结合，既要面对观众表演，又要适应导演调度节奏，这意味着有几百号观众不仅在你演绎台词时会笑，在你 NG 时笑得更欢，想想还是颇有压力的。实际拍摄过程中，演员 NG 通常不会停机，而是直接从错误点继续表演，每个片段一般重拍 2 至 3 条，确保不同景别素材充足、表演衔接到位。现场见证几位经验丰富的主演在“保一条”时即兴发挥（ad-libbing），效果拔群，但整体仍在导演和剧本框架内，不受观众反馈影响。</p><p>对观众而言，清晰看到演员在镜头前演出、NG、重拍的全过程，其实打破了影视作品本身制造的幻象，在这种情境下还要全程保持亢奋也不容易。因此录制过程中会有一位剧组安排的资深喜剧演员（本场是 Alex Thomas）在观众席全程卖力单口相声加互动，指挥大家鼓掌欢呼，再配合机灵的 DJ 全程放歌，确保气氛持续热烈。当天现场观众一大半是黑人，DJ 放啥都能一起跟唱，还有好几位“素人好声音”自告奋勇前排献唱，而我基本都没听过，多少感受到一些与黑人社群的 culture gap（不过在放到 Kendrick Lamar 并听到主持老哥 diss Drake 时还是跟着笑出了声）。</p><p>整体体验很有趣，能感受到成熟的美式娱乐工业是如何精准调控观众情绪。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Netflix%20%E6%B4%9B%E6%9D%89%E7%9F%B6%E5%88%86%E9%83%A8.jpg" alt="Netflix 洛杉矶分部" style="zoom:15%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/%E5%BD%95%E5%88%B6%E7%8E%B0%E5%9C%BA1.jpg" alt="录制现场1" style="zoom:15%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/%E5%BD%95%E5%88%B6%E7%8E%B0%E5%9C%BA2.jpg" alt="录制现场2" style="zoom:15%;">]]></content>
    
    
      
      
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  </entry>
  
  <entry>
    <title>关于UME华星影院的回忆</title>
    <link href="https://www.lumenghe.com/2025/02/26/memories-of-ume-huaxing-cinema/"/>
    <id>https://www.lumenghe.com/2025/02/26/memories-of-ume-huaxing-cinema/</id>
    <published>2025-02-26T08:01:59.000Z</published>
    <updated>2025-12-01T02:34:44.759Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>UME 华星闭店的消息（图 1）在社交平台掀起回忆波澜，我对这里的记忆是其中微不足道的一小支，但与我的院线观影经历高度绑定，于是也写下来作为纪念。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/ume-huaxing-closing-announcement.jpg" alt="图1：2025年2月26日，UME华星影城发布闭店公告" style="zoom:30%;"><p>在《阿凡达》前，对 IMAX 格式的印象仅来自于《看电影》杂志登载的《300 勇士》海报。国内前两家胶片 IMAX 影厅坐落于上海科技馆（2001）和中国电影博物馆（2005），起步就达到顶级标准，犹记得影博 70mm《长江》观感如主题乐园特效厅一般震撼。影博开业后不久，UME 华星上线国内第一家商业 IMAX 厅（最初为胶片 IMAX，2010 年 1 月升级为数字 IMAX），风头一时无两，成为海淀区双榆树一带观影的高端选择。彼时刚上高中的我错过了 2010 年初《阿凡达》IMAX 春运般的排队盛况，在第二年的《创·战纪》才初次体验华星的 IMAX 3D。观影当天半睡半醒，却恰巧呼应影片的美术设计与 Daft Punk 的交响电音，获得一种迷幻诡谲的沉浸快感，同款感受多年后在上海迪士尼《创·极速光轮》才得以重温。</p><p>在接下来的学生时代里，华星承载的是多次好莱坞系列电影首映的粉丝体验。2011 年夏天《哈利波特与死亡圣器下》（图 2），映前所有宣传物料看得滚瓜烂熟，首映日在影院的海报墙大拍特拍，心情激动不能自已。上大学后的三次 IMAX 零点首映场：2016 年初《星球大战：原力觉醒》，与一众好友手持光剑道具在影院外摆拍，影厅里各种 cosplay 造型琳琅满目；2018 年《复联 3》和 2019 年《复联 4》（图 3），所有观众都处于熟谙所有梗的亢奋状态，平均两分钟一次鼓掌、欢呼、大笑、倒吸凉气，是迄今以来看过氛围最好的两场首映。除此之外，《地心引力》《星际穿越》《荒野猎人》及很多 MCU 作品的 IMAX 观影都在这里，尽管放映效果随年限增加而肉眼可见地下滑，观影氛围却始终享受。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/harry-potter-deathly-hallow-part-2-opening-day.jpg" alt="图2：2011年8月7日《哈利波特与死亡圣器下》UME华星首映日现场" style="zoom:20%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/avengers-endgame-opening-day.jpg" alt="图3：2019年4月27日《复仇者联盟：终局之战》UME华星零点场首映现场" style="zoom:15%;"><p>2019 年后，院线生态巨变。影院歇业半年，随后是好莱坞 franchise 熄火，新主流电影崛起。春节档火爆之外，再没找回那种高语境下令人会心的粉丝场体验。工作后搬到西南边，日常观影集中到石景山万达激麦和五棵松耀莱杜比，首映场集中到朝阳区的英皇和万达 CBD，只有每年的北影节期间会往北走，到华星的次数就更少了。一转眼，华星即将歇业，中关村美嘉已关门几年，当代商城已夷为平地，海淀黄庄和双榆树成为停留在学生时代的地理词汇。对比这两个月在 LA 去过的几十年或百年历史的老影院，只能感慨，在变动不居的时代，当怀旧的物质基础消失，余下的只有脑内回忆了。</p>]]></content>
    
    
      
      
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    <category term="IMAX" scheme="https://www.lumenghe.com/tags/IMAX/"/>
    
    <category term="影院" scheme="https://www.lumenghe.com/tags/%E5%BD%B1%E9%99%A2/"/>
    
  </entry>
  
  <entry>
    <title>梵·高与色彩科学——Getty Center特展小记</title>
    <link href="https://www.lumenghe.com/2025/02/13/ultra-violet-new-light-on-van-goghs-irises/"/>
    <id>https://www.lumenghe.com/2025/02/13/ultra-violet-new-light-on-van-goghs-irises/</id>
    <published>2025-02-13T08:13:26.000Z</published>
    <updated>2025-02-14T00:35:26.741Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>Getty Center 专设“Ultra-Violet: New Light on Van Gogh’s Irises”展厅，用现代技术还原梵·高《鸢尾花》原始色彩，小记如下。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/01%20Intro.jpg" alt="展览前言" style="zoom:15%;"><p>“我手上还有两幅画作——紫色的鸢尾花和一丛丁香，这两种题材皆取自花园。”《鸢尾花》是梵·高于 1889 年在法国南部圣雷米的精神病院疗养期间所作，画作颜料中还夹杂着医院花园所种的日本金松的花粉颗粒。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/02%20Van%20Gogh%20quote.jpg" alt="梵·高与提奥的信" style="zoom:15%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/03%20The%20Hospital%20Garden.jpg" alt="医院花园 可扫码观看视频" style="zoom:15%;"><p>以下为手机拍摄的原作及局部细节。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/05%20Original%20Painting%201.jpg" alt="原始画作（手机拍摄）" style="zoom:20%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/05%20Original%20Painting%20Details.jpg" alt="原始画作细节（手机拍摄）" style="zoom:10%;"><p>法国化学家谢弗勒尔（Michel Eugène Chevreul）对“同时对比效应”的研究指出，当一种原色与其互补色相邻时，会使彼此更加鲜艳。很多艺术家从查尔斯·布朗（Charles Blanc）的著作《绘画艺术语法》（Grammaire des arts du dessin）了解到这种色貌现象，其中就包括梵·高推崇的画家欧仁·德拉克罗瓦（Eugène Delacroix）。在《鸢尾花》中，梵·高也受该效应启发，以紫色鸢尾花与黄色背景形成对比，使花朵更显生机勃勃。下图书中的一系列色轮进一步展示了同时对比效应的规律。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/06%20Color%20Wheel%20and%20Visualizations.jpg" alt="各种色轮与色彩可视化" style="zoom:10%;"><p>然而，随着时间推移，《鸢尾花》原本的紫色在当前展厅中呈现为蓝色，与梵·高信中的描述不符。Getty Center 研究人员采用X射线荧光光谱扫描（XRF scanning）等非侵入式技术分析画作的化学成分，并结合对当时可用颜料的研究，推断画家调配颜料的方式。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/07%20Scientific%20Imaging.jpg" alt="科学手段分析画作" style="zoom:33%;"><p>扫描结果显示，《鸢尾花》花瓣部分含有溴（Bromine）和钴（Cobalt） 两种元素，其中溴元素来自光敏红色颜料“天竺葵湖色”（Geranium Lake），而钴则来自“钴蓝”（Cobalt Blue）。下图是一小片《鸢尾花》颜料碎片的剖面图，展示了画作的多层颜料结构，其中蓝色颜料位于表层，红色颜料位于底层。结合元素分布图可知，梵·高正是通过混合这两种颜料来绘制紫色花瓣的。由于长期暴露在光照下，颜料中的红色成分逐渐褪色，导致当前展示的画作中花瓣的颜色是蓝色的。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/08%20Beneath%20the%20Surface.jpg" alt="颜料剖面图" style="zoom:15%;"><p>在展厅里原作的对角线方向，展示了色彩重建的研究成果。为了还原画作的色彩和纹理，研究人员以元素分布图作为参考，通过数字图像处理手段还原色彩，并借助摄影测量技术（photogrammetry）建立画作表面纹理的数字模型，将还原后的画作3D打印于具有立体纹理的石膏基丙烯酸表面，并装裱在合成织物上。重建后的画作不仅恢复了原本褪色的紫色花瓣，左上角的黄色也呈现出最初的色调。尽管这一过程无法完全再现梵·高原作的独特魅力，但它让观者得以从全新角度审视《鸢尾花》，更好地体会画家的原始创作意图。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/10%20Reconstruction%201.jpg" alt="重建效果" style="zoom:20%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/11%20Reconstructing%20Irises.jpg" alt="重建说明" style="zoom:15%;"><p>有趣的是，展厅外的商店里摆放着这幅画作的诸多周边商品，不同印刷技术所还原的蓝色效果依旧千差万别，可见表面色的色彩管理是多么复杂的一项工作。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/12%20Products.jpg" alt="周边产品" style="zoom:15%;">]]></content>
    
    
      
      
    <summary type="html">&lt;link rel=&quot;stylesheet&quot; type=&quot;text/css&quot; href=&quot;https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css&quot;&gt;&lt;meta name=&quot;referrer&quot; content=&quot;no-referre</summary>
      
    
    
    
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    <category term="色彩科学" scheme="https://www.lumenghe.com/categories/%E5%BD%B1%E8%A7%86%E6%8A%80%E6%9C%AF/%E8%89%B2%E5%BD%A9%E7%A7%91%E5%AD%A6/"/>
    
    
    <category term="色彩科学" scheme="https://www.lumenghe.com/tags/%E8%89%B2%E5%BD%A9%E7%A7%91%E5%AD%A6/"/>
    
  </entry>
  
  <entry>
    <title>二刷《好东西》及《展开讲讲》邵艺辉专访随记</title>
    <link href="https://www.lumenghe.com/2024/12/25/thoughts-on-her-story-podcast/"/>
    <id>https://www.lumenghe.com/2024/12/25/thoughts-on-her-story-podcast/</id>
    <published>2024-12-25T04:00:00.000Z</published>
    <updated>2025-03-15T20:40:49.131Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/2024%E5%B9%B411%E6%9C%8830%E6%97%A5%E3%80%8A%E5%A5%BD%E4%B8%9C%E8%A5%BF%E3%80%8B%E5%BD%B1%E9%99%A2%E6%B5%B7%E6%8A%A5.jpg" alt="2024年11月30日《好东西》影院海报" style="zoom:15%;"><p>二刷《好东西》，在家务 SFX、“你的眼睛很好看，你可以一直看我”、“我们不要玩这个游戏了”、“总有人要对你说声对不起”的部分流了更多的眼泪。除了感触于情节本身，感动于女性之间互相养育的关系，更是感慨于这样的新故事新语言新规则新关系，太美好太乌托邦了，电影结束后又要回到灰暗的现实里。</p><p>菊姐角色第一次问铁梅为什么不做调查记者了，她回答，因为我懦弱，英文写的是不敢 fight the system。揉面时小马又问铁梅为什么放弃，不可惜吗？铁梅说，有那么多人放弃，有那么多人没资格，为什么就可惜我？又说，你以为我不遗憾吗？两场戏里宋佳的演绎，嘴上是防御性回怼，眼神里却写满了疲惫和欲说还休。这种状态太准确了，我在朋友圈里一位财新首席笔杆子女记者的脸上看到过。曾在 706 空间听她讲过去十几年如何冲在一线，后来武汉 lockdown 她也第一时间冲过去待足了 76 天，如今虽然也是却道天凉好个秋，但依然坚持输出。</p><p>《明天会更好》出现时，焦外有警灯在闪。还有万圣节 cosplay，是在阳光下奔跑。结合昨天听的淡淡死感的新版官录《明天会更好》会更强烈地感受到，这样的作品和行动所代表的社会的活力和生命力，本应存在于街头、民间、自组织当中，而绝不是任务式的表演中。这样的活力如今被压抑，且没有人为此道歉。</p><p>这回上午普通场，最多的笑声依然来自年轻女观众，有趣的是来了好几对互相搀扶的白发老人，不知道他们观感如何。身边有分布在前后两排的六位年轻男性观众，拿着可乐交杯换盏，接打电话聊天吃爆米花，听到男角色发言不断吐槽。很遗憾他们不是受众，欣赏不了 inside jokes，只在离开时留下满座爆米花碎屑，拍照留念（图二）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/2024%E5%B9%B411%E6%9C%8830%E6%97%A5%E3%80%8A%E5%A5%BD%E4%B8%9C%E8%A5%BF%E3%80%8B%E5%BD%B1%E5%8E%85%E7%8E%B0%E5%9C%BA.jpg" alt="2024年11月30日《好东西》影厅现场" style="zoom:15%;"><hr><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/%E3%80%8A%E5%B1%95%E5%BC%80%E8%AE%B2%E8%AE%B2%E3%80%8B%E9%82%B5%E8%89%BA%E8%BE%89%E4%B8%93%E8%AE%BF.jpg" alt="《展开讲讲》邵艺辉专访" style="zoom:30%;"><p>上班路上刚听到这期节目，简直太快乐了。一方面邵导和她人物风格一样一样的，既真诚又日常；另一方面在同频共振的同温层语境里，很多话题建立在共识上，可以基于这些共识讨论一些 2.0 版本的新思路新感受，而不需要在 1.0 的原始版本里反复打圈，这在当前舆论场里简直是一种避难所般的安全体验。</p><p>听着听着就想到如今院线电影的境遇。人们看电影的欲望降低，在经济原因背后还有一个维度，就是在现实中失权的无力感已经溢出了。现实的压抑和无助已经强烈到让人无法喘息，而电影的定位则更显尴尬，拍得太轻松会被批评为掩盖矛盾，拍得很沉重又被质疑在贩卖苦难。归根结底，电影无论与现实关系如何，都撼动不了“房间里的大象”，这使得电影的口红效应也失效了。</p><p>相比之下，游戏和短视频对失权者而言是更快速的安慰剂。游戏除了叙事上更多的沉浸感，也因为其奖励机制能够带来一种“稳定上升”的获得感，通过练级打怪或氪金升级就能够得到更多的成功体验。而短视频则提供了完全即时、不需要思考的多巴胺刺激，让人瞬间沉浸在快感里。相比之下，舆论常觉得“电影人是最爱当爹的”，这也不无道理。电影通过几个小时的时间总归要输出点隐性或显性的价值观，而如今的观众则受够了被教育，不如沉浸在更有获得感的娱乐机制里。</p><p>题外话，现实失权感的另一个出口，体现在人们对自己支持的公众人物过度强烈的控制欲上。无论是粉丝对偶像还是观众对导演，只要说了不合意的话就立刻打倒。因为失权太久，权力（权利）欲望没办法正常行使，所以需要找到一个出口，于是对支持的对象产生了强烈的控制欲，找到一种虚拟的代偿。</p><p>说到最后还是回到这个问题：电影的意义在哪里？它还能不能在这被压缩得越来越狭窄的现实中，给人一点点喘息和希望？也许答案不那么乐观。</p>]]></content>
    
    
      
      
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  </entry>
  
  <entry>
    <title>自译 | 全景球幕影片创作指南：第二部分</title>
    <link href="https://www.lumenghe.com/2024/07/03/filmmaking-for-fulldome-part-2/"/>
    <id>https://www.lumenghe.com/2024/07/03/filmmaking-for-fulldome-part-2/</id>
    <published>2024-07-03T08:31:02.000Z</published>
    <updated>2024-07-04T03:23:45.951Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>出处：Planetarian, 2017, 46(1)<br>标题：Filmmaking for Fulldome: Best Practices and Guidelines for Immersive Cinema (Part II)<br>作者：Ka Chun Yu, Dan Neafus, Ryan Wyatt<br>翻译：Horace Lu</p></blockquote><p>（注：键盘快捷键“w”或左侧菜单右上角按钮，可切换文章列表视图与大纲视图）</p><p>[TOC]</p><p>In Part I of this paper, published in the December 2016 Planetarian (Yu et al. 2016), we discussed the critical differences between fulldome and traditional cinema. We described the pacing of fulldome films, which has its origins in how giant screen films are shot and edited. We described a theoretical framework for how to think of fulldome as a form of immersive cinema, after making the fundamental assumption that the audience feels they are “part of the action,” experiencing firsthand what is shown on-screen. We described how some of the basic grammar of film can be re-thought given this assumption.</p><p>本文的第一部分发表于 2016 年 12 月号的《Planetarian》杂志 (Yu et al. 2016)，在其中我们探讨了全景球幕电影与传统电影的根本差异。我们阐述了全景球幕电影的叙事节奏，这与巨幕电影的拍摄和剪辑方式息息相关。该论文基于一个基本的设想，即：观众感觉自己是“行动的一部分”，直接体验着银幕上所展示的一切。基于这个设想，我们构建了一个理论框架，将全景球幕电影视为一种沉浸式电影形式。我们还讨论了在这一设想下，如何重新构想电影的基本语法规则。</p><h3 id="Keeping-viewer-attention-持续吸引观众注意力"><a href="#Keeping-viewer-attention-持续吸引观众注意力" class="headerlink" title="Keeping viewer attention 持续吸引观众注意力"></a>Keeping viewer attention 持续吸引观众注意力</h3><p>Historically, filmmakers have used two methods to manipulate the viewer’s emotion, perception, and attention. The first is mise-en-scène, or the organization of everything inside the frame, including the arrangement of the actors, the set, lighting, and even camera motion. The second is through film editing, where shots are juxtaposed together in an order designed for a particular effect. We shall draw attention to the role of mise-en-scène later in the paper, but will focus on editing first.</p><p>在电影史上，电影创作者采用了两种主要手法来引导观众的情绪、感知和注意力。第一种是场面调度（mise-en-scène），即对画面内所有元素的精心布局，包括演员走位、场景布置、灯光效果以及摄影机运动。第二种是电影剪辑（film editing），通过将镜头按照特定的顺序排列组合，创造出预期的视觉效果。本文将在后面部分详细讨论场面调度的作用，但首先我们会聚焦于剪辑技术。</p><p>For most of the 20th century, film footage was spliced and physically joined together into sequences, where individual shots instantaneously transition from one to the next, with this transition known as the “cut.” The style of cutting known as continuity editing developed in the 1910s with the work of Edwin Porter and D.W. Griffith (Bordwell &amp; Thompson 2006). This style shows the action in spatially and temporally consistent ways from shot to shot, to make it easy for an audience to follow the narrative.</p><p>在 20 世纪的大部分时间里，电影胶片素材都是通过物理拼接方式形成连续镜头片段的。其中，单个镜头之间通过“剪辑”瞬间转换，实现场景的快速切换。连贯性剪辑风格（continuity editing）在 20 世纪 10 年代由埃德温·鲍特（Edwin Porter）和 D.W. 格里菲斯（D.W. Griffith）等人发扬光大 (Bordwell &amp; Thompson 2006)，这种剪辑风格通过在镜头之间保持空间和时间的连贯性，帮助观众顺畅地理解故事线索。</p><p>Another style of editing arose from the Soviet theory of montage, developing from filmmakers like Lev Kuleshov and Sergei Eisenstein. They believed that combining and assembling individual shots, even ones that have only weak spatial and temporal associations with each other, can synergistically give rise to complex ideas. Due to such influences, U.S. films in the silent era evolved to have rapid cutting, with average shot lengths down to 4-6 seconds (Bordwell 2006, p. 121). Both continuity and montage editing are employed today in traditional narrative cinema.</p><p>另一种剪辑方式发源于苏联的蒙太奇理论，由列夫·库列肖夫和谢尔盖·爱森斯坦等电影先驱提出，他们认为即使是空间和时间联系较弱的镜头，通过创造性的组合也能产生新的意义，激发深层次的思想。这种理念影响了美国无声电影时期的剪辑手法，使得平均镜头长度缩短至 4 到 6 秒，创造出快速剪辑的效果 (Bordwell 2006, p. 121)。至今，连贯性剪辑和蒙太奇剪辑仍然是传统叙事电影中不可或缺的技术。</p><p>Continuity editing in film has been successful because it results in clear storytelling that may be understood even by those who have little or no experience with the conventions of cinematic narratives (Schwan &amp; Ildirar 2010). The effectiveness of continuity editing has been further confirmed in studies using eye tracking measurements that reveal that viewers watching scenes from professionally edited films and video sequences tend to cluster their gazes on the same part of the screen at the same time (Stelmach, Tam, &amp; Hearty 1991; Goldstein, Woods, &amp; Peli 2007; Mital et al. 2011). Sequences of moving images that were not edited together or edited sequences that were watched repeatedly do not have the same synchronous attention from viewers (Dorr et al. 2010).</p><p>连贯性剪辑之所以在电影创作中广受欢迎，是因为它能够讲述清晰易懂的故事，即便是对电影叙事手法不太熟悉或完全不熟悉的观众也能理解（Schwan &amp; Ildirar 2010）。眼动追踪研究进一步证实了连贯性剪辑的有效性。研究发现，观众在观看经过专业人士剪辑的电影和视频片段时，往往会在同一时间将视线集中在银幕同一区域（Stelmach, Tam, &amp; Hearty 1991; Goldstein, Woods, &amp; Peli 2007; Mital et al. 2011）。相比之下，未经剪辑的视频片段，或经过剪辑但反复播放的视频片段，则无法以如此同步的方式吸引观众的注意力（Dorr et al. 2010）。</p><p>For a highly immersive frameless experience such as giant screen or fulldome, we do not expect the audience reaction to be identical to traditional cinema. In giant screen and fulldome filmmaking, the number of cuts are reduced and camera motions are slowed down in order to minimize motion sickness (Wollen 1993). As noted in Paper I (p. 29), audiences are immersed in their visual environments deeply enough that they feel the action is happening to them.</p><p>对于巨幕或全景球幕这类提供深度沉浸体验的无景框电影形式，我们预期观众的反应会与传统影院有所不同。在巨幕和全景球幕电影的制作中，为了减少观众的晕动症，通常会减少剪辑次数并放慢镜头运动 (Wollen 1993)。正如我们在第一部分论文中提到的（第 29 页），观众在这种视觉环境中的沉浸感非常强烈，以至于他们感觉自己就是故事的一部分。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-i-fig-4.png" alt="论文 1 图 4 中定义的安全区域" style="zoom:50%;"><p>Because cuts are minimized (or left out altogether in a narrative journey mode), there can (and should) be ample opportunities for viewers to explore the scene. For extended shots lasting for more than a few seconds, there may be an initial shared point of interest, but as the shot continues without change, viewers’ attention will wander so their points of The safe spaces defined in Fig. 4 of Paper I focus will vary from individual to individual (Dorr et al. 2010; Mital et al. 2011).</p><p>在全景球幕电影中，为了让观众有更多机会深入探索场景，通常会尽量减少剪辑次数，甚至在“叙事旅程”模式中会完全避免剪辑。尽管观众最初可能会对某个场景产生共同的兴趣，但随着镜头长时间保持不变，他们的注意力可能会开始分散，导致每个人关注的焦点各有不同 (Dorr et al. 2010; Mital et al. 2011)。</p><p>To maintain story flow, the viewer’s attention cannot be allowed to wander indefinitely. A good director has to devise ways to redirect the audience’s focus. However, the viewer has immense freedom to look in different directions in fulldome, since the visible screen space (even within the safe spaces defined in Fig. 4 of Paper I) encompasses a significant fraction of the audience’s field of view. One way is to use audio cues, which can be highly directional if the theater is equipped with multiple speakers and three-dimensional sound spatialization software and hardware.</p><p>为了维持故事的连贯性，导演需要巧妙地引导观众的注意力，避免其无限制地游离。在全景球幕环境中，观众可以自由地朝各个方向观看，因为即使在所谓的“安全区域”内，可见银幕空间也占据了观众视野的很大一部分。使用声音提示是一种有效的引导方法，尤其是当影院配备了多声道扬声器和三维声音定位软件时，声音提示可以非常精确地引导观众的注意力。</p><p>However, given the wide differences in audio experience between venues, a shareable audio standard for planetariums does not yet exist (Rodigast and Gaston 2010). We therefore focus on visual cues which translate easily between different venues because the domemaster is used as a common medium.</p><p>然而，由于不同场馆的音响效果存在显著差异，目前还没有一个统一的天文馆音响标准 (Rodigast and Gaston 2010)。因此，我们更倾向于使用视觉提示来引导观众，因为这些提示不依赖于特定的音响系统，其效果可以更容易地在不同的场馆之间传递，球幕母版作为共同媒介确保了视觉信息的一致性。</p><h3 id="Visual-cues-for-drawing-attention-吸引注意力的视觉元素"><a href="#Visual-cues-for-drawing-attention-吸引注意力的视觉元素" class="headerlink" title="Visual cues for drawing attention 吸引注意力的视觉元素"></a>Visual cues for drawing attention 吸引注意力的视觉元素</h3><p>Filmmakers have discovered the types of mise-en-scène cues that draw attention from viewers, which includes movement, faces, bright regions in the visual field, and features with different color. Researchers have been trying to not only substantiate these claims, but to understand how these effects work in the context of the scientific understanding of human perception and cognition.</p><p>电影制作人已经识别出能够吸引观众注意力的场面调度元素，如运动，面孔，画面中的明亮区域，以及颜色对比鲜明的特征。研究人员不仅在验证这些现象，还在探索它们是如何基于人类感知（perception）和认知（cognition）的科学原理来发挥作用的。</p><p>Based on a review of the literature of some of this prior work, we identify the most important cues we believe can be used to direct attention in a fulldome film. This work complements ideas put forward by other practitioners in the field, notably the “domography” concept from the NSC Creative production team, which describes how to create effective fulldome storytelling with different types of shots, ways to emphasize content within the frame, and techniques for redirecting attention (Bradbury 2016).</p><p>通过回顾相关文献，我们总结出了一些引导观众注意力的关键技巧，并将其应用于全景球幕电影中。这些发现与该领域内其他专家的观点相辅相成，特别是 NSC 创意制作团队提出的“球幕摄制”（domography）概念，它阐述了如何利用不同类型的镜头，结合在画面中强调内容的方法，以及重定向观众注意力的技巧，来创造引人入胜的全景球幕故事 (Bradbury 2016)。</p><p>Retreat to the center: In traditional cinema, the region of audience focus tends to be near the center of the frame (Goldstein, Woods, &amp; Peli 2007; Brasel &amp; Gips 2008). If there is a cut and there is nothing to sustain viewer attention elsewhere in the frame, the viewer’s eyes tend to return to the center (Tseng et al. 2009). When rapid cutting occurs, such as in movie trailers or music videos, the viewer’s focus also tends to migrate to the center (Tosi, Mecacci, and Pasquali 1997; Le Meur et al. 2007; Dorr et al. 2010; Mital et al. 2011).</p><p>在传统电影中，观众的焦点往往集中在画面中心 (Goldstein, Woods, &amp; Peli 2007; Brasel &amp; Gips 2008)。当镜头切换后，如果画面中没有其他元素吸引注意力，观众的视线倾向于回到中心。在电影预告片或音乐视频等剪辑节奏快的情境，观众的注意力同样倾向于集中到中心位置 (Tosi, Mecacci, and Pasquali 1997; Le Meur et al. 2007; Dorr et al. 2010; Mital et al. 2011)。</p><p>Even for static shots and regardless of the placement of content within the frame, there is evidence suggesting that attention is always biased towards the center (Tatler 2007; Tatler, Baddeley, &amp; Gilchrist 2005). There is some evidence for a retreat to the center in immersive media in a study of a virtual reality ride, where viewers tend not to turn their heads much despite having the freedom to look in all directions (Pausch et al. 1996)<sup id="fnref:1"><a href="#fn:1" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="This could be due to an intrinsic desire to focus in the forward direction, or as Pausch et al. noted, perhaps the participant in the ride was unfamiliar enough with the technology not to know to look to the side. This unfamiliarity correlates with a potential technology generation gap, where even today, we see anecdotal evidence that older users who try out consumer virtual reality headsets do not move around and engage as much as younger users (Willer 2016). 这种趋势可能是因为人们天生更倾向于注视前方，或者如 Pausch 等人所指出的，可能是因为参与者对技术不够熟悉，不知道应该环顾四周。这种对技术的不熟悉可能与潜在的技术接受度差异有关：即便在今天，我们也观察到老年用户在使用消费级虚拟现实头显时，他们的活动和参与度通常不如年轻用户那样高 (Willer 2016)。">[1]</span></a></sup>. We speculate that some form of this retreat to the center will also occur in fulldome films. In a film designed for unidirectional theaters, where the audience faces forward, the “default” viewpoint will be in the same general direction, so it is straightforward for a director to place visual content to be noticed by the audience.</p><p>研究显示，即便在固定镜头中，无论内容在画面中如何布局，观众的注意力都天然偏向于画面中心 (Tatler 2007; Tatler, Baddeley, &amp; Gilchrist 2005)。在沉浸式媒体中也有类似现象，例如在一项虚拟现实体验研究中，尽管观众可以自由观看各个方向，但他们往往不太转动头部。我们推测，在全景球幕电影中也可能存在类似的向中心回归的趋势。对于针对单向影院（unidirectional theaters）设计的影片，观众通常面向前方，因此导演可以很容易地在观众的“默认”视野方向放置引人注目的视觉内容。</p><h4 id="Object-motion-物体运动"><a href="#Object-motion-物体运动" class="headerlink" title="Object motion 物体运动"></a>Object motion 物体运动</h4><p>Laboratory studies of the visual system show that motion is a powerful cue for capturing attention (Franconeri, Hollingworth, &amp; Simons 2005). Motion in the cinematic frame leads the viewer to focus on the object in motion or on the part of the visual field where motion is occurring (Stelmach, Tam, &amp; Hearty 1991; Mital et al. 2011). The greater the amount of motion and change in a video sequence, the more likely that different viewers’ attention will cluster toward the source of the motion (Stelmach, Tam, &amp; Hearty 1991). In Treuting’s (2006) qualitative study using film clips, motion has been found to be more important for drawing attention than faces or bright regions inside the frame.</p><p>针对视觉系统的实验室研究表明，运动（motion）是吸引注意力的强大因素 (Franconeri, Hollingworth, &amp; Simons 2005)。电影画面中的运动会使观众的焦点转移到运动物体或运动发生的视觉区域 (Stelmach, Tam, &amp; Hearty 1991; Mital et al. 2011)。视频片段中的运动和变化越多，不同观众的注意力就越容易集中到运动源上 (Stelmach, Tam, &amp; Hearty 1991)。Treuting (2006) 的定性研究发现，“运动”在吸引注意力方面的作用，比画面中的面孔或明亮区域更为关键。</p><p>Motion of an object inside the frame can draw attention so that a viewer is blinded to disruptions in the rest of the visual field. Levin &amp; Varakin (2004) found that video clips can have disruptions in the form of a blank screen for as long as 0.6 sec without test subjects being aware of the interruption happening. The viewers in this study were so focused on the main narrative action that they were unable to recall that any disruption occurred.</p><p>画面中物体的运动能够如此吸引观众的注意力，以至于他们甚至会忽略视觉场内其他区域的干扰。Levin 和 Varakin (2004) 的研究发现，即使视频片段中出现长达 0.6 秒的空白画面，测试对象也可能不会意识到这种中断。这些观众太专注于主要的叙事动作，以至于他们不记得发生过任何干扰。</p><p>Viewers who are not expecting any unusual continuity problems will not notice that an actor is replaced in the middle of a scene in a video clip, even when the two actors do not look alike and are wearing different clothes (Levin &amp; Simons 1997). This effect can occur in real life as well. Experiments show that people in natural interactions with strangers may not notice when the person they are talking to is swapped with someone else during their interaction (Simons &amp; Levin 1998).</p><p>对于并未预期出现不寻常的连续性问题的观众而言，他们甚至不会注意到视频中有一个场景中途更换了演员，哪怕这两个演员看起来不像，服装也不同 (Levin &amp; Simons 1997)。这种效应在现实生活中也会发生。研究表明，在与陌生人的自然互动中，人们可能不会注意到与他们交谈的人在互动过程中换成了另一个人 (Simons &amp; Levin 1998)。</p><p>These research results may explain why one aspect of continuity editing works. Editors can hide the visual discontinuity created by a cut by cutting on action, for instance, having the cut occurring in the middle of a motion of the actor that is holding the viewer’s attention (Dmytryk 1984, pp. 27-33). This also may explain why audiences seem to be so forgiving of continuity errors (Levin &amp; Simons 2000).</p><p>这些研究结果可能从一个角度解释了连续性剪辑为什么能产生效果。剪辑师可以利用动作间的剪辑来掩盖剪切造成的视觉不连续性，比如在演员做一个吸引观众注意力的动作的中途进行剪辑 (Dmytryk 1984, pp. 27-33)。这也解释了为什么观众对连续性错误如此宽容 (Levin &amp; Simons 2000)。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-i-fig-8.png" alt="论文 1 图 8 中《生生不息》静帧的例子 © Samskara LLC" style="zoom:75%;"><p>In our discussion of sequences from Samskara in Paper I, we highlight scene transitions that are masked by object motion. In the first example (Fig. 8, p. 36), the main object of focus is a pulsating trilobal pattern in the forward direction which attracts the viewer’s attention, and which, for many viewers, can hide the wipe that replaces the background.</p><p>在第一篇论文中对《生生不息》（Samskara，2016）场景的讨论里，我们指出物体的运动可以巧妙地掩盖场景转换。例如，在第一个示例（图 8）中，观众的注意力会被一个前方的跳动三叶形图案所吸引，这种图案的动态变化在很多情况下足以掩盖背景的渐变转换。</p><h4 id="Faces-面孔"><a href="#Faces-面孔" class="headerlink" title="Faces 面孔"></a>Faces 面孔</h4><p>Faces attract attention because we have evolved to be aware of socially relevant features such as human figures, many animal faces, and the “directed gaze” (where other people or animals are looking). This has been investigated for viewers of static artwork including paintings and sculptures (Buswell 1935; Yarbus 1967), as well as for dynamic imagery in film and video (Treuting 2006; Birmingham, Bischof, &amp; Kingstone, 2008; Castelhano, Wieth, &amp; Henderson, 2007; Võ et al. 2012, Smith 2013).</p><p>面孔之所以能吸引注意力，是因为人类进化过程中对社交相关特征，如人形，许多动物的面孔，以及其他人或动物的“有方向的目光”特别敏感。这种注意力的分配不仅发生在观看静态艺术作品如绘画和雕塑时 (Buswell 1935; Yarbus 1967)，也发生在观看电影和视频中的动态图像时  (Treuting 2006; Birmingham, Bischof, &amp; Kingstone, 2008; Castelhano, Wieth, &amp; Henderson, 2007; Võ et al. 2012, Smith 2013)。</p><p>When a head is close enough to be seen in detail, the eyes draw more attention than other parts of the face (Treuting 2006). In fact, one of the rules for when to cut in continuity editing of shots with a person moving offscreen is to make the edit at the point immediately after the person’s eyes have left the frame: since a viewer tracks faces, any additional frames with just the person’s body in the frame, but without the face, is unnecessary (Dmytryk 1984, p. 30).</p><p>当观众能够清晰地看到角色头部时，角色的眼睛比脸部其他部位更能吸引观众的注意力 (Treuting 2006)。实际上，在连续性剪辑中，一个常用的剪辑技巧是在人物的眼睛刚离开画面的瞬间进行剪辑，因为观众习惯于追踪面孔，一旦面孔不在画面中，仅展示身体的画面就变得多余 (Dmytryk 1984, p. 30)。</p><p>Attention to the nose and mouth are also important, with the former used to track a moving face, and the latter when the person on-screen is speaking (Võ et al. 2012). Since faces are such a consistent draw, fulldome filmmakers can use them to not only draw attention, but to lead a viewer’s gaze in directions where they normally would not be looking.</p><p>鼻子和嘴巴也是重要的注意力焦点，鼻子有助于追踪移动的面孔，嘴巴则在银幕上的人物讲话时更加重要 (Võ et al. 2012)。由于面孔具有如此强大的吸引力，全景球幕电影的制作人可以在利用它们吸引注意力的同时，引导观众的视线转向他们通常不会注意到的方向。</p><h4 id="Brightness-亮度"><a href="#Brightness-亮度" class="headerlink" title="Brightness 亮度"></a>Brightness 亮度</h4><p>Visual signals traveling along nerve fibers away from the retina are sent to two different sets of cells that define the visual pathway: the magnocellular and parvocellular systems (Livingstone &amp; Hubel 1988). One set of cells making up the brain’s magnocellular pathway is sensitive to changes in brightness and to high contrast, reacts quickly, but is otherwise colorblind and has low spatial resolution. The set of cells for the parvocellular pathway is used to process color information, is not sensitive to contrast, works slowly, and has high spatial resolution.</p><p>从视网膜向外传送的视觉信号，会传送到定义视觉路径的两组不同细胞：大细胞（magnocellular）系统和小细胞（parvocellular）系统 (Livingstone &amp; Hubel 1988)。构成大细胞通路的细胞对亮度和对比度变化非常敏感，反应速度快，但对颜色不敏感，且空间分辨率低。构成小细胞通路的细胞能够处理颜色信息，对于对比度不敏感，反应速度慢，但空间分辨率高。</p><p>Experiments show that a change in brightness in the visual field will “pop out” immediately to an observer since such signals are processed quickly by the “magno” pathway, without the need for conscious focused attention. Changes in color, on the other hand, will not be noticed as quickly since they are sent through the slower “parvo” system (Theeuwes 1995). Treuting’s study (2006) using film clips confirm this since bright objects were more important than differences in color in attracting viewer attention.</p><p>实验表明，视野中的亮度变化会立即吸引观察者的注意，因为这些信号由“大细胞”（magno）路径快速处理，不需要有意识地集中注意力。相比之下，颜色的变化不会这么快被注意到，因为它们是通过“小细胞”（parvo）系统传递的 (Theeuwes 1995)。Treuting（2006）基于电影片段的研究证实了这一点：明亮的物体在吸引观众注意力方面比颜色的差异更加重要。</p><h4 id="Growing-in-size-物体尺寸的增大"><a href="#Growing-in-size-物体尺寸的增大" class="headerlink" title="Growing in size 物体尺寸的增大"></a>Growing in size 物体尺寸的增大</h4><p>Humans and other animals have defensive reactions to objects they appear to be on a collision course with (Schiff 1965). Human infants as young as 3-6 weeks will blink more and move their heads back in reaction to stimuli of a dark object that is approaching or “looming,” while no such effect occurs when the object is receding (Náñez 1968). In controlled experiments with adults, Franconeri &amp; Simons (2003) showed that an object on-screen that was looming (but not receding), or in motion, or which appeared suddenly would receive greater attention. We would thus expect that an object that grows in size until it dominates on-screen to receive greater attention.</p><p>人类和其他动物对于看似即将发生碰撞的物体会产生防御性反应 (Schiff 1965)。例如，3 至 6 周大的婴儿在面对接近或“逼近”的黑色物体时，会更频繁地眨眼和后仰头部，而当物体远离时则不会出现这种反应 (Náñez 1968)。Franconeri &amp; Simons (2003) 针对成年人的受控实验表明，银幕上一个逼近（而非远离）、移动或突然出现的物体会吸引更多注意力。因此可以预期的是，一个在银幕上逐渐变大直到占据主导地位的物体会吸引更多注意力。</p><p>Treuting (2006) was able to show qualitative support for this hypothesis in an eyetracking experiment using a clip from the Quidditch match in Harry Potter and the Sorcerer’s Stone (2001), during which viewers shifted their gaze from a player in red who has the ball, to a player in green who is approaching from behind and filling the screen in the process.</p><p>Treuting (2006) 在眼动追踪实验中使用了《哈利·波特与魔法石》（2001）中的魁地奇比赛片段，定性支持了这一假设。实验中，观众的视线从持球的红衣球员转移到从后方接近并逐渐填满银幕的绿衣球员身上。</p><h4 id="Focus-焦点"><a href="#Focus-焦点" class="headerlink" title="Focus 焦点"></a>Focus 焦点</h4><p>If the lens focal length, lens aperture, and distance of the camera result in shallow focus, then only part of a scene will be in focus. The director can set the depth of field (DOF) to keep a foreground element in focus, with the background out of focus, or vice versa. The DOF increases with small apertures, while large apertures result in a shallower focus. Alternatively, switching to a narrow angle lens (e.g., telephoto lenses which have focal lengths 70 mm or higher) will result in less DOF, while a wide angle lens (35 mm or less) will result in more of the scene in focus.</p><p>如果镜头焦距、光圈和摄影机距离导致浅焦效果，则只有部分场景是在焦点上的。导演可以设置景深（DOF）来使前景清晰、背景模糊，或使背景清晰、前景模糊。小光圈增大景深，大光圈减小景深。另一方面，使用窄角镜头（如 70mm 及以上的长焦镜头）减小景深，使用广角镜头（焦距 35mm 或更短）增大景深。</p><p>A rack focus is a change in focus in the middle of a shot, resulting in a self-conscious change in emphasis, redirecting the audience’s attention from the foreground to the background or vice versa (Van Sijll 2005, pp. 14-15). Fulldome film footage shot live with a fisheye lens (which by definition is a very wide angle, short focal length lens) will have an extremely broad DOF. However, computer-generated animation based on 3D modeling is not limited to what is possible with traditional physical camera and lens setups (e.g., Cole et al. 2006), so rack focusing is possible for computer-rendered shots.</p><p>推拉焦（rack focus）是在单镜头内改变焦点，将观众的注意力从前景转移到背景，或从背景转移到前景 (Van Sijll 2005, pp. 14-15)。使用鱼眼镜头（广角、短焦镜头）拍摄的全景球幕电影具有极宽的景深。然而，基于 3D 建模的计算机生成动画不受传统摄影机和镜头设置的限制 (e.g., Cole et al. 2006)，因此计算机渲染镜头可以实现推拉焦效果。</p><h4 id="Framing-of-space-空间构图"><a href="#Framing-of-space-空间构图" class="headerlink" title="Framing of space 空间构图"></a>Framing of space 空间构图</h4><p>Cinematic staging, the way that directors arrange and move actors within the film frame, has been analyzed by Bordwell (2005). He outlines how directors throughout the history of cinema, shaped by the cinematic styles popular at the time and by available filmmaking technology, have employed different methods to direct the viewer’s gaze, including composition and staging within the frame, blocking of actors over the course of a shot or scene, lighting used to highlight people or objects in the scene, and movement of objects and actors to reveal information or emphasize focus.</p><p>Bordwell (2005) 分析了电影中的场面调度（cinematic staging），即导演在电影画面中安排和移动演员的方式。他概述了不同导演在历史上采用的引导观众目光的方法，包括画面中的构图（composition）和舞台调度（staging），镜头或场景中的演员走位（blocking），用于突出场景中的人或物的照明（lighting），以及通过物体和演员的移动来揭示信息或强调重点等。</p><p>Treuting (2006) tested how viewers responded to actual film clips using eye-tracking. One finding is that when a director visually withholds information, such as in Alfred Hitchcock’s Rope (1948), audience members will tend to seek to find it themselves by searching the frame. Rope is famous for having almost no visible cuts to suggest that it was shot in one continuous take. Instead of using edits to change the audience’s focus, the camera would instead pan to follow characters walking through the set; and instead of cutting to a close-up, the camera would move or zoom in closer to focus on a prop that the audience should be paying attention to.</p><p>Treuting (2006) 通过眼动追踪测试了观众对实际电影片段的反应。他发现，当导演通过视觉设计隐瞒信息时，观众会自行搜索画面内容来找到这些信息。以阿尔弗雷德·希区柯克的《夺魂索》（Rope, 1948）为例，该片因几乎没有明显的剪辑点而闻名，给人一种全片用一个连续镜头拍摄完成的感觉。导演不使用剪辑来改变观众的关注点，而是让摄影机平移跟随角色在场景中移动；不采用剪切到特写镜头的方式，而是通过移动或变焦，使画面聚焦在观众应该注意的道具上。</p><p>Redirecting the camera towards one direction means that other characters and objects in the scene would be outside the frame. If visual information critical to the story is withheld, viewers will actively scan the frame in anticipation of seeing that important detail. Since immersive fulldome cinema is effectively frameless, cinematic staging is done without the edges of the frame to help constrain visual content. But as shown in the sample frame sequences below, there are multiple ways for directors to stage the camera and the scene to drive viewer attention.</p><p>改变摄影机的拍摄方向，意味着场景中其他的角色和物体可能会出画。如果故事中关键的视觉信息暂未展示，则观众会主动在画面中寻找这些重要细节。由于沉浸式全景球幕电影是没有景框的，因此场面调度不依赖景框边缘来限制视觉内容。不过，正如以下示例镜头片段所示，导演可以通过多种方式调度摄影机和场景，以有效引导观众的注意力。</p><h4 id="Match-cuts-匹配剪辑"><a href="#Match-cuts-匹配剪辑" class="headerlink" title="Match cuts 匹配剪辑"></a>Match cuts 匹配剪辑</h4><p>A match cut refers to the bridging of two shots that have visual elements that match each other. More often they are used dramatically to link together different ideas, locations, or time periods represented by the individual shots (Van Sijjl 2005, pp. 118-131). The transition from prehistoric to spacefaring eras in 2001: A Space Odyssey is executed with one of the most famous match cuts in all of cinema: a shot of a bone tossed up into the air cuts to a satellite in orbit around the Earth. This cut manages to embody all of the different ways that match cuts can work.</p><p>画面匹配剪辑是一种通过视觉元素的相似性将两个镜头巧妙连接起来的技巧，这种技巧常用于戏剧性地将不同的观点、地点或时间段联系起来 (Van Sijjl 2005, pp. 118-131)。比如在《2001: 太空漫游》（2001: A Space Odyssey，1968）中，从将骨头抛向空中的镜头剪切到绕地轨道运行的卫星镜头，就是影史最著名的匹配剪辑之一，它巧妙地展现了匹配剪辑的多种可能性。</p><p>In addition to matching the physical shape and motion of the two objects, the cut represents a leap to a different time and place, as well as conveying the evolution of weaponry, from a bone used as a club to nuclear weapons in orbit (a concept dropped from the final film; Walker, Taylor, &amp; Ruchti 1999; pp. 181-182).</p><p>这一处匹配剪辑除了不仅匹配了两个对象的物理形态和动作，还象征着时间和空间的跳跃，以及武器从原始的骨头到太空中的核武器的演变，尽管后者在最终影片中并未呈现。</p><p>Editing that follows the rules of Hollywood continuity also has a tendency to lead to “edit blindness” where the audience does not notice a cut has occurred. Smith &amp; Henderson (2008) have found that cutting together two shots that have matching action—such as a character reaching for a door and a cut to a close-up of a hand grasping the doorknob—are more “invisible” to the viewer.</p><p>遵循好莱坞连续性剪辑规则的影片往往能够达到“无感知剪辑”的效果，观众几乎意识不到剪辑的存在。Smith &amp; Henderson (2008) 研究发现，当两个动作匹配的镜头拼接在一起时，如一个角色伸手开门紧接着切换到手握门把的特写，这种剪辑对观众来说几乎是不可见的。</p><p>Cuts matching action are found to be the most seamless if there is a slight repeat of the action for several frames from the first cut in the second cut (Shimamura, Cohn-Sheehy, &amp; Shimamura 2014). Viewers are able to re-orient their attention after a cut if the visual content between the two shots are similar enough (Valuch et al. 2014). For fulldome films, a match cut can be used to maintain viewer focus in the same direction in the dome after the cut as before the cut.</p><p>为了实现更自然的过渡，如果第二个剪辑开始时能够轻微重复第一个剪辑中的几格动作，这样的动作匹配剪辑会显得更加流畅 (Shimamura, Cohn-Sheehy, &amp; Shimamura 2014)。此外，如果两个镜头之间的视觉内容足够相似，观众就能够在剪切后迅速调整注意力 (Valuch et al. 2014)。在全景球幕电影中，可以通过匹配剪辑使观众在剪辑前后的注意力保持在同一方向。</p><h4 id="Color-variation-色彩变化"><a href="#Color-variation-色彩变化" class="headerlink" title="Color variation 色彩变化"></a>Color variation 色彩变化</h4><p>An object or part of a scene that changes color can draw attention, although this is subordinate to other cues such as motion (Smith 2013). Similarly, Buswell (1935) found that when viewing static pictures, colors that were pronounced drew less than expected amount of attention, and Tatler, Baddeley, &amp; Gilchrist (2005) confirmed this in a modern eye tracking experiment with photographs.</p><p>一个物体或部分场景的色彩变化能够吸引观众的注意力，但这种效果通常不如运动等其他视觉线索那么显著 (Smith 2013)。类似地，Buswell (1935) 发现，在观看静态图片时，鲜明的颜色并没有如预期那样吸引注意力。Tatler, Baddeley, &amp; Gilchrist (2005) 通过针对图像的现代眼动追踪实验证实了这个结论。</p><p>Franconeri &amp; Simons (2003) found that color was one factor that did not lead to greater attention from the adult test subjects in their experiments. The cone photoreceptor cells most sensitive to color are clustered near the center of the fovea of the retina with sharp dropoffs in cell density just 10° away from the center (Purves et al. 2001). Therefore, changes in color will not be as detectable in a viewer’s peripheral vision.</p><p>Franconeri &amp; Simons (2003) 发现，在成人测试对象中，颜色并不是一个能显著增加注意力的因素。这是因为人眼中对颜色最为敏感的视锥细胞主要集中于视网膜的中央凹区域，而在中央凹外 10 度处，这些细胞的密度就会急剧下降。因此，在观众的周围视觉中，对色彩变化的辨识度较低。</p><p>Although color is less powerful as a way to draw attention, there are films that are predominantly black and white, but shows objects on-screen in full color (e.g., the flag in Battleship Potemkin, the girl with the red coat in Schindler’s List, the splashes of color throughout Sin City). In extreme examples like these, the contrast of an object saturated with color against a monochromatic background can draw immediate attention if the viewer is looking in the same direction.</p><p>尽管颜色作为一种吸引注意力的方式的影响较弱，但仍有一些以黑白为主的影片，通过在银幕上以全彩呈现某些物体来吸引观众，如《战舰波将金号》（Battleship Potemkin）中的旗帜，《辛德勒的名单》（Schindler’s List）中的红衣女孩，《罪恶之城》（Sin City）全片飞溅的色彩等。在这些极端的例子中，当观众视线方向一致时，这种与单色背景形成鲜明对比的彩色物体能够迅速吸引并集中观众的注意力。</p><h4 id="Camera-motion-摄影机运动"><a href="#Camera-motion-摄影机运动" class="headerlink" title="Camera motion 摄影机运动"></a>Camera motion 摄影机运动</h4><p>For straight-ahead motion, we theorize that the point in the visual field where the camera is headed (or the “focus of expansion”) will draw attention. Similarly when the camera is moving forward while turning, there will be a tendency for the viewer to focus in the direction of the turn.</p><p>我们推测，在摄影机直线向前运动时，观众视线会被吸引到摄影机前进方向的焦点上，即视觉场中的“扩张&#x2F;扩展焦点”（“focus of expansion, FoE”）。类似地，当摄影机在向前移动的过程中转向时，观众的注意力也会自然地跟随转向。</p><p>This is supported by eye-tracking experiments that followed drivers navigating vehicles on actual streets. For curved roads, drivers directed their gaze into the turn, instead of merely relying on their peripheral vision (Shinar, McDowell, &amp; Rockwell 1977; Land &amp; Lee 1994).</p><p>这一理论得到了眼动追踪实验的证实，这些实验观察了驾驶员在真实街道上驾驶时的行为。研究表明，在行驶于弯曲道路时，驾驶员会将视线投向转弯的方向，而不是只依赖周围视觉。</p><p>Treuting (2006) showed that viewers watching a movie clip with a point-of-view shot of a foot chase through a city tended to focus ahead. However, since the narrative involved the main character hunting a criminal suspect, viewers would often redirect their focus to people and objects that were passing by to see if they matched the target of the chase.</p><p>Treuting (2006) 的实验也发现，观众在观看模拟城市中追逐场景的第一人称视角影片时，往往会注视前方。但如果影片的叙事涉及到主角在追捕犯罪嫌疑人，观众则可能会将注意力转移到经过的人和物体上，以判断是否为追捕目标。</p><p>In the case of many astronomical fulldome films, when a camera moves forward through a three-dimensional star field, the stars translate forward towards the viewer, with the translation vectors pointing back to the focus of expansion in front of the camera. Although not experimentally verified, we hypothesize that this vanishing point will naturally draw a viewer’s eyes if there is otherwise nothing visually distinctive about the optic flow of stars streaming past. If the camera is turning while moving forward, we speculate that the audience gaze will re-focus towards the turn.</p><p>在许多天文主题的全景球幕电影中，当摄影机穿过三维星空中前进时，星星会向观众方向移动，其移动方向指向摄影机前方的“扩张焦点”。尽管尚未通过实验验证，但我们假设，如果星星流动的视觉信息没有其他显著特征，那么这个扩张焦点将自然吸引观众的视线。如果摄影机在前进的同时进行转向，我们预计观众的视线将重新集中到转向的方向。</p><h3 id="Fulldome-case-studies-全景球幕案例分析"><a href="#Fulldome-case-studies-全景球幕案例分析" class="headerlink" title="Fulldome case studies 全景球幕案例分析"></a>Fulldome case studies 全景球幕案例分析</h3><p>In this section, we examine five different sequences by examining original domemaster frames from three fulldome films: Black Holes: The Other Side of Infinity (2006) and Dynamic Earth (2012), both directed by Tom Lucas, as well as Habitat Earth (2015), directed by one of the authors (Wyatt). By looking at these sequences, which include those that consist of multiple shots edited together as well as shots that consist of continuous motion, we will see how the audience’s gaze can be drawn by elements within the shot, through framing devices, and with match cuts.</p><p>在本节中，我们深入分析了三部全景电影：《黑洞：无限的另一面》（Black Holes: The Other Side of Infinity，2006），《动态地球》（Dynamic Earth，2012），以及《地球：万物的栖息地》（Habitat Earth，2015），从中选择了五组不同的镜头片段。前两部作品由 Tom Lucas 执导，而第三部则由本文作者之一 Wyatt 执导。这些镜头片段包括了由多个镜头组成的复杂场景以及单一镜头中的连续运动，通过仔细审视它们，我们可以了解到观众的注意力是如何被镜头中的视觉元素、构图技巧和匹配剪辑所引导的。这种分析有助于揭示全景球幕电影中视觉叙事的构建方式，以及如何有效地抓住并保持观众的兴趣。</p><h4 id="Black-Holes-《黑洞》"><a href="#Black-Holes-《黑洞》" class="headerlink" title="Black Holes 《黑洞》"></a>Black Holes 《黑洞》</h4><h5 id="Swift-Pre-Launch-1-53-Swift-天文台发射前准备"><a href="#Swift-Pre-Launch-1-53-Swift-天文台发射前准备" class="headerlink" title="Swift Pre-Launch (1:53) Swift 天文台发射前准备"></a>Swift Pre-Launch (1:53) Swift 天文台发射前准备</h5><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-ii-fig-11.png" alt="图 11" style="zoom:50%;"><blockquote><p>Fig. 11: Domemaster from Black Holes: The Other Side of Infinity showing the Delta II rocket bearing the Swift observatory. ©DMNS and Thomas Lucas Productions.</p><p>图 11：《黑洞：无限的另一面》的球幕母版，展示运载 Swift 天文台 的 Delta II 火箭。©DMNS 和 Thomas Lucas Productions 版权所有。</p></blockquote><p>The first sequence is the simplest of our examples: live film footage of the Delta II rocket taking the Swift Gamma Ray Burst Mission satellite into orbit from Cape Canaveral (Fig. 11). The rocket is lit up at night and the rest of the domemaster frame is in complete darkness <sup id="fnref:2"><a href="#fn:2" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="In fact, the footage was originally shot in HD format, not fisheye. It was composited into the fisheye with black painted over imagery missing from the real shot. 实际上，这组镜头本来是用高清格式拍摄的，没有使用鱼眼镜头。">[2]</span></a></sup>. Because most of the domemaster is black, the eye is drawn to the brightly light rocket and gantry in the forward center part of the frame. The motion of the rocket and the slow brightening of the lights also help to draw the audience’s attention.</p><p>本片的第一组镜头片段是以下例子中最简单的，展现了 Delta II 火箭搭载 Swift 伽马射线暴（Swift Gamma Ray Burst Mission）任务卫星进入卡纳维拉尔角上空轨道的实景拍摄镜头（见图 11）。夜空中的火箭被照亮，而画面的其余部分则沉浸在一片漆黑之中。由于球幕母版画面大部分是黑色的，因此观众的视线自然会被吸引到画面前方中央明亮的火箭和发射架上。火箭的运动轨迹和灯光从暗到亮的变化也有助于吸引并保持观众的注意力。</p><h5 id="Swift-Launch-Sequence-2-37-2-56-Swift-发射镜头片段"><a href="#Swift-Launch-Sequence-2-37-2-56-Swift-发射镜头片段" class="headerlink" title="Swift Launch Sequence (2:37-2:56) Swift 发射镜头片段"></a>Swift Launch Sequence (2:37-2:56) Swift 发射镜头片段</h5><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-ii-fig-12.png" alt="图 12" style="zoom:50%;"><blockquote><p>Fig. 12: Domemasters from Black Holes: The Other Side of Infinity showing the launch sequence of the Swift spacecraft from Cape Canaveral. ©DMNS and Thomas Lucas Productions.</p><p>图 12：《黑洞：无限的另一面》球幕母版影像，展示了 Swift 航天器在卡纳维拉尔角由 Delta II 火箭发射升空的壮观场面。©DMNS 和 Thomas Lucas Productions 版权所有。</p></blockquote><p>The subsequent launch footage of the Delta II rocket intercuts reaction shots of scientists involved with the Swift mission on the ground as they see the rocket go up, with telephoto footage of the rocket rising up from the launch pad and in the air. The first shot is from the ground with the camera tracking from right to left, and pointed back at a row of scientists standing on the ground in Florida (Fig. 12a). Many of the faces are hidden by binoculars, so we are drawn to the faces that we can see, including one man in the white t-shirt who benefits from the viewers’ center bias by standing just slightly to the left of center.</p><p>接下来的发射画面中，我们看到了与 Swift 任务相关的科学家们在地面上的反应，他们目睹了火箭升空的瞬间，以及火箭从发射台腾空而起的长焦镜头。首个镜头捕捉了佛罗里达州地面上一排科学家的侧影，他们中的许多人正通过望远镜观看发射（图 12a）。由于大部分面孔被望远镜遮挡，观众的注意力自然会被那些未被遮挡的面孔所吸引，尤其是那位穿着白色 T 恤、站在中心略偏左位置的男士，他恰好处于观众视觉偏好的中心区域。</p><p>We cut to the rocket taking off after the countdown clock reaches zero. The rocket is in the front center part of the frame, matching the location of the previous subject with a visible face before the cut (Fig. 12b).</p><p>当倒计时归零，镜头切换到火箭点火升空的瞬间。火箭位于画面的正中央，与切换前我们所见的科学家面孔位置相呼应（图 12b）。</p><p>In Fig. 12c, we cut back to the crowd to see their ecstatic reaction shots. The camera tracks back in the opposite direction, and again most of the faces are hidden behind binoculars and cameras. The single visible face belongs to the man in glasses, white hat, and yellow shirt who has a wide grin across his face. His face and position in the front center part of the frame make him the focus of attention.</p><p>在图 12c 中，镜头切换回观众，捕捉他们欣喜若狂的反应。这一次，摄影机沿相反方向移动，大多数人的面孔仍被望远镜和相机遮住。唯一可见的面孔是戴眼镜、白帽子和黄衬衫的男人，他脸上露出灿烂的笑容。他的位置在画面前方中央，使他成为观众关注的焦点。</p><p>In Fig. 12d, we cut again but the camera stays on the ground. We are on the other side of the crowd, seeing the rocket plume where the smiling man was in the previous shot. The cut has matched the position of where we were looking before with the rocket plume that we need to focus on in the far distance.</p><p>图 12d 再次切换镜头，但这次镜头依然聚焦于地面。我们转移到了人群的另一侧，看到火箭尾迹取代了前一个镜头中微笑男士的位置。这次切换巧妙地将观众的视角与远处需要关注的火箭尾迹对齐。</p><p>To help direct the viewer’s attention, there are individuals with their backs turned who are on either side of the rising rocket. Since we do not see any faces, the people in the shot act as framing architecture to direct our attention. Everyone in the shot is also looking at the rocket via binoculars or with their normal unaided vision. Since we have a tendency to look where people are gazing, we follow the gazes of the crowd at Cape Canaveral as well.</p><p>为了引导观众的注意力，画面中有几个人背对着镜头，站在升起的火箭两侧。由于他们的面孔不可见，这些人在画面中充当了引导视线的框架。画面中的每个人都在注视着火箭，无论是通过望远镜还是裸眼。我们自然而然地会跟随他人的目光，因此也会顺着卡纳维拉尔角人群的视线，聚焦于火箭之上。</p><h5 id="Flight-Through-the-Milky-Galaxy-0-47-1-09-飞越银河"><a href="#Flight-Through-the-Milky-Galaxy-0-47-1-09-飞越银河" class="headerlink" title="Flight Through the Milky Galaxy (0:47-1:09) 飞越银河"></a>Flight Through the Milky Galaxy (0:47-1:09) 飞越银河</h5><p>This is a sequence that we covered in Yu et al. (2007), but we repeat it here in more detail. The sequence consists of a rendered flight through a simulation of the Milky Way Galaxy. During the course of the flight, a star turns into a red giant, and then explodes into a supernova. Given the vast number of stars visible in the domemaster, is it possible to get the audience to notice the red giant before it explodes?</p><p>这段镜头在 Yu 等人 (2007) 的研究中已经探讨过了，现在我们将进一步深入分析。该片段展示了一段模拟穿过银河系飞行的渲染画面，在飞行过程中，一颗恒星烟花成红巨星，并最终爆炸成为超新星。在全景母版画面中可见的恒星数量如此之多，我们能否在这颗红巨星爆炸前吸引观众注意到它呢？</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-ii-fig-13.png" alt="图 13" style="zoom:50%;"><blockquote><p>Fig. 13: Domemasters from Black Holes: The Other Side of Infinity showing flight through the Milky Way Galaxy and the supernova explosion of a red giant. ©DMNS and NCSA, University of Illinois.</p><p>图 13：《黑洞：无限的另一面》中的球幕母版，展示了穿越银河系和红巨星超新星爆炸的飞行场景。©DMNS NCSA 伊利诺伊大学 版权所有。</p></blockquote><p>The start of the sequence (Fig. 13a) has the camera flying through the Milky Way, banking and turning to the right. We have a natural propensity to turn our gaze to the right as well, trying to anticipate what is coming “just around the corner”—or in this case, just beyond the right edge of the domemaster.</p><p>在片段的起始部分（图 13a），摄影机在银河系中飞行，倾斜并向右转弯。我们的视线也会自然地随之右转，试图预测即将出现在球幕母版右侧边缘“拐角处”之外的景象。</p><p>The bank and turn ends and the camera levels out and flies forward. Our gaze also levels out and re-centers towards the direction the camera is headed towards. The stars whizzing past point back to this vanishing point in the distance. Normally the band of the Milky Way and the Magellanic Clouds would attract attention by being bright objects against a dark backdrop. However the latter are in the upper left of the domemaster, meaning they are far in the back and hence not noticeable to an audience facing forward. The Milky Way cuts across the domemaster nearly at the halfway mark, meaning it is high up, again making it hard to see. Both the composition and the camera motion is leading the viewer’s eyes to a point below the Galactic Center. And as the camera continues to move forward, a star to the right of this direction turns into a red giant (Fig. 13b). The dynamic color shift and change in size is very noticeable when all of the other stars remain monochromatic points. The red giant expands, and then suddenly explodes into a supernova in a bright flash (Fig. 13c), followed by the expanding supernova remnant. The change in brightness, size, and varied colors of the expanding supernova remnant all serve to highlight this object (Fig. 13d) so that if you miss it earlier in the sequence, multiple dynamic cues will eventually draw your eyes to the exploding star.</p><p>当倾斜和转弯结束，摄影机平稳飞行，我们的视线也会随之平稳，并重新集中在摄影机前进的方向。飞速掠过的恒星似乎都指向远处的消失点。通常，银河系的明亮带（the band of the Milky Way）和麦哲伦星云（Magellanic Clouds）作为黑暗背景下的明亮主体会吸引观众的目光，但它们位于球幕母版的左上方，对于面向前方的观众来说太远了，不太容易注意到。银河系在球幕母版上的位置接近中点，因此也处于较高的位置，不易观察。构图和摄影机运动将观众的视线引向银心（Galactic Center）下方的某一点。随着摄影机的前进，这个方向右侧的一颗恒星转变成了红巨星（图 13b）。在所有其他恒星都保持为单色点的情况下，这颗恒星颜色的动态变化和体积的增大非常引人注目。红巨星随后膨胀，并在一次突然的明亮闪光中爆炸成超新星（图 13c），接着是超新星遗迹的膨胀。超新星遗迹的亮度变化、体积增大、颜色变化，都使其成为焦点（图 13d），即使观众在这段镜头早期错过了这一变化，多个动态线索最终也会将他们的目光吸引到这颗爆炸的恒星上。</p><h4 id="Dynamic-Earth-动态地球"><a href="#Dynamic-Earth-动态地球" class="headerlink" title="Dynamic Earth 动态地球"></a>Dynamic Earth 动态地球</h4><h5 id="Undersea-Currents-6-53-7-20-海下洋流"><a href="#Undersea-Currents-6-53-7-20-海下洋流" class="headerlink" title="Undersea Currents (6:53-7:20) 海下洋流"></a>Undersea Currents (6:53-7:20) 海下洋流</h5><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-ii-fig-14.png" alt="图 14" style="zoom:50%;"><blockquote><p>Fig. 14: Domemasters from Dynamic Earth showing surface and deep water currents, including the Gulf Stream, off the southeastern coast of the United States. ©DMNS and NASA Science Visualization Studio.</p><p>图 14：《动态地球》的球幕母版，展示了海洋表面和深处的洋流，包括位于美国东南沿海的墨西哥湾流（Gulf Stream）。 ©DMNS 和 NASA 科学可视化工作室 版权所有。</p></blockquote><p>In a sequence showing undersea currents starts above Earth with the currents visualized as moving arrows that twist and follow surface and underwater barriers, circulate, diverge, and converge. Currents near the surface are colored white while deeper ones are colder and hence colored blue and purple. The camera is above North America long enough for the audience to recognize familiar features like the Florida peninsula before plunging into the water below (Fig. 14a).</p><p>展示海下洋流的镜头片段起始于地球的高空，洋流通过动态箭头形象地展现出来，它们随着地表和水下障碍物的形态变化而旋转、移动、循环、发散和汇聚。接近水面的洋流以白色呈现，而深海中的冷流则以蓝色和紫色表示。摄影机在北美洲上空停留片刻，让观众能够认出佛罗里达半岛等熟悉的地理特征，然后镜头陡然扎入水中（见图 14a）。</p><p>Once underwater, a careful viewer will discern the continental shelves and underwater seamounts that can deflect currents. However what is most noticeable are the bright white arrows swirling just beneath the surface. But because the camera lies below these currents, our gaze is turned to the eddies of currents above us, drawn by both the bright color as well as the frenetic activity of the arrows (Fig. 14b).</p><p>进入水下世界后，观众可以细致地观察到影响洋流走向的大陆架和海底海山。然而，最吸引人注意的是那些在水面下方旋涡状的明亮白色箭头。由于摄影机位于洋流之下，我们的视线被吸引到上方的洋流旋涡处，这些箭头的鲜亮色彩和快速运动令人着迷（见图 14b）。</p><p>For the unsuspecting viewer still mesmerized by the white surface arrows, there will be a surprise as a school of blue to purplish arrows are headed straight for the audience from the far right, looming larger in size as they approach (Fig. 14c). The viewer may not notice this until the arrows “collide” with and slip around the virtual camera. At this point they are impossible to ignore because they appear as if they are aiming for the viewer, and are more dominating (larger and faster) than the white surface arrows which now become lost behind the flurry of foreground activity (Fig. 14d).</p><p>对于那些仍被白色表面箭头所吸引的观众，当一系列从右侧远处直冲向观众的蓝色至紫罗兰色的箭头出现时，观众们会产生惊喜感（图 14c）。这些箭头在接近时体积逐渐变大，直到它们“撞击”并绕过虚拟摄影机，变得异常醒目。此时，它们看起来仿佛正向观众袭来，其规模和速度都超过了前景中的白色箭头，使得原本的白色箭头在前景的混乱中变得不那么显眼（见图 14d）。</p><h5 id="Undersea-Fauna-12-27-14-25-海下动物群"><a href="#Undersea-Fauna-12-27-14-25-海下动物群" class="headerlink" title="Undersea Fauna (12:27-14:25) 海下动物群"></a>Undersea Fauna (12:27-14:25) 海下动物群</h5><p>In planetarium visualization software, it is commonplace to zoom out from the planets in the Solar System to stars at the interstellar scale, and finally clusters of galaxies at the intergalactic scale. Objects at the next scale are either visible or have their visibility fade up as the camera zoom approaches the scale associated with that object (e.g., galaxies from the Sloan Digital Sky Survey not appearing until the camera is millions of light years from Earth).</p><p>在天文馆可视化软件中，经常采用变焦手法，从太阳系行星缩放到星际尺度的恒星，再缩放到星系尺度的星系团。随着镜头变焦到下一尺度，该尺度下的物体会变得可见，或逐渐提高可见度（例如斯隆数字巡天（Sloan Digital Sky Survey）能拍到的星系，直到镜头远离地球数百光年时才会显现）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-ii-fig-15.png" alt="图 15" style="zoom:50%;"><blockquote><p>Fig. 15: Domemasters from Dynamic Earth showing a zoom out through multiple size scales and representative fauna at each scale. ©DMNS and Spitz.</p><p>图 15：图 15：《动态地球》球幕母版，展示了多个尺度的变焦放大效果，以及每个尺度中代表性的动物群。©DMNS 和 Spitz 版权所有。</p></blockquote><p>In this last sequence from Dynamic Earth, a zoom through multiple underwater scales to view different animals found at those scales uses a new visual paradigm of a rack focus instead of physical movement to denote the change of scale. Since the smallest scale is at the level of photosynthetic dinoflagellates (at tens of microns across) that forms the base of the food chain in the oceans (Fig. 15a), such a transition would appear to mimic the re-focusing of microbial life captured between slides in a microscope. Before the re-focusing, the next scale is evident as blurred forms in the background behind the foreground creatures.</p><p>《动态地球》的最后一组镜头片段通过变焦到多个尺度来观察水下的不同动物，该片段采用了一种新的视觉效果——通过推拉焦而不是物理运动来表示尺度的变化。尺度最小的是数十微米宽的光合甲藻，它们是海洋食物链的基础（图 15a），这种过渡看起来模仿了显微镜下夹在载玻片之间的微生物样本的重新聚焦过程。在重新聚焦之前，下一个尺度的生物以模糊的形式出现在背景中。</p><p>After the camera re-focuses&#x2F;zooms to the next scale, copepods, tiny crustaceans 1-2 mm in length, become clear (Fig. 15b). Like the dinoflagellates before them, the copepods are immersed within ocean water. Instead of merely floating and drifting, the copepods propel themselves forward, including one that hits the virtual camera “lens” with a noticeable thump in the soundtrack (Fig. 15c).</p><p>当镜头重新聚焦并缩放到下一个尺度时，桡足类（1-2 毫米长的小型甲壳动物）变得清晰可见（图 15b）。与之前的甲藻一样，桡足类动物被海水包围，它们不仅漂浮和漂流，还主动推动自己前进，其中一只甚至在音轨上以明显的撞击声撞上了虚拟摄影机的“镜头”（图 15c）。</p><p>The next change in scale shows octopus larvae, less than 1 cm in length (Fig. 15d). As with all of the fauna shown so far in this sequence, the individuals rendered are floating or self-propelling through the water in every direction throughout the domemaster. The audience’s gaze is not being redirected to any one location in the dome. All directions are equally likely to have activity.</p><p>接下来尺度的变化展示了不到 1 厘米长的章鱼幼体（图 15d）。与目前为止该片段中展示的所有生物一样，这些个体在球幕母版画面的每个方向上漂浮或自行推进。观众的视线没有被引向球幕的特定位置，在所有方向上都可能发生活动。</p><p>The one exception is the copepod that bumps up against the camera lens, which is doing so against the forward center part of the domemaster, making its activity easy to spot by the viewer.</p><p>唯一的例外是一只桡足类触碰到了摄影机镜头，这一动作发生在球幕的前方中心部分，观众很容易注意到。</p><p>The next jump in scale reveals a school of black jack, a large ocean fish that can measure up to a meter in length. They swim in front of and around the camera. The eye is easily drawn to nearby individuals who dominate the scene when they swim close enough to be illuminated by (presumably) a lamp associated with the virtual camera (Fig. 15e).</p><p>当尺度进一步扩大，一群长达一米的黑杰克鱼出现了。它们在摄影机前方和周围游动，当它们游得足够近时，可以被虚拟摄影机的灯光照亮，从而吸引观众的目光。</p><p>However when the school of fish is more distant, the grouping of darkened fish (no longer lit by the virtual light source) swimming in unison draws attention. The disk of the sun, distorted in appearance when viewed from beneath the surface of the waves, is also prominent since it is the only other light source in the scene.</p><p>然而，当鱼群更远时，一群统一游动的暗淡鱼类（不再被虚拟光源照亮）引起了观众的注意。从波浪下方看，太阳的圆盘扭曲了，作为场景中唯一的其他光源，它也很突出。</p><p>As the school of jacks disappear, they are replaced by one, followed by many, hammerhead sharks (Fig. 15f). We have now reached a size scale of several meters. Although they are fewer in number, the sharks still fill up the dome impressively (Fig. 15g).</p><p>当黑杰克鱼群消失后，它们被从一只到多只锤头鲨所取代。现在我们已经来到了几米的尺度，尽管数量较少，但鲨鱼仍然令人印象深刻地填满了球幕画面。</p><p>The end of the sequence nears as the hammerhead sharks disappear except for a handful that swim near the top of the dome (corresponding to the center of the domemaster). Since these are just at the edge of the audience’s visual field (even for those sit at the back of the room), they help frame and highlight the large space in the forward part of the dome where no sharks are swimming (Fig. 15h). Even the light from the sun dims as the camera plunges deeper into the ocean.</p><p>在这个片段接近尾声时，锤头鲨逐渐消失，只剩下少数几只在球幕顶部附近游动（对应球幕母版中心）。因为这个位置正好处于观众视野的边缘，包括后方观众也是如此，所以这有助于突出展示球幕前部没有鲨鱼游动的庞大空间。随着摄影机深入海洋，太阳的光线也逐渐变暗。</p><p>The large negative space becomes a compelling area of focus by dominating the frame and being in the front center. The audience is finally rewarded with the beak of a large baleen whale that emerges from the murk, slight right of forward center. As the whale swims gracefully through the scene, the sun has diminished into a faint smudge. Our attention is captured by the whale, lit by the only bright light left, the virtual spotlight associated with the camera. The illumination catches the large eye, which, being eye-like, also becomes the focus of the viewer (Fig. 15i).</p><p>最终，一个广阔的空白区域占据了画面的中心和前部，成为引人注目的焦点。观众被一只大型鲸鱼的喙所吸引，它从昏暗中出现在正前方的右侧。当鲸鱼优雅地游过场景时，太阳已经减弱为一块微弱的污迹。我们的注意力被鲸鱼所吸引，它被唯一的光所照亮，即连接在摄影机上的虚拟聚光灯。照明捕捉到了鲸鱼巨大的眼睛，眼睛的形状也自然成为了观众的焦点。</p><h4 id="Habitat-Earth-地球：万物的栖息地"><a href="#Habitat-Earth-地球：万物的栖息地" class="headerlink" title="Habitat Earth 地球：万物的栖息地"></a>Habitat Earth 地球：万物的栖息地</h4><h5 id="Kelp-Forest-Sequence-02-50-06-10-海藻森林片段"><a href="#Kelp-Forest-Sequence-02-50-06-10-海藻森林片段" class="headerlink" title="Kelp Forest Sequence (02:50-06:10) 海藻森林片段"></a>Kelp Forest Sequence (02:50-06:10) 海藻森林片段</h5><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-ii-fig-16.png" alt="图 16" style="zoom:60%;"><blockquote><p>Fig. 16: Domemasters from Habitat Earth showing frames from the kelp forest sequence. ©California Academy of Sciences.</p><p>图 16：《地球：万物的栖息地》球幕静帧，展示了海藻森林的片段。© 加州科学院 版权所有。</p></blockquote><p>In the California Academy of Sciences production Habitat Earth, the show introduces a kelp forest early in the show, building a set of concepts that will be integral to ideas developed later in the story. The kelp forest is introduced with the camera moving forward through an underwater depiction of San Francisco Bay, as a wipe transition reveals the clearer, bluer waters with kelp visible in the distance (Fig. 16a).</p><p>在加州科学院的《地球：万物的栖息地》中，影片一开始就引入了海藻森林，为后续故事中发展的概念奠定了基础。随着镜头缓缓穿梭在模拟的旧金山湾水下，海藻在远方清晰可见，水域由浑浊变得清澈湛蓝（图 16a）。</p><p>As the camera enters the kelp forest, its forward motion slows, inviting viewers to look around and feel immersed in the environment; the narration describes the kelp forest in general terms, without drawing attention to any particular elements in the scene.</p><p>镜头缓缓进入海藻森林，邀请观众环顾四周，感受沉浸在环境中的体验；旁白以一般性词汇描述海藻森林，并未指向场景中的任何特定元素。</p><p>A slight camera tilt downward accompanies a reference to kelp fronds on the seafloor (a significant source of nutrients), but only when a school of fish moves rapidly from the left into the mid-ground (Fig. 16b) is the viewers’ attention pulled toward a specific location on-screen, timed to a reference to “spiny purple sea urchins” in the narration. The combination of movement and contrasting color ensure that the audience is looking at the right place at the right time.</p><p>镜头轻微下倾，指向海底的海藻叶（一个重要的营养来源），但只有当一群鱼快速从左侧游入中景时（图 16b），观众的注意力才被引向银幕上的一个特定位置，这一时刻旁白恰好提到“多刺紫色海胆”。运动和颜色对比的结合，确保观众在正确的时间看向正确的位置。</p><p>The reappearance of the school of fish (this time moving from right to left in the frame) draws attention toward the center of the frame just in time for a sea otter to appear in the distance (Fig. 16c). The sea otter’s movement and high contrast facial features maintain its focus as the center of interest (Fig. 16d), and the camera naturally follows the otter as it ascends to the water’s surface, where it joins a second sea otter to consume a sea urchin snack (Fig. 16e).</p><p>鱼群再次出现，这次从右向左游动，将注意力引向画面中心，恰逢一只海獭在远处出现（图 16c）。海獭的运动和高对比度的面部特征使其成为焦点（图 16d），镜头自然跟随海獭上升到水面，在那里它加入了另一只海獭，共享海胆小吃（图 16e）。</p><p>Although the change in scenery (from below water to above water) and relatively motionless camera invite the audience to look around and enjoy the environment in a relatively undirected fashion, the pull of the mammals’ faces and behavior keeps attention focused on the sea otters, as the narration describes their importance to the proper functioning of the kelp forest ecosystem.</p><p>尽管从水下到水上的场景变化和相对静止的镜头邀请观众自由环顾并享受环境，但哺乳动物的面部和行为的吸引力使观众的注意力依然集中在海獭身上，旁白描述了它们对海藻森林生态系统正常运作的重要性。</p><p>When the camera follows the second sea otter back underwater, the creature’s path crosses the center of interest in the front of the theater, and in its perceptual wake, graphic elements appear to illustrate various concepts in the narration (Fig. 16f). The saturated green, yellow, and orange of these elements contrasts with the “natural” hues in the scene, effectively directing the viewers’ attention to the relevant content on-screen.</p><p>当镜头跟随第二只海獭回到水下时，它的运动路径穿过了影院前部的焦点区域。在它的感知尾迹中，图形元素出现，以说明旁白中的各种概念（图 16f）。这些元素鲜艳的绿、黄、橙色与场景中的自然色彩形成对比，有效地引导观众将注意力转移到银幕上的相关内容。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/paper-ii-fig-17.png" alt="图 17" style="zoom:50%;"><blockquote><p>Fig. 17: Domemasters from Habitat Earth showing frames from the kelp forest sequence. ©California Academy of Sciences.</p><p>图 17：展示了《地球家园》中的穹顶画面，呈现了海藻森林片段的静帧。© 加州科学院 版权所有。</p></blockquote><p>The sequence continues with fluid camera motion highlighting various vignettes in the kelp forest, maintaining the focus in the center of interest (Figs. 17a, 17b). In order to illustrate a rapid change in scale from centimeters to microns, the virtual camera racks focus in a style similar to the Dynamic Earth undersea fauna sequence described above (Fig. 17c). After returning to a macroscopic scale, we reprise the highly saturated graphic elements that appeared earlier in the scene, illustrating the connections between different species in a complex food web (Fig. 17d). Minimal camera motion once again invites the audience to examine the entire scene, underscoring the concept that these environments are highly complex. As the kelp forest sequence draws to a close, the narration makes a critical point about the Sun being the energy source for the biodiversity we have witnessed in the scene, and a lack of large objects in the center of interest coupled with the brightness of sunlight refracting through the water’s surface draws viewers’ attention to the location of the Sun on the dome (Fig. 17e). This precedes a crossfade to the next scene in the show, to a terrestrial forest (Fig. 17f). The similar positioning of the Sun at the end of the kelp forest sequence and the beginning of the terrestrial forest sequence reinforces continuity between the two scenes and also emphasizes the critical content point that the Sun provides energy for virtually all living systems on Earth.</p><p>该片段以流畅的镜头运动继续，突出了海藻森林中的各种小插曲，保持了观众焦点区域的中心（图 17a，17b）。为了说明从厘米到微米的快速尺度变化，虚拟摄影机以类似《动态地球》海底动物片段的风格进行推拉焦（图 17c）。回到宏观尺度后，影片重新展示了之前场景中出现的高饱和度图形元素，呈现了不同物种在复杂食物网中的联系（图 17d）。微小的镜头运动再次邀请观众查看整个场景，强调“这些环境极其复杂”的概念。随着海藻森林片段接近尾声，旁白提出了一个关键知识点，即：太阳是我们在以上场景中见证的生物多样性的能量来源。此时，观众的焦点区域缺乏较大的物体，加上透过水面折射的阳光具有较高亮度，这两个因素吸引了观众将注意力移向球幕上方太阳的位置（图 17e）。接下来，影片通过转场过渡到下一个陆地森林的场景（图 17f）。在海藻森林片段结束和陆地森林片段开始时，太阳的位置保持相似，这强化了两个场景之间的连续性，也强调了太阳为地球上几乎所有生命系统提供能量的关键知识点。</p><h3 id="Conclusions-and-future-work-结论与未来研究方向"><a href="#Conclusions-and-future-work-结论与未来研究方向" class="headerlink" title="Conclusions and future work 结论与未来研究方向"></a>Conclusions and future work 结论与未来研究方向</h3><p>Despite having the substantial freedom to direct their gaze anywhere in the dome, audiences often do not. Part of this reason may be due to center bias, where we naturally return our gaze to what is directly in front of us. But clever directors and producers can also redirect audience attention. The most important visual cues they can use are motion followed by human (or animal) faces; less important are secondary cues like brightness and color variations, and “looming” objects.</p><p>尽管观众在球幕影院中拥有将视线投向任何地方的自由，但他们往往不会这么做。这可能是由于我们自然倾向于将视线回到正前方的“中心偏好”所导致的。然而，聪明的导演和制片人可以通过巧妙的手法来引导观众的注意力。他们可以利用的最重要的视觉线索是运动，其次是人或动物的面部表情；亮度和颜色变化，以及“逼近”的物体，则是次要的视觉线索。</p><p>It may be possible for one moving object to direct focus so effectively that the rest of the visual environment is ignored. When changes occurring elsewhere in the visual field are finally noticed, they can be a surprise to the viewer. The power of motion and other visual cues to draw attention may explain why faster paced giant screen documentaries and Hollywood narrative films shown in IMAX theaters (Paper I, pp. 31-34) are still comprehensible to audiences.</p><p>一个移动的物体可以如此有效地吸引注意力，以至于观众会忽略视觉环境中的其他元素。当观众最终注意到视野中其他地方发生的变化时，可能会感到惊讶。运动和其他视觉线索的强大吸引力，可能解释了为什么节奏更快的巨幕纪录片以及在 IMAX 影院放映的好莱坞故事片（见上篇论文）仍然能够被观众理解。</p><p>These types of cues become more important for productions not intended for tilted fulldome theaters. In unidirectional theaters, the bias to the center defines an easy “default” direction for the audience to look. In level theaters with concentric seating, the “default” view may shift to the zenith of the dome, but depending on the seat tilt, there may not be a common point in the dome that is easily visible to all of the audience.</p><p>在并不针对倾斜全景球幕影院而制作的影片中，这些视觉线索变得更加重要。在单向球幕影院中，观众对中心的偏好定义了一个体感比较轻松的“默认”观看方向。在具有同心座位的水平式球幕影院中，“默认”视野可能转移到球幕的顶部。但根据座位的倾斜程度，球幕上可能没有一个对所有观众都容易看到的共同点。</p><p>However, even in this latter case, the visual cueing discussed in this paper can be used to draw viewer attention. Merely “panning” the object of interest around the theater can draw audience attention because of its motion. In virtual reality (VR), the full visual field is spherical instead of hemispherical. Yet almost all consumer head-mounted displays have limited fields-of-view that are roughly 100° across, far smaller than fulldome (Shanklin 2016). Therefore when developing content that can also play in VR as well as fulldome, it is even more important for visual cues be used to effectively guide the viewer.</p><p>然而，即使在这种情况下，本文讨论的视觉线索也可以用来吸引观众的注意力。简单地让关注对象在影院银幕四周“移动”（panning），其运动就足以吸引观众的注意力。在虚拟现实（VR）中，完整的视觉场是全向的，而不仅仅是半球形的。然而，几乎所有消费者头戴式显示器的视野范围都是有限的，大约只有 100° 宽，远小于全景球幕影院 (Shanklin 2016)。因此，在开发同时兼容 VR 和全景球幕影院的内容时，有效使用视觉线索来引导观众变得尤为重要。</p><p>The cues we have discussed in this paper are suggestive based on anecdotal evidence, earlier findings in human perception, and work by cognitive psychologists studying how viewers react to traditional cinema. We do not have comparable research to show how effective such cues are in actual fulldome films shown in real-life settings. However it appears that large-scale eye-tracking experiments in a dome theater are possible (Bielecki, Potęga vel Żabik, &amp; Gochna 2016). New empirical studies based on their approach will help shore up our results, and place any recommended best practices for immersive cinema on a solid research footing.</p><p>本文讨论的视觉线索是以轶事证据（anecdotal evidence），对人类感知的早期发现，以及认知心理学家对传统电影观众反应的研究为基础的。目前尚未有比较研究来证明这些线索在实际全景球幕影院放映的效果如何。不过，在球幕影院进行大规模的眼动追踪实验应该是可行的 (Bielecki, Potęga vel Żabik, &amp; Gochna 2016)。基于这一方法展开的新的实证研究将有助于支撑我们的结果，并将沉浸式电影的任何推荐最佳实践建立在坚实的研究基础之上。</p><h3 id="Acknowledgments-致谢"><a href="#Acknowledgments-致谢" class="headerlink" title="Acknowledgments 致谢"></a>Acknowledgments 致谢</h3><p>We thank Tom Lucas, Donna Cox, and Mike Bruno for permission to use images from their films. We also thank Kathy Honda for help with our library research.</p><p>感谢 Tom Lucas，Donna Cox 和 Mike Bruno 允许我们使用他们电影中的静帧。感谢 Kathy Honda 帮助我们进行图书馆文献搜索。</p><h3 id="References-参考文献"><a href="#References-参考文献" class="headerlink" title="References 参考文献"></a>References 参考文献</h3><ol><li>Bielecki, M., Potęga vel Żabik, K., &amp; Gochna, M. 2016, “Mass Measurement of Eye Movements Under the Dome–Proof of Concept Study,” paper presented at the meeting of the International Planetarium Society, Warsaw, Poland.</li><li>Birmingham, E., Bischof, W. 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(Eds.) 2001, Neuroscience, 2&#x2F;e, Sunderland, MA: Sinauer Associates. <a href="https://www.ncbi.nlm.nih.gov/books/NBK10799/">https://www.ncbi.nlm.nih.gov/books/NBK10799/</a>.</li><li>Rodigast, R., &amp; Gaston, L. M. 2010, “The Sound of Space: A Look at the History and Future of Audio in Planetariums.” In International Planetarium Society Conference Proceedings, Vol. 26, 73–77.</li><li>Schiff, W. 1965, “Perception of impending collision: A study of visually directed avoidant behavior,” Psychological Monographs: General and Applied, 79(11), 1–26.</li><li>Schwan, S., &amp; Ildirar, S. 2010, “Watching Film for the First Time: How Adult Viewers Interpret Perceptual Discontinuities in Film,” Psychological Science, 21(7), 970–976.</li><li>Shanklin, W. 2016, October 18, “2016 VR Comparison Guide,” <a href="https://newatlas.com/best-vr-headsets-comparison-2016/45984/">https://newatlas.com/best-vr-headsets-comparison-2016/45984/</a>.</li><li>Shimamura, A. P., Cohn-Sheehy, B. 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Norton.</li><li>Willer, P. 2016, “What I Learned From 3 Months In Virtual Reality,” <a href="https://community.sap.com/t5/technology-blogs-by-sap/3-months-in-virtual-reality-what-i-learned-so-far/ba-p/13205431">https://community.sap.com/t5/technology-blogs-by-sap/3-months-in-virtual-reality-what-i-learned-so-far/ba-p/13205431</a>.</li><li>Wollen, T. 1993, “The bigger the better: From CinemaScope to Imax,” in P. Hayward and T. Wollen (Eds.), Future Visions: New Technologies of the Screen, London: BFI Publishing, pp. 10–30.</li><li>Yarbus, A. L. 1967, Eye Movements and Vision, New York: Plenum Press.</li><li>Yu, K.C., Brownell, M., Schoemer, J., Neafus, D., Lucas, T. &amp; Zager, Z. 2007, “Live Action Film Footage for an Astronomy Fulldome Show,” Planetarian, 36(1), 6–17, 86–87.</li><li>Yu, K.C., Neafus, D., &amp; Wyatt, R. 2016, “Filmmaking for the Fulldome: Best Practices and Guidelines for Immersive Cinema, Part I,” Planetarian, 45(4), 26–32, 34, 36, 38–39.<div id="footnotes"><hr><div id="footnotelist"><ol style="list-style: none; padding-left: 0; margin-left: 40px"><li id="fn:1"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">1.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">This could be due to an intrinsic desire to focus in the forward direction, or as Pausch et al. noted, perhaps the participant in the ride was unfamiliar enough with the technology not to know to look to the side. This unfamiliarity correlates with a potential technology generation gap, where even today, we see anecdotal evidence that older users who try out consumer virtual reality headsets do not move around and engage as much as younger users (Willer 2016). 这种趋势可能是因为人们天生更倾向于注视前方，或者如 Pausch 等人所指出的，可能是因为参与者对技术不够熟悉，不知道应该环顾四周。这种对技术的不熟悉可能与潜在的技术接受度差异有关：即便在今天，我们也观察到老年用户在使用消费级虚拟现实头显时，他们的活动和参与度通常不如年轻用户那样高 (Willer 2016)。<a href="#fnref:1" rev="footnote"> ↩</a></span></li><li id="fn:2"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">2.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">In fact, the footage was originally shot in HD format, not fisheye. It was composited into the fisheye with black painted over imagery missing from the real shot. 实际上，这组镜头本来是用高清格式拍摄的，没有使用鱼眼镜头。<a href="#fnref:2" rev="footnote"> ↩</a></span></li></ol></div></div></li></ol>]]></content>
    
    
      
      
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  </entry>
  
  <entry>
    <title>自译 | 全景球幕影片创作指南：第一部分</title>
    <link href="https://www.lumenghe.com/2024/06/19/filmmaking-for-fulldome-part-1/"/>
    <id>https://www.lumenghe.com/2024/06/19/filmmaking-for-fulldome-part-1/</id>
    <published>2024-06-19T06:15:34.000Z</published>
    <updated>2024-07-01T04:34:23.989Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>出处：Planetarian, 2016, 45(4)<br>标题：Filmmaking for Fulldome: Best Practices and Guidelines for Immersive Cinema (Part I)<br>作者：Ka Chun Yu, Dan Neafus, Ryan Wyatt<br>翻译：Horace Lu</p></blockquote><p>（注：键盘快捷键“w”或左侧菜单右上角按钮，可切换文章列表视图与大纲视图）</p><p>[TOC]</p><h3 id="Introduction-简介"><a href="#Introduction-简介" class="headerlink" title="Introduction 简介"></a>Introduction 简介</h3><p>Over a century of cinematic history has produced not only an enormous catalogue of films, but also a rich understanding of how this medium has embedded itself into our cultural landscape. The historical, sociological, and economic reasons for the rise of moviegoing are well documented (e.g., Schatz 1996; Thompson &amp; Bordwell 2009). However, narrative filmmaking also has become as successful as it is today because filmmakers discovered ways to engage viewers with visual storytelling. How we perceive and interpret not only simple visual elements - such as light, shape, and color, but also the more complex interplay of these inside the two-dimensional frame and within three-dimensional spaces—help shape the aesthetics of cinema, and, in turn, communicate information and emotions (Zettl 1998).</p><p>在超过一个世纪的电影史中，不仅有大量的影片生产出来，我们对电影如何融入文化景观的理解也在加深。关于电影观影兴起的历史、社会和经济原因，有很多详细的记录（如 Schatz 1996，Thompson &amp; Bordwell 2009）。然而，叙事电影之所以能取得今天的成功，还在于电影制作者找到了通过视觉叙事来吸引观众的方法。我们对光、形状、颜色等简单视觉元素的感知和解释，以及这些元素在二维画面和三维空间中的复杂互动，塑造了电影的美学，进而帮助电影传达信息和情感（Zettl 1998）。</p><p>Master filmmakers understand how to combine and link such elements into a visual structure that supports a story throughout a film (Block 2008). Audiences are drawn to cinematic entertainment (as well as its artistic descendants such as television), in part, because of the effectiveness of the visuals in adding to the experience.</p><p>杰出的电影制片人懂得如何将以上各种元素组合起来，链接成一套贯穿整部电影的视觉结构（Block 2008）。观众被电影这种娱乐形式（及其艺术上的后裔如电视）吸引的部分原因就在于，视觉元素（visuals）的有效性增强了观影体验。</p><p>Fulldome cinema is another offspring of traditional cinema, with antecedents in the OMNIMAX® (now IMAX Dome®) films of the 1970 s and 1980s, but whose flowering as a medium only began after the turn of this century. Although rooted in flat screen film, the fulldome medium has unique attributes that suggest different rules for effective storytelling. Informal guidelines have been adopted by fulldome filmmakers, but so far, to the best of our knowledge, these have not been codified.</p><p>全景球幕电影（fulldome cinema）是传统电影的另一种延伸形式，其前身是 20 世纪 70~80 年代的 OMNIMAX®（现称 IMAX Dome®）电影，但其作为一种媒介的真正发展是在本世纪初才开始的。尽管起源于平面银幕电影，全景球幕电影却有着独特的属性，这意味着它有不同的叙事规则。全景球幕电影人采用了一些非正式的指导原则来制作球幕影片，但据我们所知，这些原则还没有得到系统化的梳理。</p><p>In this first of a two-part paper, we make an initial attempt at doing so by reviewing past precepts and identifying our own prescriptions. We describe the critical ways in which the fulldome medium is different from traditional film and what that means for the filmmaker. We briefly illustrate the history of pacing in feature Hollywood films, giant screen cinema, and fulldome films; how they have evolved over time; and their consequences for filmmaking. If we accept that fulldome films are a type of immersive cinema in which the audience feels they are experiencing what is shown on screen, then it is possible to create a new theoretical framework of cinematic language and techniques which parallel those in traditional framed film. We outline the key elements of such a system of thinking, and show some examples from films that accommodate this theory. Finally, a dome display gives more directions where visual content can show up; viewers can miss critical on-screen information if they gaze in the wrong direction at the wrong time.</p><p>在这篇分两部分的论文的第一部分中，我们试图回顾过去的不成文原则，并提出我们自己的建议，初步尝试对这些原则进行系统化。我们描述了全景球幕电影与传统电影的关键区别，以及这些区别对电影人的意义。我们简要介绍了好莱坞剧情片、大银幕电影和全景球幕电影的叙事节奏（pacing）发展历史，介绍了它们如何随着时间演变，并总结了这些变化对电影制作的影响。如果我们认为全景球幕电影是一种沉浸式电影，即观众感觉自己是在亲身体验银幕上的内容，那么我们可以比照传统的带有画框的电影，建立一套针对球幕的全新电影语言和技术理论框架。我们概述了这种思维体系的关键要素，并介绍了一些符合这一理论的影片的例子。最后，球幕银幕的形态使得视觉内容呈现的方向增加，如果观众在错误的时间朝错误的方向观看，他们可能会错过关键信息。</p><p>In Part II of this paper, we will identify directorial choices about what and how content is shown in order to mitigate this problem.</p><p>在论文的第二部分中，我们将探讨导演在展示内容时如何进行艺术抉择，以减少上述问题。</p><p>In both parts of this paper, we use actual sequences from fulldome films as examples for our analyses, and show frames from them to illustrate our points. Although there are many shows and producers that could have been highlighted, we chose films that we could carefully view while researching this paper, and hence represent a small but (we hope) representative fraction of all produced films.</p><p>在论文的两部分中，我们使用全景球幕电影中的实际片段作为分析示例，并展示其中的特定静帧来说明我们的观点。尽管有许多影片和制作人值得重点关注，但我们选择的例子是在撰写本文时可以仔细观看研究的影片，因此仅代表了所有球幕影片中的一小部分（我们希望它们足够具有代表性）。</p><p>Note that we are not attempting to describe how a filmmaker should work. We make no recommendations about what camera equipment or any other hardware to use, nor do we describe any modeling and animation software, nor any detailed production pipelines. The two papers in this series will describe a few useful tools that will impact how a production proceeds, but their primary goal is to get directors and producers to consider why visuals work the way they do in fulldome, and to think about structuring their shotswhether live action or computer-generated to create the greatest impact for the story they wish to tell.</p><p>请注意，我们并不是在试图描述电影人应该如何工作。我们在这里不做摄影机或硬件的使用推荐，也不描述任何建模和动画软件，不介绍详细的生产流程。本系列的两篇论文会介绍一些对制作过程有所帮助的工具，但文章的主要目标还是让导演和制片人思考全景球幕中的视觉元素是如何产生效果的，并思考如何设计他们的镜头，无论是实景拍摄还是计算机生成镜头，以期对叙事产生最有利的影响。</p><h3 id="Fulldome-attributes-全景球幕的属性"><a href="#Fulldome-attributes-全景球幕的属性" class="headerlink" title="Fulldome attributes 全景球幕的属性"></a>Fulldome attributes 全景球幕的属性</h3><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure01.png" alt="图 1" style="zoom:50%;"><blockquote><p>Figure 1: Profile views of a (a) level fulldome theater, (b) a tilted fulldome theater, and (c) a giant screen theater. Unless specified otherwise, all illustrations by authors.</p><p>图 1：(a) 水平全景球幕影院 (b) 倾斜全景球幕影院 (c) 巨幕影院 的资料图片，如无特殊声明，均为作者绘制</p></blockquote><p>Fulldome cinema in domed theaters is a very different medium than traditional cinema: instead of projections on a flat screen in front of the audience, the hemispherical display surrounds the viewers, immersing them in imagery and sounds. Depending on whether the theater is level like a traditional planetarium (Fig. 1a), or is tilted with seats placed at an incline (Fig. 1b), audience members have their visual fields filled by the dome. In fact, unlike a traditional theater, imagery can extend to 180° in both the horizontal and vertical directions, far beyond what the viewer can take in at once.</p><p>在球幕影院（domed theaters）中，全景球幕电影的表现与传统电影有很大不同：图像不再投影在观众前方的平面银幕上，而是投射在将观众包围的半球形银幕上，使观众完全沉浸在画面和声音中。球幕影院可以像传统天文馆一样呈水平形态（图 1a），或者呈座位倾斜的姿态（图 1b），在两种形态下观众的视野都会被球幕填满。实际上，与传统影院不同的是，全景球幕的影像可以在水平和垂直方向上扩展到 180°，远远超出观众在单一时刻所能看到的范围。</p><p>By comparison, an IMAX® screen (Fig. 1c) fills a lateral field-of-view (FOV) of 60° to 120°, and a 40° to 80° vertical field, while the hemispherical OMNIMAX® expands on this to 180° laterally but only 130° vertically (Shaw &amp; Douglas 1983).</p><p>相比之下，IMAX® 银幕（图 1c）只能覆盖 60° 到 120° 的横向视野和 40° 到 80° 的垂直视野，而半球形的 OMNIMAX® 银幕虽然在横向上可以扩展到 180°，但垂直方向只有 130°（Shaw &amp; Douglas 1983）。</p><p>Having such an expansive screen for projected imagery means that many more pixels are required to fill it. The highest resolution domes today can be filled with a fisheye reference domemaster frame that stretches at least 8,000 pixels across multiple meridians (e.g., the “True 8K” projection system at the Houston Museum of Natural Science’s Burke Baker Planetarium; n.a. 2016.).</p><p>如此巨大的银幕需要更多的像素来填充。如今最高分辨率的球幕可以用至少 8000 像素的鱼眼参考球幕母版帧（fisheye reference domemaster frame）填充，如休斯敦自然科学博物馆 Burke Baker 天文馆的 “True 8K” 投影系统（n.a. 2016）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure02.png" alt="图 2" style="zoom:50%;"><blockquote><p>Figure 2: Comparing the resolutions of an 8K domemaster with 4K cinema projection, high-definition TV (HDTV), and standard definition (SD) video. For a dome tilted by 25°, a viewer in the center of the dome looking forward would focus on the dot 25° above the front bottom (spring line) of the dome. Overlaid is the viewer’s visual field as indicated by the green (right eye) and orange (left eye) zones, where the overlap between the two is where binocular vision occurs. The lower boundary of the visual field is 40° below the front edge of the domemaster. The diameter of the dot roughly represents the size of foveal vision, where visual acuity is the greatest.</p><p>图 2：比较 8K 球幕母版、4K 影院投影、高清电视（HDTV）、标清（SD）视频的分辨率。对于倾斜 25° 的球幕，坐在球幕中心向前看的观众会将目光聚焦在球幕前端底部弹簧线（spring line）上方 25° 的点上。图中叠加了观众的视野范围，绿色区域表示右眼视野，橙色区域表示左眼视野，两者重叠的部分是双眼视觉区。视野的下边界位于球幕母版前缘下方 40° 处。图中黑点的直径大致代表了中央凹视觉的范围，在该区域视觉清晰度最高。</p></blockquote><p>In today’s digital cinemas, 4K projectors have resolutions of 4096x2160 (Jukic 2016). If we compare the resolution that is visible to an audience member in a dome theater, who cannot see the entire domemaster at once, but can only have a binocular view (with both eyes) of 180°x110° at a time (Dragoi 1997), then the visual field visible in the 8K domemaster in the forward direction has greater resolution than that of a 4K cinematic frame (Fig. 2). But even with such a wide visual field, the viewer only sees content at high visual acuity (or resolution) in the foveal part of the retina, which is only a few degrees across (represented by the black dot in Fig. 2). Our perception of the world around us is built up piecemeal by the dynamic rapid scanning and fixation with the fovea in the eyes (Yarbus 1967).</p><p>在现代数字影院中，4K 投影仪的分辨率为 4096 × 2160（Jukic 2016）。对比球幕影院中观众看到的分辨率，观众无法一次看到整个球幕母版，只能在同一时刻通过双眼看到 180° × 110° 的视野（Dragoi 1997）。在这种视野下，观众前方 8K 球幕母版的可见分辨率比 4K 电影帧要更高（图 2）。但即使有如此宽的视野，观众也只能在视网膜的中央凹部分看到视觉敏锐度（或分辨率）较高的内容，这些内容只存在于几度视角的范围中（以图 2 的黑点表示）。我们对周围世界的感知是通过眼睛中央凹的动态快速扫描和固定逐步构建的（Yarbus 1967）。</p><p>The domes of fulldome theaters range from a few meters to 30 meters in diameter. Even the smallest theaters are highly immersive, since the dome’s display surface can fill the FOV immediately visible to a viewer. The sheer physical size of the domed theater (and the similar scale of the displayed imagery) is one of the most memorable elements as noted by audience members in surveys. For instance, 22% of 161 written audience responses from the general public cited the size of the visuals as what they enjoyed most about live presentations focused on Earth (Yu 2009). Follow-up oral interviews again mentioned the screen size as an important part of the experience, with multiple respondents highlighting the ease of visibility of the images on the dome compared to a rectangularly-framed presentation in a regular auditorium.</p><p>全景球幕影院的圆顶直径从几米到 30 米不等。即便是最小的影院，也能提供强烈的沉浸式体验，因为球幕的显示表面能够迅速填满观众的整个视野。球幕影院的巨大物理规模及其展示图像的宏大尺度，是观众在调查中反馈最为难忘的特点之一。例如，在一次地球主题的球幕现场演示结束后收集了 161 名普通观众的问卷反馈，其中有 22% 的受访者表示，他们最欣赏的是视觉效果的宏伟尺度（Yu 2009）。在后续的口头访谈中，观众们再次提到银幕尺寸是该体验的重要组成部分。多名受访者强调，相比于常规影院中的矩形银幕放映，球幕影像的清晰可见性是一个突出的优势。</p><p>That such large displays are memorable is not surprising. Research comparing televisions with different screen sizes showed that the largest screens increased arousal (the physiological state of being alert, awake, and ready for action), and commanded the greatest attention (Reeves et al. 1999), while action on large screens was rated by viewers as being more intense (Lombard et al. 1997), and movement was viewed as faster, more exciting, and led to a greater sense of physical movement (Lombard et al. 2000). The combination of a physically large display and wide FOV is suspected of leading to greater learning gains in undergraduate students who viewed a live dome astronomy presentation (Yu et al. 2016).</p><p>如此大的银幕能够给人留下深刻的印象是很正常的。有研究比较了不同电视屏幕尺寸的影响，结果表明，屏幕最大的电视增加了观众的唤醒状态（即保持警觉和清醒、准备行动的生理状态），并且引起了最大的关注度（Reeves et al. 1999）。观众认为更大的屏幕所呈现的动作更加强烈（Lombard et al. 1997），运动看起来更快、更令人兴奋，并且带来了更强的身体运动感（Lombard et al. 2000）。研究认为，在观看球幕天文学现场演示的本科生中，巨大的银幕和宽广的视场角相结合，能够带来更大的学习收益（Yu et al. 2016）。</p><p>A fundamental difference between fulldome films (and its counterpart virtual reality) and traditional cinema is that the latter assumes a rectilinear (also known as linear, geometric, or classical) perspective, where the image at the picture plane represents a single viewing position and direction.</p><p>全景球幕电影（及其对应的虚拟现实电影）与传统电影的一个根本区别在于，传统电影采用直线透视（也称为线性、几何、古典）视角，这种视角假设平面上的图像代表一个单一的观察位置和方向。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure03.png" alt="图 3" style="zoom:50%;"><blockquote><p>Figure 3: Examples of how projected imagery appear in (a) rectilinear and (b) curvilinear perspective.</p><p>图 3：投影的图像在 (a) 直线透视 (b) 曲线透视 下呈现的效果示例</p></blockquote><p>Rectilinear perspective was perfected in the Renaissance with precise mathematical rules for determining the relationship between object size and distance. Artwork created using these rules resulted in objects that appear smaller the further they are from the eye. Objects near the center line-of-sight appear normal in rectilinear perspective. However, as an object is displaced laterally to the left or right, they look distorted because their projections are farther away (and at a greater angle) on the image plane (Fig. 3a, based on the example from Leonardo 1883, p. 63). Leonardo da Vinci was the first to suggest the alternative curvilinear (or synthetic) perspective where instead of a flat projection plane, a curved one is used. In this case (Fig. 3b), the sizes of objects are preserved correctly no matter where they appear. Curvilinear perspective therefore is an attempt to represent the undistorted view that we get when we turn our heads and eyes to examine our environment in all directions. By filming or rendering imagery in a perspective that matches the geometry of the curved screen, fulldome filmmakers are creating a visual experience that mimics the visual experience that we have as we inhabit our real-world environment.</p><p>直线透视（rectilinear perspective）在文艺复兴时期得到了发展和完善，当时的画家利用精确的数学规则来确定物体大小和距离的关系。在基于这些规则创作的艺术作品中，物体距离眼睛越远，其外观就越小。在直线透视中，位于视线中心的物体看起来是正常的。然而，当物体横向移动到左边或右边时，由于它们的投影距离图像所在平面更远（且角度也更大），因此看起来会变形（图 3a，基于 Leonardo 1883 第 63 页的例子）。列奥纳多·达·芬奇是第一个提出采用曲线透视（curvilinear perspective）或合成透视（synthetic perspective）替代直线透视的艺术家，他建议使用一个弯曲的投影平面来替代平坦的投影平面。在这种情况下（图 3b），无论物体出现在什么位置，它们的大小都能够正确地保留下来。因此，曲线透视试图模拟我们在转动头部和眼睛检查环境时所获得的不失真的视图。在拍摄或渲染球幕影像时，影像的透视与弯曲银幕的几何结构是匹配的，由此，全景球幕电影人创造了一种与我们在现实环境中的感受相仿的视觉体验。</p><h3 id="Frames-for-a-frameless-medium-无框媒介的边框"><a href="#Frames-for-a-frameless-medium-无框媒介的边框" class="headerlink" title="Frames for a frameless medium 无框媒介的边框"></a>Frames for a frameless medium 无框媒介的边框</h3><p>In giant screen cinema, the projected image is so large that the edges of the frame are at the edges of one’s visual field and can effectively “disappear.” Viewers can still turn their heads to see the edges of the giant screen frame, however. The visual experience in fulldome goes even further because even the edges of the dome disappear inside a hemispherical space. Although Shedd (1989, 1999) makes a convincing argument that frames in fulldome do not exist in the same sense as in traditional cinema, we feel that a “frame” can still be defined in a way that is useful for fulldome filmmakers.</p><p>在巨幕影院中，投影的影像非常大，画面的边缘位于观众的视野边缘，几乎“消失”了。然而，观众仍然可以转头看到银幕的边缘。而在全景球幕影院中，视觉体验更进一步，因为球幕的边缘在半球空间内完全消失了。尽管 Shedd（1989，1999）提出全景球幕中不存在传统意义上的边框，我们认为仍然可以以一种对全景球幕电影人有用的方式定义“边框”。</p><p>As an example, let us use the Denver Museum of Nature &amp; Science’s (DMNS) Gates Planetarium (Fig. 1b), which has raked unidirectional seating and a dome tilted at 25°. Seated audience members’ views of the dome surface depends on the location of their seats and how far back it is reclined. We can define the view as seen by a “reference” theatergoer seated comfortably with head resting against the seat back, gaze naturally pointed forward in a neutral position, with no pronounced head tilt to one side or up or down. This individual will find the combined binocular visual field (using both eyes) to be about 180°x110° (Dragoi 1997; also see Fig. 2).</p><p>以丹佛自然与科学博物馆（DMNS）的盖茨天文馆（图 1b）为例，该馆具有倾斜 25° 的单向座位和一个倾斜的球幕。坐在观众席上的观众观看球幕表面的视野，取决于他们座位的位置和后仰的程度。我们可以定义一个“参考”影院观众的视角，该观众舒适地坐着，头靠在座椅靠背上，视线自然向前，没有明显的头部倾斜，其使用双眼观看的视觉范围大约是 180° × 110°（Dragoi 1997；另见图 2）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure04.png" alt="图 4" style="zoom:50%;"><blockquote><p>Figure 4 (top): An audience visibility map for the Gates Planetarium showing what part of the domemaster is visible for an audience in the center seat in the front row (area bound by green line), center row (area bound by yellow line), and back row (area bound by red line). The region shaded red is not visible to even someone in the back row without turning one’s head. The front part of the dome is at the bottom of the image and the back is at the top.</p><p>图 4：盖茨天文馆的观众可见性地图，展现了球幕母版对于前排中间座位（绿线区域）、中排中间座位（黄线区域）和后排中间座位（红线区域）观众可见的部分。红色阴影区域是后排观众也无法在不转头的情况下看到的区域。球幕的前一半位于图像底部，后一半位于图像顶部。</p></blockquote><p>In Fig. 4, we show a fisheye view of the Gates Planetarium dome, with a grid marking out degree increments and major grid lines every 5°. The forward direction of the dome as viewed by the audience is at the bottom of the image, while the back of the dome is at the top of the image. Since the dome is tilted by 25°, the actual zenith is located 25° above the center point of the fisheye.</p><p>在图 4 中，我们展示了盖茨天文馆球幕的鱼眼视图，网格标记出每 5° 的增量和主要的网格线。观众视角的球幕前方位于图像的底部，而球幕的背面位于图像的顶部。由于球幕倾斜 25°，实际的天顶（zenith）位于鱼眼中心点上方 25° 处。</p><p>For an individual seated in the center seat of the front row, the limit of what is visible is bound by the green line and the front edge of the dome in Fig. 4. The front row seats lean back enough to allow content 45° from the zenith to be visible at the top edge of one’s vision. The viewers will have to crane their necks or twist their bodies around to view action that occurs behind the green line. Similarly, people seated in the seats closest to the center of the auditorium will have their view delimited by the yellow line. Because the seats in the center of the house do not lean back as far as the front row seats, the range of visibility is actually quite similar to that of someone from the front row. Finally, the red line shows the edge of what is visible to someone in the back row center, with the rear perimeter running close to the actual zenith of the room.</p><p>对于坐在前排中间座位的观众来说，其可见范围受图 4 中的绿线和球幕前端边缘的限制。前排座椅的后仰程度足以使从天顶向前 45° 的内容在视野顶端可见。观众必须抬起脖子或扭转身体才能看到绿线后方的画面。依此类推，坐在礼堂中间座位的观众的视野受黄线的限制。由于中间座椅的后仰程度不如前排座椅，因此其视野范围实际上与前排观众的视野相似。最后，红线显示后排中间观众的可见范围，后排边界接近影厅的实际天顶。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure05.png" alt="图 5" style="zoom:50%;"><blockquote><p>Figure 5: An audience horizon map for the Gates Planetarium showing the range of horizon tilts that look acceptable to a viewer. Shown as blue lines are two representative horizons: one for a level horizon with zero tilt, and a second where the horizon is tilted up by 25°.</p><p>图 5：盖茨天文馆的观众地平线分布图，展示了观众认为可接受的地平线倾斜范围。蓝线表示两个代表性的地平线：一个是水平地平线，倾斜度为零，另一个是上倾 25° 的地平线。</p></blockquote><p>Through experiments at Gates, we discovered that a projected horizon shown in the dome could be within a range of angles away from the viewer’s personal horizon without feeling “wrong” (Yu et al. 2007; also see IMAX Corp. 1999, p. 9). Because the Gates Planetarium is tilted by 25°, the audience’s real-life horizon would cross 25° above the front edge of the domemaster. In Fig. 5, a horizon did not look unrealistic if it was offset (tilted) with respect to the real horizon anywhere inside the blue region. Thus horizons tilted lower down were acceptable, as well as ones tilted up to almost 30° above the viewer’s natural horizon. The perceptual flexibility when deciding whether a horizon looks tilted or not is fortuitous since the apparent tilt of a horizon will also depend on where an audience member is seated in the theater.</p><p>通过在盖茨天文馆的实验，我们发现球幕中投影的地平线可以放置在不同位置观众个人地平线角度的范围内，而不会显得“错误”（Yu 等，2007；另见 IMAX Corp. 1999，第 9 页）。由于盖茨天文馆有 25° 的倾斜，观众的实际地平线会穿过球幕母版的前缘上方 25° 处。在图 5 中，地平线相对于实际地平线的偏移（倾斜）只要落在蓝色区域内，就不会显得不真实。因此，较低或较高的倾斜地平线都是可以接受的，最高可达观众自然地平线上方近 30°。在判断地平线是否倾斜时，人们的感知具有灵活性，这一点很有利，因为地平线的倾斜度还会因观众在影院中的座位位置而异。</p><p>The audience visibility and horizon maps in Figs. 4 and 5 came about during the production of the film Black Holes: The Other Side of Infinity (Yu et al. 2007), when versions of them were provided to animators and visualizers as a guide for shot composition. It is specific to the dome tilt and seat lean back angles at the Gates. A map can be evaluated for every seat in the house, but for simplicity’s sake, it was decided to have the boundaries defined by the middle seats in the front, center, and back rows. The lines that circumscribe the audience members’ views of the dome in these rows help determine where the visual “safe area” is located. Visual content must be placed forward of the green line in Fig. 4 in order to be visible to anyone seated in any center seat from the front to the back row without moving their heads. If a visual element is placed outside of the front row safe area, the viewer must be cued to turn and look in a direction that she was not looking before. We will describe ways that this can be done in Part II.</p><p>图 4 和图 5 中的观众可见性和地平线分布图都是在制作电影《黑洞：无限的另一面》（Black Holes: The Other Side of Infinity，2006）时绘制的（Yu 等，2007），当时这些示意图供动画师和可视化制作者使用，作为镜头构图的指南。这些示意图是对应于盖茨天文馆特定的球幕倾斜和座椅后仰角度的。虽然可以为影院中的每个座位绘制一张评估图，但为简化起见，决定以前排、中排和后排中间座位定义不同区域的边界。在这些位置观看球幕的观众视野所圈定的线条，有助于确定视觉“安全区”的位置。视觉内容必须放置在图 4 中的绿线前方，以便从前排到后排任何中间座位的观众无需移动头部即可看到。如果视觉元素放置在前排安全区之外，就需要主动提示观众转头查看之前没有观看的方向。我们将在第二部分描述如何实现这一点。</p><p>Because Fig. 4 was developed specifically for DMNS’ Gates Planetarium, a corresponding diagram for another dome theater with unidirectional seating will differ in the details, but we would expect it to look similar. For a dome with concentric or epicentric seating, it may not be possible to define a safe area that is equally visible everywhere in the theater outside of the zone around the zenith. For imagery located near the edge of the domemaster, the virtual camera will have to “pan” the visual content so that it “circulates” around the dome in order to be noticed by all audience members. Ideally an individualized visibility grid should be tailored for each theater. But pragmatically, a film producer will likely use just one map to guide content placement for all unidirectional tilted theaters, and a second one for concentric and epicentric theaters.</p><p>由于图 4 是专为 DMNS 的盖茨天文馆设计的，因此对于另一个具有单向座位的球幕影院而言，其示意图的细节会有所不同，但整体上应该是相似的。对于具有同心（concentric）或偏心（epicentric）座位的球幕影院，可能无法定义一个在影院所有座位区域均可见的安全区。对于位于球幕母版边缘的影像，虚拟摄影机将不得不“平移”视觉内容，以便让所有观众都能注意到。理想情况下，应为每个影院定制一套个性化的可见性网格。但实际上，电影制作人可能只用一张共同的示意图来指导所有单向倾斜影院的内容放置，而用另一张示意图指导同心和偏心球幕影院的内容放置。</p><h3 id="Slowing-action-for-giant-screens-放慢巨幕电影的动作"><a href="#Slowing-action-for-giant-screens-放慢巨幕电影的动作" class="headerlink" title="Slowing action for giant screens 放慢巨幕电影的动作"></a>Slowing action for giant screens 放慢巨幕电影的动作</h3><p>When filmmakers started working in giant screen cinema, they had to modify the traditional filmmaking techniques they had learned previously. First, they argued that large format films need to be slower paced than traditional cinema. That is, the individual shots need to be longer so that a film would have fewer cuts and total number of shots. IMAX® and OMNIMAX® directors recognized that the frame was so large that viewers needed time to scan the image and take it all in (Tilton 1973; MacGillivray &amp; Freeman 1976). Directors found that IMAX® films could stimulate a viewer’s wonder with views of awe-inspiring natural phenomena, the use of wide vistas, and soaring aerial shots (Crosby 2007).</p><p>当电影人开始制作巨幕电影时，他们需要调整之前学到的传统电影制作技巧。首先，他们认为巨幕格式电影的节奏需要比传统电影更慢。也就是说，单个镜头的时间需要更长，从而使电影的剪辑次数和镜头总数减少。IMAX® 和 OMNIMAX® 的导演认识到，银幕如此之大，观众需要时间来浏览整个画面并理解其内容（Tilton 1973；MacGillivray &amp; Freeman 1976）。导演们发现，在 IMAX® 电影中展示壮丽的自然景象、广阔的视野和高空航拍镜头，能够激发观众的惊奇感（Crosby 2007）。</p><p>When the audience is immersed inside a “frameless” flight over a landscape, the camera motion translates into the entire on-screen environment moving. The audience’s view is filled almost entirely with these cues suggesting that they that are moving. Instead of a secondhand experience of viewing the subject of a film from afar, the audience perceives that they are experiencing what is happening on-screen to them in first person (Shedd 1989). When the audience is taken on an aerial flight, the filmed horizon dominates the visual field so any pitching or banking by the camera results in the audience feeling that they and the entire theater are experiencing that motion (Shedd 1999).</p><p>当观众沉浸在无边框的飞越景观中时，摄影机的运动就会变成整个银幕环境的运动。观众的视野几乎全部被移动的线索占据，这些线索提示着观众场景正在运动。观众不再是远距离观看电影内容，而是感觉自己正在亲身体验银幕上的事件（Shedd 1989）。当观众被影片带着在空中飞行时，影片拍摄的地平线占据了视野范围，因此摄影机的任何俯仰或倾斜都会让观众感觉他们和整个影院都在经历这种运动（Shedd 1999）。</p><p>The sweeping camera movements can lead to this appearance of movement because of vection, the sensation of self-motion even when the observer is stationary. Experiments show that if viewers see apparent motion in their peripheral vision, the resulting vection produces an illusion of self-motion. Conversely, if motion appears only in the center of the visual field, the subjects feel that only the object in the scene is moving while they remain stationary (Brandt et al. 1973). The generation of vection explains why giant screen cinema and fulldome films can be more involving for the audience.</p><p>这种摄影机的扫视运动会导致一种“自运动”（vection）的感觉，即使观察者静止不动，也会产生这种感觉。实验表明，如果观众在周边视觉（peripheral vision）中看到明显的运动，则由此而来的“自运动”会带来自身在移动（self-motion）的错觉。相反，如果运动仅出现在中心视觉内，那么观众会感觉场景中的物体在移动，但观众自己保持静止（Brandt 等，1973）。“自运动”现象解释了为什么巨幕影院和全景球幕电影能让观众更有参与感。</p><p>Unfortunately, this involvement can also cause viewers to develop simulator motion sickness due to the disparity between the audience’s inner ear vestibular systems which suggest they are motionless, and the visuals which give the illusion that the audience is moving. Increasing the rate of motion and widening the FOV so that more of the visual periphery is stimulated are two factors that can worsen motion sickness (LaViola 2000).</p><p>然而，这种参与感也可能导致观众产生模拟器晕动症（simulator motion sickness），因为观众的内耳前庭系统提示当前自身是静止不动的，而视觉所见却给观众一种自己在移动的错觉。可能加剧晕动症的因素有两种，一是是运动速度的增加，二是视野的扩大，它们都会刺激到更多的周边视觉（LaViola 2000）。</p><p>Another reason for slowing the action has to do with a visual artifact when objects move too fast on film. An object in motion will appear at different positions in its trajectory in multiple consecutive frames. When projected at normal speed, persistence of vision fuses the individual appearances into the apparent continuous motion of the object. When the screen is too large, however, a moving object will strobe as a series of offset images (Shedd 1998). For giant screen filmmaking, Shedd (1989) recommends that camera pans should move no faster than about 1 degree of arc per second of time in order to minimize this problem. Alternatively, motion blur can be used to smooth over the effect.</p><p>需要将动作放慢的另一个原因是，物体在电影中移动过快时会产生视觉伪影（visual artifact）。一个运动中的物体在多个连续帧中会出现在不同的位置上。当以正常速度放映时，视觉暂留（persistence of vision）将这些单独的图像融合成连续运动。然而，当银幕过大时，运动物体会闪烁成一系列错位的图像（Shedd 1998）。对于巨幕电影制作，Shedd（1989）建议摄影机的平移速度不超过约 1 度弧度每秒（1 degree of arc per second），以尽量减少这个问题。此外也可以使用运动模糊来平滑效果。</p><p>Cuts and other transitions that lead to new scenes can be disorienting in immersive cinema as well. Shedd (1989) describes the phenomenon of “instant subtraction,” where an object the audience has been looking at suddenly disappears with the onset of a cut. The pacing of the film (how quickly the edits occur) has to be reduced to minimize such subtractions to the audience experience. A film that is cut with a rhythm that looks normal on a normal movie theater screen will appear too fast-paced for the dome. Early OMNIMAX® filmmakers doubled or tripled the length of shots to give viewers time to scan the larger image and adjust to the new scene (Tilton 1973; Wollen 1993).</p><p>在沉浸式影院中，当采用剪辑或其他转场手段来转向新场景时，也会让观众迷失方向。Shedd（1989）描述了“瞬间消失”（instant subtraction）现象，即观众一直在看的物体在镜头剪辑的瞬间突然消失。电影的节奏（剪辑速度）必须减缓，以尽量减少这种情况对观众体验的干扰。在普通影院银幕上看起来节奏正常的电影，在球幕上会显得节奏过快。早期的 OMNIMAX® 电影制片人将镜头长度增加了两到三倍，以便观众有足够的时间浏览尺寸更大的影像并适应新场景（Tilton 1973；Wollen 1993）。</p><p>The above guidelines have been adopted by many fulldome filmmakers. But since fulldome theaters have such wide FOVs, some directors have slowed the camera motion and pacing in their productions even more to avoid motion sickness. The number of shots and cuts in many fulldome films were reduced to a bare minimum. For instance, the first production from the American Museum of Natural History (Passport to the Universe, 2001) consisted of just four individual shots. Camera motion did not disappear despite this. Similar to the soaring aerial shots of IMAX®, virtual flights through space were compelling experiences, and could be used to impart information, such as the graceful spiraling camera motions in Passport to the Universe that conveyed the dimensionality of astrophysical phenomena (Sweitzer 2001).</p><p>这些指导原则已被许多全景球幕电影人采用。但由于全景球幕影院的视野非常宽广，一些导演在制作中进一步放慢了摄影机运动和节奏，以避免晕动症。许多全景球幕电影的镜头数量和剪辑次数减少到了最低限度。例如，美国自然历史博物馆的第一部作品《通往宇宙的护照》（Passport to the Universe，2001）仅由四个单独的镜头组成。尽管如此，摄影机运动并未完全消失。与 IMAX® 的高空航拍镜头类似，穿越太空的球幕虚拟飞行是一种引人入胜的体验，并且可以用于传授知识，例如《通往宇宙的护照》中优雅的摄影机螺旋运动就传达了天体物理现象的立体感（Sweitzer 2001）。</p><p>Following Shedd’s description of the audience experiencing instead of watching the events on-screen, one can argue that a fulldome cinematic tour is akin to experiencing a journey, rather than merely watching it. For the best audience experience, it follows then that the visual journey should be visually continuous, and the storytelling should be carefully tailored to the virtual trek. There should be a tight integration of narration and visuals, especially since many fulldome shows are about astronomical locales that are unfamiliar to the public. This cumulative experience has been called the “narrative journey” (Wyatt 2005), where the visual tour is augmented by a narration track to create “an intellectual and affective excursion reinforcing the itinerary.”</p><p>根据 Shedd 的描述，观众是在主动体验银幕上的事件，而非被动观看事件。由此可以认为，全景球幕电影之旅类似于体验一场旅程，而不仅仅是观看旅程。为了使观众体验达到最佳，这场旅程应该是视觉上连续的，应该精心安排叙事使其与虚拟旅程相匹配。因为许多全景球幕影片关注的是公众不熟悉的天文学场景，所以应该将旁白与视觉紧密结合起来。这种不断累积的体验被称为“叙事旅程”（Wyatt 2005），在这样的旅程中，视觉之旅通过旁白音轨得到增强，以创造“一段强化行程的智力与情感之旅”。</p><h3 id="Pacing-of-theatrical-features-IMAX®-影院长片与-IMAX®-影片的节奏"><a href="#Pacing-of-theatrical-features-IMAX®-影院长片与-IMAX®-影片的节奏" class="headerlink" title="Pacing of theatrical features, IMAX® 影院长片与 IMAX® 影片的节奏"></a>Pacing of theatrical features, IMAX® <strong>影院长片与 IMAX® 影片的节奏</strong></h3><p>Despite the convention of reducing the pacing of large screen films, there have been many recent counter-examples to this paradigm. Since 2002, Hollywood movies produced originally in traditional 35-mm film (or its digital equivalent) have undergone Digital Media Remastering (DMR) for exhibition in IMAX® screens (Heuring 2008). Hollywood productions are now even shot natively in digital IMAX® cameras (with the frame cropped for projection in conventional theaters; Lang 2016). How can such fasterpaced feature films be shown and be successful on giant screens, given what we have noted above? Do fast-paced IMAX® films mean that fast-paced fulldome films are also possible?</p><p>尽管大银幕电影的节奏放慢已成为惯例，但最近有许多例子反驳了这一经验范式。自 2002 年以来，一批最初使用传统 35 毫米胶片（或其数字等效物）拍摄的好莱坞电影经过数字媒体重制（DMR）在 IMAX® 银幕上放映（Heuring 2008）。如今的好莱坞电影甚至直接使用 IMAX® 支持的数字摄影机拍摄，并裁切画面以便在传统影院放映（Lang 2016）。基于上述情况，这些快节奏的长片电影如何能够在巨幕上放映并取得成功？快节奏的 IMAX® 电影是否意味着快节奏的全景球幕电影也是可行的？</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure06.png" alt="图 6" style="zoom:50%;"><blockquote><p>Figure 6: Average shot lengths of U.S. feature films from 1930-2005 with data from Salt (2009).</p><p>图 6：美国 1930-2005 年长片的平均镜头长度（Salt，2009）</p></blockquote><p>To examine this question, we first investigated the pacing of traditional Hollywood feature films, which can be quantified by the average shot length (ASL) of a film, determined by taking the total length of the film and dividing by the number of cuts or edits. Analyses show that Hollywood silent features in the 1920s were cut quite fast, with many having ASLs in the 4-6 sec range (Bordwell 2006, p. 121). With the advent of sound, pacing and camera motion slowed down as equipment proliferated and became bulkier (Bordwell 2006, p. 145). Fig. 6 shows the average ASLs as calculated by Salt (2009) for films from 1930 to 2005.</p><p>为了研究这个问题，我们首先调查了传统好莱坞长片的节奏，可以通过电影的平均镜头长度（ASL）来量化，这一数值由电影的总时长除以剪辑次数得出。分析显示，20 世纪 20 年代的好莱坞无声电影剪辑速度相当快，许多电影的 ASL 在 4 到 6 秒之间（Bordwell 2006，第 121 页）。随着有声电影的出现，由于设备变得更多且更笨重，影片节奏和摄影机运动均有所放缓（Bordwell 2006，第 145 页）。图 6 显示了 Salt（2009）计算的 1930 年至 2005 年电影的平均 ASL。</p><p>Starting with a high of more than 11 sec in 1930, the average ASLs decreased by almost a factor of three by the 21st century. There is a bump up in shot lengths during the period 1947-1955 due to the advent of CinemaScope and other widescreen film formats. Directors, producers, and editors slowed down the pace of these films with longer takes. But once it was realized that audiences could handle faster cutting, the ASLs started falling again.</p><p>从 1930 年超过 11 秒的最高值算起，好莱坞电影的平均 ASL 在 21 世纪前减少了近三倍。1947 年至 1955 年期间，由于 CinemaScope 和其他宽银幕电影格式的出现，镜头长度有所增加。导演、制片人和剪辑师通过更长的镜头来放慢这些电影的节奏。但在人们意识到观众可以应对更快的剪辑后，ASL 又开始下降。</p><p>Although the drop in ASLs has been criticized as part of a trend of incoherence in recent blockbuster films (e.g., see the discussion of “chaos cinema” by Stork 2011a, 2011b), analyses of cinematic trends show that film storytelling has not fundamentally changed (Bordwell 2006). Filmic techniques that originally evolved in the 1910s and 1920s are still being used, but in different proportions than that found in the “classical” Hollywood studio period that lasted until the 1960s.</p><p>尽管有批评指出 ASL 的下降是近期票房大片电影混乱趋势的一部分（如 Stork 2011a，2011b 关于“混乱电影”的讨论），但对电影发展趋势的分析表明，电影叙事并没有发生根本性的变化（Bordwell 2006）。1910~1920 年代最初发明的电影技巧仍在使用，但其使用比例与 1960 年代以前的“经典”好莱坞制片厂时期影片已经有所不同。</p><p>The new style that has evolved in recent decades is called “intensified continuity” by David Bordwell, who cites not only rapid editing, but also the mixed use of wideand narrow-angle lenses, close framings in dialogue scenes, and moving cameras as hallmarks of this modern aesthetic. What is important to note about intensified continuity is that this style is not restricted to just action films. Bordwell points out that starting in the mid-1960s, films of all genres—including dramas, comedies, romances, and musicals—started adopting faster-paced editing, and even directors known for slower paced features in the past started making films with contemporary pacing (Bordwell 2006, pp. 121-124).</p><p>在过去的几十年里，电影制作的新风格被 David Bordwell 称为“强化的连续性”（intensified continuity）。他指出，这种现代美学的标志不仅仅是快速剪辑，还包括广角和窄角镜头的混合使用，对话场景中的紧密构图，以及摄影机的运动。重要的是，强化的连续性并非仅限于动作片。Bordwell 指出，从 20 世纪 60 年代中期开始，各种类型的电影——包括剧情片、喜剧片、爱情片和音乐剧——都开始采用更快的剪辑节奏，甚至那些过去以慢节奏影片著称的导演也开始制作节奏更快的电影（Bordwell 2006，第 121-124 页）。</p><p>The historical pacing of IMAX® films has not been rigorously studied. But in Table 1, we list the ASLs for a number of IMAX® films that we could find in the literature as well as from our own timings (where no footnote is given for a citation). The list includes one of the earliest IMAX® films (North of Superior) as well as the OMNIMAX® film The Dream Is Alive. When compared with Fig. 6, the slowest paced IMAX® films have ASLs that are twice the length of the slowest U.S. feature films from the 1930s and 1950s. However, many giant screen films over the years have ASLs approaching the maximum mean U.S. feature film ASL values of 10-11 sec, including North of Superior and Tropical Rainforest (directed by Ben Shedd). By the late 1990s and the early 2000s, some large screen films have ASLs that drop below 10 sec, approaching average Hollywood feature film ASLs from the 1970s.</p><p>IMAX® 电影节奏的历史发展尚未得到系统研究。但在表 1 中，我们列出了一些 IMAX® 电影的 ASL，包括在文献中找到的数据和我们自己统计的数据（未注明出处的为我们自己的数据）。这个列表包括了最早的 IMAX® 电影之一《苏必利尔之北》（North of Superior，1971）以及 OMNIMAX® 电影《执着的梦想》（The Dream Is Alive，1985）。与图 6 相比，节奏最慢的 IMAX® 电影的 ASL 是 1930 年代和 1950 年代节奏最慢的美国长片电影 ASL 的两倍。然而，多年来许多巨幕电影的 ASL 接近美国长片电影的最大 ASL（10-11 秒），包括《苏必利尔之北》和《热带雨林》（Tropical Rainforest，1992，Ben Shedd 导演）。到 20 世纪 90 年代末和 2000 年代初，一些大银幕电影的 ASL 降至 10 秒以下，接近 1970 年代好莱坞长片电影的平均 ASL。</p><p>The popularity of films like Pulse: A Stomp Odyssey (6.1 sec ASL) shows that faster-paced giant screen films are possible. Instead of just a few locations, this film ventures out to cover dancers and musicians in locales on five continents. Each set piece contains from one to hundreds of performers. The scenes are edited together from shots from multiple camera set-ups, including close-ups (showing performers shoulders and up), medium (waist and up), and long shots (showing entire bodies); dolly shots where the camera is moving on tracks or on a Steadicam, and crane shots with the camera rising up or down in the air.</p><p>的《破铜烂铁2：脉动冲击》（Pulse: A Stomp Odyssey，2002，ASL 为 6.1 秒）等电影的流行表明，快节奏的巨幕电影是可能的。这部电影的取景地点很多，展现了横跨五大洲的舞蹈家和音乐家的表演场景。每个场景中都有一名到数百名表演者，由多机位镜头剪辑而成，包括特写（肩膀以上）、中景（腰部以上）和远景（整个身体），以及推轨镜头（摄影机在轨道或斯坦尼康上移动）和起降镜头（摄影机在空中上升或下降）。</p><p>When there are multiple performers, they are lined up across the horizon or massed throughout the screen, meaning there is not just one location the director wants the audience to look at; the viewer has the freedom to shift attention to multiple points on-screen.</p><p>当场景中有多个表演者时，他们沿着地平线排列或分布在整个银幕上，这意味着导演不希望观众只看一个地方，观众可以自由地将注意力转移到银幕上的多个点位。</p><p>The film remains watchable (<a href="www.rottentomatoes.com/m/pulse-a-stompodyssey/">with a 93% critics score on RottenTomatoes</a>) even when the pacing drops to a quick 4.1 sec ASL (in the sequence with the timbalada drummers in Salvador, Brazil) because the main focus of most shots is the human body, with faces that easily draw attention (for more on this, see Part II). The performers are often in the frame center (or close to it) also making it easy to stay focused on the action after each cut.</p><p>即便在节奏加快到 ASL 仅有 4.1 秒的情况下（在巴西萨尔瓦多的 Timbalada 鼓手段落中），这部电影仍然有可看性（<a href="www.rottentomatoes.com/m/pulse-a-stomp-odyssey/">在 RottenTomatoes 上获得了 93%的影评人评分</a>），因为大多数镜头的主要焦点是人的身体，聚焦在容易引起注意的面部特征上（更多内容见第二部分）。表演者通常在画面中心或接近中心，这也使得在每次镜头剪辑后观众能够保持对动作的关注。</p><p>Nucci (2005) notes that films like Pulse: A Stomp Odyssey goes against the conventional wisdom about how fast editing for giant screen films could be, but also other edicts such as that performers must not appear in a close-up lest their heads end up too high on-screen (Tilton 1973). Nucci believes that since IMAX® films have been dominated by educational films, this genre has set the norm for what is permissible in giant screen filmmaking. Thus nature documentaries are often filled with landscapes which demand stationary shots for viewers to take in vistas, while grand, swooping aerial views of the same also require long shots. This type of slow-paced filmmaking became the prevailing style of giant screen cinema, even though there are not any technical limitations to prevent filmmakers from doing otherwise (Nucci 2005).</p><p>Nucci（2005）指出，《破铜烂铁2：脉动冲击》这样的电影打破了关于巨幕电影快速剪辑的传统观念，也打破了其他规范，比如表演者不能出现在巨幕的特写镜头中，以免其头部在银幕上显得太高（Tilton 1973）。Nucci 认为，由于 IMAX® 电影主要以科教类电影为主，因此这一类型设定了巨幕电影制作的成规。在这些自然纪录片中常常充满了由固定镜头呈现的让观众一览无余的景观，而宏大的、扫视的航拍镜头也需要持续更长的时间。这种慢节奏的电影制作风格成了巨幕电影的主流，虽然技术手段其实并未限制电影人采用其他手法（Nucci 2005）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/table01.png" alt="表 1" style="zoom:50%;"><blockquote><p>Table 1: Average shot lengths of IMAX® films.</p><p>表 1：IMAX® 电影的平均镜头长度</p></blockquote><p>Films such as Pulse and NASCAR 3D demonstrated that faster-paced giant screen films could not only be made, but also be popular with audiences as well.1 Although the films in Table 1 have ASLs no faster than the average Hollywood features from the 1970s to the 1980s, they portend the appearance of even faster Hollywood movies that would appear on IMAX® screens courtesy of DMR.</p><p>像《破铜烂铁2：脉动冲击》和《超级三维赛车》（NASCAR 3D，2004）这样的电影证明，快节奏的巨幕电影不仅在制作上是可行的，而且也能受到观众欢迎。尽管表 1 中电影的 ASL 没有比 1970~1980 年代好莱坞长片电影的平均 ASL 更快，但它们预示着通过 DMR 转制之后，在 IMAX® 银幕上会出现节奏更快的好莱坞电影。</p><h3 id="The-Pacing-of-fulldome-films-全景球幕电影的节奏"><a href="#The-Pacing-of-fulldome-films-全景球幕电影的节奏" class="headerlink" title="The Pacing of fulldome films 全景球幕电影的节奏"></a>The Pacing of fulldome films 全景球幕电影的节奏</h3><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/table02.png" alt="表 2" style="zoom:50%;"><blockquote><p>Table 2: Average shot lengths of a sample of fulldome films.</p><p>表 2：一组全景球幕电影样本的平均镜头长度</p></blockquote><p>The Dream Is Alive is the only OMNIMAX® film in Table 1, and is a harbinger of how fast fulldome films could possibly be cut. In fact, the limited listing of fulldome ASLs in Table 2 suggest that many (and perhaps most) fulldome films are much slower paced than even OMNIMAX® films. Even the fastest-paced film in our small sample, Wildest Weather in the Solar System with 21 sec ASL, is only as fast as the giant screen films from the early 1990s, and have shot lengths about twice that of the average Hollywood feature from the 1930s to 1950s. As the preceding analysis shows, there is no technical or perceptual reason why fulldome films need to be as slow as they are. They could but are not cut even as fast as an OMNIMAX® film.</p><p>《执着的梦想》是表 1 中唯一的 OMNIMAX® 电影，预示了全景球幕电影可能的剪辑速度。事实上，表 2 中的全景球幕电影 ASL 数据显示，许多（甚至可能是大多数）全景球幕电影的节奏比 OMNIMAX® 电影还要慢。即使是我们所选择的例子中节奏最快的《太阳系中最狂野的天气》（Wildest Weather in the Solar System，2011），其 ASL 为 21 秒，也仅与 20 世纪 90 年代初的巨幕电影相仿，其镜头长度约为 20 世纪 30~50 年代好莱坞长片电影的两倍。前面的分析显示，没有技术上的或感知上的理由表明全景球幕电影需要如此慢的节奏。它们完全可以像 OMNIMAX® 电影那样采用快节奏剪辑，但实际上并没有这样做。</p><p>In the end, constructing a film with so few shots is a conscious stylistic or educational choice by a filmmaker. The final two films in Table 2 are from the California Academy of Sciences and are directed by one of the authors (Wyatt). They exemplify the narrative journey approach to storytelling, using continuous camera motions with a minimal number of edits. Habitat Earth consists of eight scenes, while Incoming! has just two long shots.</p><p>总结起来，使用数量如此之少的镜头构建电影，是电影人的一种有意识的风格选择或教育选择。表 2 中的最后两部电影来自加州科学院，由本文作者之一 Wyatt 执导。它们体现了“叙事旅程”的手法，通过连续的摄影机运动和最少的剪辑次数来讲述故事。《地球：万物的栖息地》（Habitat Earth，2015）由八个场景组成，而《来袭！》（Incoming!，2016）只有两个长镜头。</p><p>Many space science fulldome films employ a smooth flight via a single camera maneuvering through planetary and astronomical datasets. This was the style of the early fulldome film Passport to the Universe (2001), which introduced the now standard navigational arc of starting on or near Earth before launching the viewer into deep space. This format was repurposed and reversed for the nonastronomical show Life: A Cosmic Story (2010; Wyatt et al. 2012), which starts in a redwood forest but then zooms into smaller scales until the audience is viewing the animated motions of molecules engaged in photosynthesis inside a plant cell.</p><p>许多太空科学主题的全景球幕电影采用单一摄影机平稳飞越行星和天文数据集的方式。早期全景球幕电影《通往宇宙的护照》就采用了这样的风格，该片引入了现在已成标准的“导航叙事弧”（navigational arc），从地球或近地位置开始，逐步将观众带入深空。这种制作方式后来被重用于非天文题材影片《生命：一个宇宙的故事》（Life: A Cosmic Story，2010）（Wyatt 等，2012），该片从红杉森林开始，随后向着更小的尺度缩放，直到观众看到在植物细胞内进行光合作用的分子动画。</p><p>But this is also a navigational paradigm intrinsic to planetarium visualization software, where the default real-time flight is a camera zoom similar to what is seen in Ray and Charles Eames’ Powers of Ten film (Emmart 2005). Although the research is limited, the Powers of Ten approach has been shown to be effective for helping students understand scale. The original short film has been shown to be of educational value (Jones et al. 2007), while recreations of the zoom out viewed in a fulldome planetarium result in greater retention and understanding about scale in college students compared to flat screen versions of the same visuals (Yu, Sahami, &amp; Dove 2016).</p><p>这同样体现了天文馆可视化软件中一种固有的导航理念，其默认的实时飞行模式是采用相机变焦效果呈现的，类似于 Ray Eames 和 Charles Eames 在电影《十的次方》（Powers of Ten，1977）中采用的手法（Emmart 2005）。尽管相关研究并不广泛，但《十的次方》采用的手法已被证实对于帮助学生理解尺度概念非常有效。原始短片本身已被认为具有教育意义（Jones 等，2007），而在全景球幕天文馆中重现的变焦放大（zoom out）效果，相较于同一视觉效果的平面银幕版本，能够显著提高大学生对尺度概念的理解和记忆（Yu，Sahami，&amp; Dove 2016）。</p><p>With fewer cuts and slower pacing, a continuous shot that connects different size domains allows audiences to see the relationships and nested contexts between natural phenomena. This is especially important in astronomy, where the content is beyond the ordinary everyday experience of the general public. Having this additional context can be important for promoting understanding.</p><p>通过减少剪辑并放慢节奏，一个流畅的长镜头贯穿不同尺度的空间，让观众得以洞察自然现象间的相互联系及其背后的层次结构。这在天文学中特别重要，因为这些内容超出了公众的日常经验范围。提供这些额外的层次结构信息对于促进理解非常重要。</p><p>Even for live fulldome lectures focused on Earth topics, audience members cited zooming and seeing details at multiple geographic scales as something they liked best about the presentation in the planetarium (Yu 2009). Such transitions place local phenomena within a global context, which is important when teaching about interconnected Earth systems where global environmental change phenomena can manifest itself in different ways at different scales (Yu et al. 2013). Finally, such unbroken transitions may help make a visceral connection to the viewer. As one of us has written (Wyatt 2014),</p><p>即便是在专注于地球主题的全景球幕现场讲座中，观众也普遍表示，他们最欣赏的是能够在天文馆中通过变焦缩放效果，在不同的地理尺度上观察到细节（Yu 2009）。这种视觉转换将局部现象置于全局背景中，这对于讲授地球各系统相关性的知识尤其重要，因为全球环境变化的现象在不同尺度上会以不同方式表现出来（Yu 等，2013）。最终，这种连续的视觉过渡可能有助于与观众建立一种深刻的情感联系。正如本文作者之一所述（Wyatt 2014）：</p><blockquote><p>… transitions in scale are particularly amenable to the immersive environment, allowing viewers to experience continuous changes in size relationships that helps in constructing mental models of the phenomena. Thus, when we depict human-scaled phenomena in a fulldome planetarium—and then continuously transition to larger or smaller scales—we have an opportunity to connect spatial relationships that include our own human, embodied experience …</p><p>[A shot that transitions through multiple scales] enables viewers to link the objects and the concepts in a coherent, unified fashion. It establishes context for the viewer in a highly visual, intuitive, and visceral manner.</p><p>… 尺度转换特别适合于沉浸式环境，它使观众能够体验连续的大小变化，有助于构建观众对自然现象的心理模型。因此，当我们在全景球幕天文馆中展示人类尺度的自然现象，然后不断过渡到更大或更小的尺度时，我们有机会将这些空间关系与我们自身的人类经验联系起来…</p><p>“一个在多个尺度间转换的镜头”使观众能够连贯、统一地理解物体和概念。这以高度视觉化、直观和生动的方式，为观众建立了将现象联系起来的背景。</p></blockquote><h3 id="A-Theory-of-Immersive-Cinema-沉浸式电影理论"><a href="#A-Theory-of-Immersive-Cinema-沉浸式电影理论" class="headerlink" title="A Theory of Immersive Cinema 沉浸式电影理论"></a>A Theory of Immersive Cinema 沉浸式电影理论</h3><p>Traditional film has built up a repertoire of cinematic language that describes the fundamental elements of shots or scenes, and this language can be used by giant screen and fulldome filmmakers. However, as Ben Shedd has pointed out (1989) and as described in §4, another paradigm exists where the film frame disappears and what is shown can be thought of as an environment that the audience feels is personally experiencing. Here, we describe a theoretical framework where we assume as given the fundamental axiom, Action is happening to the audience, instead of being viewed on-screen by the audience. We can then ask, how do we re-frame cinematic language for fulldome so that the vocabulary is centered around the audience experience?</p><p>传统电影已经发展出一套描述镜头和场景基本元素的电影语言，这套语言可以被巨幕和全景球幕电影人所使用。然而，正如 Ben Shedd（1989）以及第 4 节所述的那样，还存在另一种范式，在这种范式中电影的边框消失，影片所呈现的内容被观众视为他们亲身体验的环境。在这里我们描述一个理论框架，其中假设一个基本公理：对观众而言，动作是发生在自己身上的，而不是在银幕上观看的。由此我们可以提问，如何重新定义全景球幕电影的电影语言，使其相关术语能够围绕观众体验展开？</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/table03.png" alt="表 3" style="zoom:50%;"><blockquote><p>Table 3: A list of types of camera shots and movements in traditional cinema with their complements in our theory of immersive cinema.</p><p>表 3：传统电影中的摄影机镜头和运动术语，及其在全景球幕电影中的对应术语</p></blockquote><p>We propose a short list of terms from traditional cinema in Table 3 with their corresponding re-framings in immersive cinema. The list above is not meant to be complete, but is intended to start a dialogue for others interested in exploring this model and re-thinking these basic filmmaking concepts. We stress that this theoretical approach to immersive cinema is neither the only filmmaking style that can be applied to fulldome film, nor even what is recommended in some situations. Our earlier discussion of Pulse: A Stomp Odyssey shows that there are no absolute rules that apply equally in all situations for giant screen film. But by organizing the results from this assumption of audience immersion, we propose a common vocabulary to promote further discussion and exploration. Filmmakers can help confirm or invalidate elements of this theory with examples from their films, and researchers can do the same with audience studies.</p><p>我们在表 3 中列出了一些传统电影术语，及其在沉浸式影院中重新定义的对应术语。对于有兴趣探索这一模型并重新思考这些基本电影概念的人们而言，这份列表虽不完整，但可以作为开启对话的契机。我们强调，这种沉浸式影院的理论方法既不是唯一适用于全景球幕电影的手法，甚至在某些情况下并不推荐采用。我们早前讨论的《破铜烂铁2：脉动冲击》表明，没有一套绝对规则适用于所有巨幕电影的情况。但通过整理一系列基于观众沉浸感的假设，我们提出了这套通用的术语表，旨在引发进一步的讨论和探索。电影人可以用自己制作的影片作为例子，来验证或推翻这一理论中的元素，研究人员也可以通过对观众的研究来进行验证。</p><p>Based on our fundamental axiom of immersive cinema, the audience occupies the same environment as the characters in the film, and distinctions erode between shots that are objective (distant and independent) and subjective (personal point of view). The audience member becomes a participant, and it follows then that immersive filmmaking is inherently a subjective experience. Hence, while static camera setups in traditional cinema that use lenses to control the visual field of what is visible on a framed screen, terms such as “close up” and “wide” shots describe how much the object of interestoften a person—fills the screen.</p><p>基于上述关于沉浸式影院的基本公理，观众与电影中的角色处于同一环境中，客观镜头（独立的远景镜头）和主观镜头（个人视角镜头）之间的区别逐渐消失。因为观众成了参与者，所以沉浸式电影制作本质上是一种主观体验。因此，在传统电影中，静态摄像机通过镜头调整来控制观众在画框式屏幕上看到的视野范围，而诸如“特写”和“广角”等术语则描述了被摄对象（通常是人物）在银幕上所占据的空间大小。</p><p>For instance, a close up, when in reference to an actor, describes a shot in which the actor is visible in frame from the shoulders to the top of the head (e.g., Katz 1991, p. 122). In immersive cinema, there is no frame to help define what type of shot has been set up. Although fulldome content can capitalize on small variations in the content’s angle of view (AOV) without excessive distortion, the medium cannot tolerate the dramatic changes in camera AOV that traditional cinema frequently employs. Thus designations such as “close up” are highly subjective, especially for viewers in different parts of the theater. Instead, we propose describing shots in terms of the physical location and movement of the camera (and by proxy, the viewer) within the filmed scene.</p><p>例如，特写针对演员而言，描述的是演员可见范围从肩膀到头顶的不同镜头（如 Katz 1991，第 122 页）。在沉浸式影院中不存在边框，不能根据边框来定义镜头设置的类型。尽管全景球幕画面可以对视角（AOV）进行轻微调整而不会产生过度失真，但这种媒介无法容忍传统电影中常用的剧烈视角变化。因此，“特写”这样的术语是高度主观的，尤其是对影院中不同位置的观众而言。相反，我们建议以摄影机（及其目标观众）在场景中的物理位置和运动来对镜头进行描述。</p><p>When an audience moves away from an on-screen subject, that subject appears smaller as more of the surroundings are revealed, creating the appearance of a wider shot. This is not done by an optical zoom but by moving the audience viewpoint from one location to another. Thus a wide shot or establishing shot is a viewpoint that is far away from the subject, revealing more of the scenery around the subject. In a close-up, the subject has a larger AOV, and fills up more of the visual field.</p><p>当观众远离银幕上的对象时，更多周围环境被揭示出来，对象会显得更小，从而产生广角镜头的效果。这不是通过光学变焦实现的，而是通过将观众视点从一个位置移动到另一个位置来实现的。因此，广角镜头或定场镜头提供了远离对象的视点，揭示了对象周围更多的景观。在特写中，对象具有更大的视角（AOV），填充了更多的视野。</p><p>Camera motions have an exact correspondence to the perceived audience motion in immersive cinema. Tracking (or dollying) in and out is equivalent to the audience moving forward and backward; tracking left and right translates into lateral motion for the audience. Crane shots that allow a camera to shift vertically give the viewer a sensation of upward or downward motion. Camera pans to the left and right or tilts up and down result in similar changes in orientation for an audience member.</p><p>在沉浸式影院中，摄影机运动与观众感知的运动精确对应。向前或向后的跟随镜头&#x2F;推轨镜头，相当于观众向前或向后移动；向左或向右的跟随镜头，会转换为观众的横向运动。允许摄影机垂直移动的起降镜头，给观众带来上下移动的感觉。摄影机向左&#x2F;向右平移或向上&#x2F;向下倾斜，会导致观众感知方向的类似变化。</p><p>A cut occurs when a scene transitions from one camera placement to a different one in either the same scene or a completely new one. In immersive cinema, this results in an instant teleportation of the audience into the new location. If the new scene is distinctly different from the old one, it may take a second or more for a viewer to orient himself. The commonly used technique of cutting between two opposite viewpoints in a dialogue scene (commonly called a reverse angle shot) becomes jarring when considered in the context of immersive cinema. A compromise technique may be to “orbit” the camera around the two subjects, so that a continuous frame of reference is maintained, as the camera (and audience) circumnavigates through different points of view of the actors. Similarly, a series of edited shots can be replaced with a single unbroken shot. Through camera movement along a carefully-devised camera path, the visual story develops by what is visible or is revealed to the audience as they are taken on this journey.</p><p>当场景里的摄影机位置转换到同一场景的不同位置，或一个全新场景的不同位置时，可以进行镜头剪辑。在沉浸式影院中，这会导致观众被瞬间传送到新位置。如果新场景与旧场景明显不同，观众可能需要一秒钟或更长时间来调整并适应自己的方位。在沉浸式影院中，对话场景常用的剪辑技术（通常称为正反打镜头）会变得不和谐。一种折中方法是，可以让摄影机“环绕”（orbit）在两个对象周围，这样在摄影机（和观众）围绕演员的不同视点旋转（circumnavigates）时，可以保持参照系的连续。同样，一系列镜头剪辑可以被一个连续的镜头所取代。当摄影机沿着精心设计的路径移动时，会带着观众进入一段旅程，不断展现或揭示新的内容，由此展开影片的视觉叙事。</p><h3 id="Camera-Reveals-and-Hiding-Edits-镜头揭示与隐藏剪辑"><a href="#Camera-Reveals-and-Hiding-Edits-镜头揭示与隐藏剪辑" class="headerlink" title="Camera Reveals and Hiding Edits 镜头揭示与隐藏剪辑"></a>Camera Reveals and Hiding Edits <strong>镜头揭示与隐藏剪辑</strong></h3><p>How can we use this theory of immersive cinema to make sense of how fulldome film works? Let us take the last example of a continuous camera path that takes an audience through a scene. This camera path defines the audience experience in narrative journey-style fulldome films. If the camera travels linearly along a path and there are no edits to instantaneously transport the viewer from one camera point-of-view to another, it would be difficult for the viewer to be surprised by anything within the scene. The slower camera motions that are necessary in fulldome film means that a new element that appears in the distance will gradually grow in size as the camera approaches it. Unless the object appears from behind the audience or just beyond the edge of the dome (spring line), it will be hard to miss.</p><p>如何将沉浸式电影的理论应用于对全景球幕电影效果的理解？让我们以一个连续的摄影机路径为例，它带领观众穿梭于一个场景之中，塑造了“叙事旅程”风格的全景球幕电影中的观众体验。如果摄影机沿着一条直线路径移动，并且没有用镜头剪辑来瞬间切换视角，那么观众就很难对场景中的事物产生意外感或惊讶感。在全景球幕电影中，较慢的摄影机运动意味着，远处出现的新元素会随着摄影机的接近而逐渐变大。除非该物体从观众背后出现，或者刚好超出球幕边缘（弹簧线），否则观众很难错过这一变化。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure07.png" alt="图 7" style="zoom:50%;"><blockquote><p>Figure 7, a-b: Stills from Realm of Light showing the (a) obscuring foreground asteroids and (b) final reveal of the red giant star. <a href="www.softmachine360.com">©Softmachine</a></p><p>图 7：影片《光之领域》中的静帧，（a）是前景起到阻挡作用的小行星，（b）是最终揭示出来的红巨星</p></blockquote><p>A way around this is a dedicated reveal. Here a foreground element or the edge of the screen eclipses something further in the background. Some combination of camera or object movement can result in the object emerging and revealing itself to surprise the audience. One such example can be found in Peter Popp’s Realm of Light: A Brief History of Life (2009), where a cluster of dark asteroids float in the foreground, obscuring something glowing in the distant background. The audience is attracted by the mysterious light which is revealed as the camera (and the audience) navigate through the floating debris field, slowly exposing a giant red star looming in the distance (Fig. 7).</p><p>解决这个问题的一种方法是专门的“揭示”（reveal）手法。将后景物体通过前景元素或银幕边缘遮挡起来，随后结合摄影机或物体的运动，让后景物体逐渐显现出来，可以给观众带来惊喜感。Peter Popp 执导的影片《光之领域：生命的简史》（Realm of Light - A Brief History of Life，2009）就应用了这一手法，片中一簇黑暗的小行星漂浮在前景中，遮挡住远处后景中发光的物体。观众被神秘的光线所吸引，当摄影机（和观众）穿越漂浮的小行星碎片场域时，远处巨大的红巨星逐渐揭示出来（图 7）。</p><p>In many cases, it may be difficult or impossible to create a single continuous shot that includes all of the scenes shot or created for a film. It will be necessary to join together a mix of disparate shots. If we follow our theory of immersive cinema, we want to minimize disruptions to the audience experience. Multiple solutions showing how this can be done can be found in Android Jones’s Samskara (2016), an art film inspired by Vedic myth and Sanskrit mantras, consisting of flight through labyrinthine computer-generated scenes populated with densely detailed imagery. Although the visuals appear to consist of one long, continuous shot, they are actually constructed from multiple scenes connected by subtle dissolves and wipes. There are edits throughout the film where an entire environment can change without the viewer immediately noticing that it is happening.</p><p>在许多情况下，很难（或无法）创建一个包含所有场景的连续镜头，需要将不同的镜头组合在一起。如果我们遵循沉浸式影院理论，则会希望尽量减少对观众体验的干扰。Android Jones 执导的影片《生生不息》（Samskara，2016）展示了多种解决方案，这是一部受吠陀神话和梵文咒语启发的艺术电影，由计算机生成的复杂图像场景组成了迷宫般的飞行体验。虽然影片的视觉效果似乎是由一个很长的连续镜头构成，但实际上是由多个场景通过细微的溶解（dissolves）和擦除（wipe）转场连接而成。电影中有许多次镜头剪辑，通过上述手法可以在观众不易察觉的情况下完全转换场景。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure08.png" alt="图 8" style="zoom:50%;"><blockquote><p>Figure 8, a-d: Stills from Samskara. © Samskara LLC.</p><p>图 8 a-d：《Samskara》中的静帧</p></blockquote><p>Our first example is at the end of a scene with the camera moving past the blue-gray feather-adorned headdress of a monolithic figure, with several orange, hollow polyhedral shapes further ahead, and a dense background of texture and detail everywhere else (Fig. 8a). As the camera passes by the orange polyhedra, they and the rest of the scene darken (Fig. 8b). A deep red-magenta trilobal pattern fades up in the center of the viewer’s visual field (Fig. 8c), and grows as it animates with a rapid pulse. Since attention is drawn to this dominating feature, the viewer is less apt to notice the change elsewhere on the dome, as the original background darkens and a dissolve leads to a new starry background (Fig. 8d). The animating pattern quickly fills up the entire screen, so the new background is covered up before the viewer has a chance to reflect on it.</p><p>片中第一个例子是在一个场景结尾，摄影机经过一个巨大的蓝灰色羽毛头饰，前方有几个橙色的空心多面体形状，背景中到处都是密集的纹理和细节（图 8a）。当摄影机经过橙色多面体时，它们连同和整个场景都变暗了（图 8b）。一个深红色三叶形图案在观众的视野中央淡入（图 8c），并随着快速的脉冲动画逐渐变大。观众的注意力被吸引到这一主导特征上，不太可能注意到银幕其他部分的变化。此时原始背景变暗，溶解转场到一个新的星空背景（图 8d）。动画图案迅速填满整个银幕，因此新的背景在观众有机会反应之前就覆盖了整个画面。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure09.png" alt="图 9" style="zoom:50%;"><blockquote><p>Figure 9, a-d: Stills from Samskara. © Samskara LLC.</p><p>图 9 a-d：《Samskara》中的静帧</p></blockquote><p>A wipe is a film transition where a new shot replaces an old one by traveling across the frame. These tend to be noticeable if the two shots are very different looking. However, Samskara has subtle wipes by objects, where a foreground object moving through the shot helps hide the effect. In Fig. 9a, the camera is headed towards a point above the reddishorange head of another giant figure. Two butterflies appear high up and off to the left and right, meaning they are in the viewer’s peripheral vision if she is looking forward towards the direction of motion. (See the two series of overlapping wings emerging in Fig. 9b.) Other butterflies flit through the shot, but only those two get close enough to the virtual camera to momentarily fill up the entire domemaster frame (Fig. 9c). Their movement provides cover for the background scene to disappear and be replaced by a new one (Fig. 9d).</p><p>擦除是一种电影的转场手法，通过新画面在银幕上的移动来逐步替换掉旧的画面。如果两个镜头外观差异很大，这种转换往往会很明显。然而，在《生生不息》中，通过前景物体的移动实现细腻的擦除转场，可以帮助隐藏这种效应。在图 9a 中，摄影机朝着一个巨大雕像的橙红色头部上方的点前进。在高处出现了两只蝴蝶，分别位于左边和右边。如果观众朝前看，它们处于观众的周边视觉中（见图 9b 中重叠的翅膀）。其他蝴蝶在镜头中飞舞，但只有这两只蝴蝶靠近虚拟摄影机，并瞬间填满了整个球幕母版画面（图 9c）。它们的运动为背景场景的消失和新场景的替换提供了掩护（图 9d）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure10.png" alt="图 10" style="zoom:50%;"><blockquote><p>Figure 10, a-e: Stills from Samskara. © Samskara LLC.</p><p>图 10 a-e：《Samskara》中的静帧</p></blockquote><p>Another wipe by foreground object helps hide a jump between two diametrically opposite camera angles near the end of the film. In this scene, the camera has been pirouetting around a demonic head that is lit orange, complementary to the deep blue that dominates the shot. The environment is filled with geometrical blocks consisting of skyscraper-like shapes, including spires that resemble the Empire State Building. In Fig. 10a, a foreground element consisting of skyscraper blocks emerges from below the bottom of the frame, just to the right of the head. The camera tracks left as the foreground mass of skyscrapers grows and also moves left. The foreground skyscrapers, now grown to a triangular mass, shift to completely block our view of the towering head, with only its red tongue still not completely cut off on the left in Fig. 10b.</p><p>另一个借助前景物体运动实现擦除转场的例子，帮助隐藏了影片末尾摄影机角度完全反转的跳切。在这个场景中，摄影机围绕一个被照亮为橙色的恶魔头部旋转，背景是深蓝色，环境中充满了几何块状高楼，包括类似帝国大厦的尖塔。在图 10a 中，一个由块状摩天大楼组成的前景元素从画面底部右侧出现。摄影机向左移动，前景的块状摩天大楼也向左移动，逐渐完全遮挡住巨大的恶魔头部，只有它的红色舌头仍在左侧未被完全遮挡（图 10b）。</p><p>A wipe to a new scene starts in Fig. 10c, with the shape of the wipe matching the boundary of the triangle of skyscrapers. Notice the new background building appearing where the tongue was in Fig. 10b, and the mirrored bright clump of the Milky Way to the right of the skyscraper triangle in the incoming shot, while the bright clump from the previous shot is still visible in the back of the dome (top of the domemaster frame). The wipe grows to encompass the rest of the shot; the background building seen earlier is now revealed to be the Empire State Building, the top of it glowing blue against the Milky Way (Fig. 10d).</p><p>在图10c中，新场景的引入是通过一种与摩天大楼三角形边缘相匹配的擦除效果开始的。请注意，在图10b中舌头形状区域出现的背景建筑，以及摩天大楼三角形右侧即将进入画面的镜头中反射出的明亮银河团块。前一镜头中的明亮团块在球幕背面（即球幕母版的顶部）依然可见。随着擦除效果的扩展，它逐渐覆盖了整个画面，先前见到的背景建筑现在被揭示为帝国大厦，其顶端在银河的映衬下闪耀着蓝色的光芒（见图10d）。</p><p>As the camera continues to track left in Fig. 10e, the triangular block of buildings in the foreground moves off to the left, and we see that the camera is now on the opposite side of where it started relative to the demonic head in Fig. 10a. The position of the Milky Way has also flipped in the sky. Throughout this transition, the triangular block of skyscrapers dominates the shot with its size, central position, and motion, drawing the viewer’s attention, even as the rest of the scene around it completely changes.</p><p>当摄影机在图 10e 中继续向左移动时，前景的三角形建筑块移到左侧，我们看到相对于图 10a 中的恶魔头部，现在摄影机已经位于对面了，银河在天空中的位置也翻转了。在整个转场过程中，前景的三角形块状摩天大楼以其大小、中心位置和运动占据主导地位，吸引观众的注意力，掩盖了场景其余部分的完全改变。</p><h3 id="Coming-next-下篇预告"><a href="#Coming-next-下篇预告" class="headerlink" title="Coming next 下篇预告"></a>Coming next 下篇预告</h3><p>This ends Part I of our two part paper. In the next issue, we look further into how a fulldome director can construct shots and create compositions that are clear to the audience. We will show examples from additional films highlighting techniques to focus a viewer’s attention even when she theoretically has the freedom to look anywhere within the hemispherical display.</p><p>本文的第一部分到此结束。在下篇文章中，我们将进一步探讨全景球幕影片的导演如何设计镜头和构图，使观众能够清晰理解。我们还将展示更多影片的例子，探讨当观众理论上可以自由观看半球银幕任意位置时，如何聚焦观众注意力的技巧。</p><h3 id="Acknowledgments-致谢"><a href="#Acknowledgments-致谢" class="headerlink" title="Acknowledgments 致谢"></a>Acknowledgments 致谢</h3><p>We thank Peter Popp and Android Jones for permission to use images from their films. We also thank Kathy Honda for help with our library research.</p><p>感谢 Peter Popp 和 Android Jones 允许我们使用他们电影中的静帧，感谢 Kathy Honda 帮助我们进行图书馆文献搜索。</p><h3 id="References-参考文献"><a href="#References-参考文献" class="headerlink" title="References 参考文献"></a>References 参考文献</h3><ol><li><p>Block, B. 2008, The Visual Story, 2nd edition, Burlington, MA: Focal Press.</p></li><li><p>Bordwell, D. 2006, The Way Hollywood Tells It: Story and Style in Modern Movies, Berkeley, CA: University of California Press.</p></li><li><p>Brandt, T., Dichgans, J., &amp; Koenig, E. 1973, “Differential effects of central versus peripheral vision on egocentric and exocentric motion perception,” Experimental Brain Research, 16(5), 476-491.</p></li><li><p>Cinemetrics 2016, <a href="https://cinemetrics.uchicago.edu/">https://cinemetrics.uchicago.edu/</a>.</p></li><li><p>Crosby, E. 2007, “An Aesthetic of Wonderment: IMAX and Affect,” <a href="https://books.google.com/books/about/An_Aesthetic_of_Wonderment.html?id=o3iCAQAACAAJ&amp;redir_esc=y">https://books.google.com/books/about/An_Aesthetic_of_Wonderment.html?id=o3iCAQAACAAJ&amp;redir_esc=y</a>.</p></li><li><p>Dragoi, V. 1997, “Visual Processing: Eye and Retina,” Neuroscience Online, University of Texas Health Science Center at Houston, <a href="https://nba.uth.tmc.edu/neuroscience/m/s2/chapter14.html">https://nba.uth.tmc.edu/neuroscience/m/s2/chapter14.html</a>.</p></li><li><p>Emmart, C. 2005, “The Powers of Ten with a Steering Wheel on the Global Visualization Superhighway,” Planetarian, 34(4), 19-26.</p></li><li><p>Heuring, D. 2008, “Batman Looms Larger,” American Cinematographer, <a href="https://www.theasc.com/ac_magazine/July2008/TheDarkKnight/page1.php">https://www.theasc.com/ac_magazine/July2008/TheDarkKnight/page1.php</a>.</p></li><li><p>IMAX Corp. 1999, IMAX: The 15&#x2F;70 Filmmaker’s Manual.</p></li><li><p>Jones, M.G., Taylor, A., Minogue, J., Broadwell, B., Wiebe, E., &amp; Carter, G. 2007, “Understanding Scale: Powers of Ten,” Journal of Science Education and Technology, 16(2), 191-202.</p></li><li><p>Jukic, S. 2016 April 5, “4K &amp; Ultra HD (UHD) Resolution – Comparison of 4k vs 1080p and Everything You Need to Know,” <a href="https://4k.com/resolution/">https://4k.com/resolution/</a>.</p></li><li><p>Katz, S. 1991, Film Directing Shot by Shot: Visualizing from Concept to Screen, Focal Press.</p></li><li><p>Lang, B. 2016 Apr 21, “Clint Eastwood Shooting ‘Sully’ Almost Entirely with Imax Cameras,” Variety, <a href="https://variety.com/2016/film/news/clint-eastwood-sullyimax-1201758250/">https://variety.com/2016/film/news/clint-eastwood-sullyimax-1201758250/</a>.</p></li><li><p>LaViola Jr, J. 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B. 2000, “Presence and television: The Role of Screen Size,” Human Communication Research, 26(1), 75-98.</p></li><li><p>MacGillivray, G. and Freeman, J. 1976 July, “Producing the IMAX Motion Picture: ‘To Fly,’” American Cinematographer, 57(7), 750-753, 792.</p></li><li><p>n.a. 2016 March&#x2F;April, “The World’s First True8K TM Dome Theater: The Ultimate Planetarium Experience,” HMNS News, 12-15.</p></li><li><p>Nucci, M. 2005, “Reconsidering the Technological Limtations and Potential of Large Format,” Flow Journal, 10, <a href="https://www.flowjournal.org/2005/10/reconsidering-the-technological-limitations-and-potential-of-large-format/">https://www.flowjournal.org/2005/10/reconsidering-the-technological-limitations-and-potential-of-large-format/</a>.</p></li><li><p>Nucci, M. 2010, Large Format and Mediation of the Natural World: Vision, Technology and the Sublime, PhD thesis, Rutgers, State University of New Jersey, New Brunswick, New Jersey.</p></li><li><p>Reeves, B., Lang, A., Kim, E. Y., &amp; Tatar, D. 1999, “The effects of screen size and message content on attention and arousal,” Media Psychology, 1(1), 49-67.</p></li><li><p>Salt, B. 2009, “The shape of 1959,” New Review of Film and Television Studies, 7(4), 393-409.</p></li><li><p>Schatz, T. 1996, The Genius of the System: Hollywood Filmmaking in the Studio Era. New York: Henry Holt and Co.</p></li><li><p>Shaw, W. C., &amp; Douglas, J. C. 1983, “IMAX®  and OMNIMAX ® Theatre Design,” SMPTE Journal, 92(3), 284-290.</p></li><li><p>Shedd, B. 1989, “Exploding the Frame: Seeking a new cinematic language,” <a href="https://benshedd.com/httpbenshedd-com20081027original-exploding-the-frame-article-written-1989/">https://benshedd.com/httpbenshedd-com20081027original-exploding-the-frame-article-written-1989/</a>.</p></li><li><p>Shedd, B. 1999, “Designing Effective Giant Screen Films,” GSTA ‘99 Pre-Conference Symposium on Giant Screen Films and Lifelong Learning, <a href="https://benshedd.com/designing-effective-giant-screen-films/">https://benshedd.com/designing-effective-giant-screen-films/</a>.</p></li><li><p>Shedd, B. 1998, “Potentials for Expanding Scientific Literacy Through Giant Screen Films,” White Paper developoed for Emlyn Koster, Liberty Science Center, <a href="https://benshedd.com/potentials-for-expanding-scientific-literacy-through-giant-screen-films-written-1999/">https://benshedd.com/potentials-for-expanding-scientific-literacy-through-giant-screen-films-written-1999/</a></p></li><li><p>Stork, M. 2011a, “Chaos Cinema Part 1,” <a href="https://vimeo.com/28016047">https://vimeo.com/28016047</a>.</p></li><li><p>Stork, M. 2011b, “Chaos Cinema Part 2,” <a href="https://vimeo.com/28016704">https://vimeo.com/28016704</a>.</p></li><li><p>Sweitzer, J. S. 2001, “Cosmic Spaceflight 101: Lessons I Learned Flying to the Edge of the Observable Universe,” Planetarian, 30(4), 4-8, 21.</p></li><li><p>Thompson, K. and Bordwell, D. 2009, Film History: An Introduction, 3&#x2F;e, New York: McGraw-Hill.</p></li><li><p>Tilton, R. 1973 August, “Filming ‘Garden Isle’ in the World’s Largest Film Format,” American Cinematographer, 1026-1027. 1062-1063.</p></li><li><p>Wollen, T. 1993, “The bigger the better: From CinemaScope to Imax,” Future visions: New technologies of the screen, 10-30.</p></li><li><p>Wyatt, R. 2005, “Planetarium Paradigm Shift,” Planetarian, 34(3), 15-19.</p></li><li><p>Wyatt, R. 2014 May&#x2F;June, “Planetariums as 21st Century Digital Dioramas,” Informal Learning Review, 126, 3-8.</p></li><li><p>Wyatt, R., Kennedy, T., Lapré, J., Schmitt, M. 2012, “The Making of Life: A Cosmic Story,” Planetarian, 41(1), 16-20.</p></li><li><p>Yarbus, A. 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Belmont, CA: Wadsworth Publishing.</p></li></ol>]]></content>
    
    
      
      
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  <entry>
    <title>自译 | 查尔斯·波因顿：为伽马正名（1998）</title>
    <link href="https://www.lumenghe.com/2024/06/12/rehabilitation-of-gamma/"/>
    <id>https://www.lumenghe.com/2024/06/12/rehabilitation-of-gamma/</id>
    <published>2024-06-12T03:17:28.000Z</published>
    <updated>2024-06-21T05:46:59.632Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>原文链接：<a href="https://poynton.ca/PDFs/Rehabilitation_of_gamma.pdf">https://poynton.ca/PDFs/Rehabilitation_of_gamma.pdf</a><br>标题：The rehabilitation of gamma<br>作者：查尔斯·波因顿（Charles Poynton）<br>来源：Reprinted from Rogowitz, B.E., and T.N. Pappas (eds.), Human Vision and Electronic Imaging III, Proceedings of SPIE/IS&amp;T Conference 3299, San Jose, Calif., Jan. 26–30, 1998 (Bellingham, Wash.: SPIE, 1998). © 2002-03-14 Charles Poynton<br>时间：1998 年<br>翻译：Horace Lu</p></blockquote><p>术语表（译者注）</p><ul><li>brightness - 视亮度</li><li>luminance - 光亮度</li><li>lightness - 明度</li><li>luma - 非线性视频亮度分量</li><li>transfer function - 转换函数</li><li>intensity - 强度</li></ul><p>[TOC]</p><h3 id="Abstract-摘要"><a href="#Abstract-摘要" class="headerlink" title="Abstract 摘要"></a>Abstract 摘要</h3><p>Gamma characterizes the reproduction of tone scale in an imaging system. Gamma summarizes, in a single numerical parameter, the nonlinear relationship between code value – in an 8-bit system, from 0 through 255 – and luminance. Nearly all image coding systems are nonlinear, and so involve values of gamma different from unity.</p><p>伽马描述了成像系统中的色调曲线特性。伽马是一个数值参数，用于概括 8 位系统（8-bit system）中从 0 到 255 的码值与光亮度（luminance）之间的非线性关系。几乎所有图像编码系统都是非线性的，因此它们的伽马值都不是 1。</p><p>Owing to poor understanding of tone scale reproduction, and to misconceptions about nonlinear coding, gamma has acquired a terrible reputation in computer graphics and image processing. In addition, the world-wide web suffers from poor reproduction of grayscale and color images, due to poor handling of nonlinear image coding. This paper aims to make gamma respectable again.</p><p>由于人们对色调曲线再现（tone scale reproduction）的理解不足，以及对非线性编码（nonlinear coding）存在误解，伽马在计算机图形学和图像处理领域名声不佳。此外，由于非线性图像编码处理不当，万维网上灰度和彩色图像的再现效果也较差。本文旨在为伽马正名。</p><h3 id="Gamma’s-bad-reputation-伽马的坏名声"><a href="#Gamma’s-bad-reputation-伽马的坏名声" class="headerlink" title="Gamma’s bad reputation 伽马的坏名声"></a>Gamma’s bad reputation 伽马的坏名声</h3><p>The left-hand column in this table summarizes the allegations that have led to gamma’s bad reputation. But the reputation is ill-founded – these allegations are false! In the right column, I outline the facts:</p><p>左栏总结了导致伽马名声不好的指控。但这些指控是不成立的——它们是错误的！在右栏中，我列出了事实：</p><table><thead><tr><th>Misconception 误解</th><th>Fact 事实</th></tr></thead><tbody><tr><td>A CRT’s phosphor has a nonlinear response to beam current. <br> CRT 的荧光粉对电子束电流有非线性响应。</td><td>The electron gun of a CRT is responsible for its nonlinearity, not the phosphor. <br> CRT 的非线性是由电子枪引起的，而不是荧光粉。</td></tr><tr><td>The nonlinearity of a CRT monitor is a defect that needs to be corrected. <br> CRT 显示器的非线性是需要纠正的缺陷。</td><td>The nonlinearity of a CRT is very nearly the inverse of the lightness sensitivity of human vision. The nonlinearity causes a CRT’s response to be roughly perceptually uniform. Far from being a defect, this feature is highly desirable. <br> CRT 的非线性几乎是人类明度敏感度（lightness sensitivity）的反函数，这种非线性使 CRT 的响应大致是感知上均匀的（perceptually uniform）。这不仅不是缺陷，反而是一个非常理想的特性。</td></tr><tr><td>The main purpose of gamma correction is to compensate for the nonlinearity of the CRT. <br> Gamma 校正的主要目的是补偿 CRT 的非线性。</td><td>The main purpose of gamma correction in video, desktop graphics, prepress, JPEG, and MPEG is to code luminance or tristimulus values (proportional to intensity) into a perceptually-uniform domain, so as optimize perceptual performance of a limited number of bits in each RGB (or CMYK) component. <br> 在视频、桌面图形、印前处理、JPEG 和 MPEG 中，伽马校正的主要目的是将（与强度成比例的）光亮度或三刺激值编码到感知均匀的域中，以优化每个 RGB（或 CMYK）分量中有限位数的感知性能。</td></tr><tr><td>Ideally, linear-intensity representations should be used to represent image data.<br> 理想情况下，应该使用线性强度表示法来表示图像数据。</td><td>If a quantity proportional to intensity represents image data, then 11 bits or more would be necessary in each component to achieve high-quality image reproduction. With nonlinear (gamma-corrected) coding, just 8 bits are sufﬁcient.<br> 如果使用与强度成比例的量来表示图像数据，那么每个分量需要 11 位或更多位，才能实现高质量的图像再现。而使用非线性（经过伽马校正的）编码，只需 8 位就足够了。</td></tr><tr><td>A CRT is characterized by a power function that relates luminance L to voltage V’： <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="9.876ex" height="2.283ex" role="img" focusable="false" viewbox="0 -759 4365.3 1009"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(958.8,0)"><path data-c="3D" d="M56 347Q56 360 70 367H707Q722 359 722 347Q722 336 708 328L390 327H72Q56 332 56 347ZM56 153Q56 168 72 173H708Q722 163 722 153Q722 140 707 133H70Q56 140 56 153Z"/></g><g data-mml-node="mo" transform="translate(2014.6,0)"><path data-c="28" d="M94 250Q94 319 104 381T127 488T164 576T202 643T244 695T277 729T302 750H315H319Q333 750 333 741Q333 738 316 720T275 667T226 581T184 443T167 250T184 58T225 -81T274 -167T316 -220T333 -241Q333 -250 318 -250H315H302L274 -226Q180 -141 137 -14T94 250Z"/></g><g data-mml-node="msup" transform="translate(2403.6,0)"><g data-mml-node="mi"><path data-c="1D449" d="M52 648Q52 670 65 683H76Q118 680 181 680Q299 680 320 683H330Q336 677 336 674T334 656Q329 641 325 637H304Q282 635 274 635Q245 630 242 620Q242 618 271 369T301 118L374 235Q447 352 520 471T595 594Q599 601 599 609Q599 633 555 637Q537 637 537 648Q537 649 539 661Q542 675 545 679T558 683Q560 683 570 683T604 682T668 681Q737 681 755 683H762Q769 676 769 672Q769 655 760 640Q757 637 743 637Q730 636 719 635T698 630T682 623T670 615T660 608T652 599T645 592L452 282Q272 -9 266 -16Q263 -18 259 -21L241 -22H234Q216 -22 216 -15Q213 -9 177 305Q139 623 138 626Q133 637 76 637H59Q52 642 52 648Z"/></g><g data-mml-node="mo" transform="translate(861.3,363) scale(0.707)"><path data-c="2032" d="M79 43Q73 43 52 49T30 61Q30 68 85 293T146 528Q161 560 198 560Q218 560 240 545T262 501Q262 496 260 486Q259 479 173 263T84 45T79 43Z"/></g></g><g data-mml-node="msup" transform="translate(3509.3,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></g></g></svg></mjx-container> <br> CRT 的特性是光亮度 L 与电压 V’ 之间的幂函数关系：<mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="9.876ex" height="2.283ex" role="img" focusable="false" viewbox="0 -759 4365.3 1009"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(958.8,0)"><path data-c="3D" d="M56 347Q56 360 70 367H707Q722 359 722 347Q722 336 708 328L390 327H72Q56 332 56 347ZM56 153Q56 168 72 173H708Q722 163 722 153Q722 140 707 133H70Q56 140 56 153Z"/></g><g data-mml-node="mo" transform="translate(2014.6,0)"><path data-c="28" d="M94 250Q94 319 104 381T127 488T164 576T202 643T244 695T277 729T302 750H315H319Q333 750 333 741Q333 738 316 720T275 667T226 581T184 443T167 250T184 58T225 -81T274 -167T316 -220T333 -241Q333 -250 318 -250H315H302L274 -226Q180 -141 137 -14T94 250Z"/></g><g data-mml-node="msup" transform="translate(2403.6,0)"><g data-mml-node="mi"><path data-c="1D449" d="M52 648Q52 670 65 683H76Q118 680 181 680Q299 680 320 683H330Q336 677 336 674T334 656Q329 641 325 637H304Q282 635 274 635Q245 630 242 620Q242 618 271 369T301 118L374 235Q447 352 520 471T595 594Q599 601 599 609Q599 633 555 637Q537 637 537 648Q537 649 539 661Q542 675 545 679T558 683Q560 683 570 683T604 682T668 681Q737 681 755 683H762Q769 676 769 672Q769 655 760 640Q757 637 743 637Q730 636 719 635T698 630T682 623T670 615T660 608T652 599T645 592L452 282Q272 -9 266 -16Q263 -18 259 -21L241 -22H234Q216 -22 216 -15Q213 -9 177 305Q139 623 138 626Q133 637 76 637H59Q52 642 52 648Z"/></g><g data-mml-node="mo" transform="translate(861.3,363) scale(0.707)"><path data-c="2032" d="M79 43Q73 43 52 49T30 61Q30 68 85 293T146 528Q161 560 198 560Q218 560 240 545T262 501Q262 496 260 486Q259 479 173 263T84 45T79 43Z"/></g></g><g data-mml-node="msup" transform="translate(3509.3,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></g></g></svg></mjx-container>。</td><td>CRT 的特性是幂函数关系，但包含一个黑电平偏移项：<mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="13.56ex" height="2.283ex" role="img" focusable="false" viewbox="0 -759 5993.7 1009"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(958.8,0)"><path data-c="3D" d="M56 347Q56 360 70 367H707Q722 359 722 347Q722 336 708 328L390 327H72Q56 332 56 347ZM56 153Q56 168 72 173H708Q722 163 722 153Q722 140 707 133H70Q56 140 56 153Z"/></g><g data-mml-node="mo" transform="translate(2014.6,0)"><path data-c="28" d="M94 250Q94 319 104 381T127 488T164 576T202 643T244 695T277 729T302 750H315H319Q333 750 333 741Q333 738 316 720T275 667T226 581T184 443T167 250T184 58T225 -81T274 -167T316 -220T333 -241Q333 -250 318 -250H315H302L274 -226Q180 -141 137 -14T94 250Z"/></g><g data-mml-node="msup" transform="translate(2403.6,0)"><g data-mml-node="mi"><path data-c="1D449" d="M52 648Q52 670 65 683H76Q118 680 181 680Q299 680 320 683H330Q336 677 336 674T334 656Q329 641 325 637H304Q282 635 274 635Q245 630 242 620Q242 618 271 369T301 118L374 235Q447 352 520 471T595 594Q599 601 599 609Q599 633 555 637Q537 637 537 648Q537 649 539 661Q542 675 545 679T558 683Q560 683 570 683T604 682T668 681Q737 681 755 683H762Q769 676 769 672Q769 655 760 640Q757 637 743 637Q730 636 719 635T698 630T682 623T670 615T660 608T652 599T645 592L452 282Q272 -9 266 -16Q263 -18 259 -21L241 -22H234Q216 -22 216 -15Q213 -9 177 305Q139 623 138 626Q133 637 76 637H59Q52 642 52 648Z"/></g><g data-mml-node="mo" transform="translate(861.3,363) scale(0.707)"><path data-c="2032" d="M79 43Q73 43 52 49T30 61Q30 68 85 293T146 528Q161 560 198 560Q218 560 240 545T262 501Q262 496 260 486Q259 479 173 263T84 45T79 43Z"/></g></g><g data-mml-node="mo" transform="translate(3731.5,0)"><path data-c="2B" d="M56 237T56 250T70 270H369V420L370 570Q380 583 389 583Q402 583 409 568V270H707Q722 262 722 250T707 230H409V-68Q401 -82 391 -82H389H387Q375 -82 369 -68V230H70Q56 237 56 250Z"/></g><g data-mml-node="mi" transform="translate(4731.8,0)"><path data-c="1D716" d="M227 -11Q149 -11 95 41T40 174Q40 262 87 322Q121 367 173 396T287 430Q289 431 329 431H367Q382 426 382 411Q382 385 341 385H325H312Q191 385 154 277L150 265H327Q340 256 340 246Q340 228 320 219H138V217Q128 187 128 143Q128 77 160 52T231 26Q258 26 284 36T326 57T343 68Q350 68 354 58T358 39Q358 36 357 35Q354 31 337 21T289 0T227 -11Z"/></g><g data-mml-node="msup" transform="translate(5137.8,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></g></g></svg></mjx-container>。通常，<mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.489ex;" xmlns="http://www.w3.org/2000/svg" width="1.229ex" height="1.486ex" role="img" focusable="false" viewbox="0 -441 543 657"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></svg></mjx-container> 的值非常接近 2.5；如果限制于单个 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.489ex;" xmlns="http://www.w3.org/2000/svg" width="1.229ex" height="1.486ex" role="img" focusable="false" viewbox="0 -441 543 657"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></svg></mjx-container> 参数模型，则 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="14.736ex" height="2.452ex" role="img" focusable="false" viewbox="0 -833.9 6513.4 1083.9"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(958.8,0)"><path data-c="3D" d="M56 347Q56 360 70 367H707Q722 359 722 347Q722 336 708 328L390 327H72Q56 332 56 347ZM56 153Q56 168 72 173H708Q722 163 722 153Q722 140 707 133H70Q56 140 56 153Z"/></g><g data-mml-node="mo" transform="translate(2014.6,0)"><path data-c="28" d="M94 250Q94 319 104 381T127 488T164 576T202 643T244 695T277 729T302 750H315H319Q333 750 333 741Q333 738 316 720T275 667T226 581T184 443T167 250T184 58T225 -81T274 -167T316 -220T333 -241Q333 -250 318 -250H315H302L274 -226Q180 -141 137 -14T94 250Z"/></g><g data-mml-node="msup" transform="translate(2403.6,0)"><g data-mml-node="mi"><path data-c="1D449" d="M52 648Q52 670 65 683H76Q118 680 181 680Q299 680 320 683H330Q336 677 336 674T334 656Q329 641 325 637H304Q282 635 274 635Q245 630 242 620Q242 618 271 369T301 118L374 235Q447 352 520 471T595 594Q599 601 599 609Q599 633 555 637Q537 637 537 648Q537 649 539 661Q542 675 545 679T558 683Q560 683 570 683T604 682T668 681Q737 681 755 683H762Q769 676 769 672Q769 655 760 640Q757 637 743 637Q730 636 719 635T698 630T682 623T670 615T660 608T652 599T645 592L452 282Q272 -9 266 -16Q263 -18 259 -21L241 -22H234Q216 -22 216 -15Q213 -9 177 305Q139 623 138 626Q133 637 76 637H59Q52 642 52 648Z"/></g><g data-mml-node="mo" transform="translate(861.3,363) scale(0.707)"><path data-c="2032" d="M79 43Q73 43 52 49T30 61Q30 68 85 293T146 528Q161 560 198 560Q218 560 240 545T262 501Q262 496 260 486Q259 479 173 263T84 45T79 43Z"/></g></g><g data-mml-node="mo" transform="translate(3731.5,0)"><path data-c="2B" d="M56 237T56 250T70 270H369V420L370 570Q380 583 389 583Q402 583 409 568V270H707Q722 262 722 250T707 230H409V-68Q401 -82 391 -82H389H387Q375 -82 369 -68V230H70Q56 237 56 250Z"/></g><g data-mml-node="mi" transform="translate(4731.8,0)"><path data-c="1D716" d="M227 -11Q149 -11 95 41T40 174Q40 262 87 322Q121 367 173 396T287 430Q289 431 329 431H367Q382 426 382 411Q382 385 341 385H325H312Q191 385 154 277L150 265H327Q340 256 340 246Q340 228 320 219H138V217Q128 187 128 143Q128 77 160 52T231 26Q258 26 284 36T326 57T343 68Q350 68 354 58T358 39Q358 36 357 35Q354 31 337 21T289 0T227 -11Z"/></g><g data-mml-node="msup" transform="translate(5137.8,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mn"><path data-c="32" d="M109 429Q82 429 66 447T50 491Q50 562 103 614T235 666Q326 666 387 610T449 465Q449 422 429 383T381 315T301 241Q265 210 201 149L142 93L218 92Q375 92 385 97Q392 99 409 186V189H449V186Q448 183 436 95T421 3V0H50V19V31Q50 38 56 46T86 81Q115 113 136 137Q145 147 170 174T204 211T233 244T261 278T284 308T305 340T320 369T333 401T340 431T343 464Q343 527 309 573T212 619Q179 619 154 602T119 569T109 550Q109 549 114 549Q132 549 151 535T170 489Q170 464 154 447T109 429Z"/><path data-c="2E" d="M78 60Q78 84 95 102T138 120Q162 120 180 104T199 61Q199 36 182 18T139 0T96 17T78 60Z" transform="translate(500,0)"/><path data-c="35" d="M164 157Q164 133 148 117T109 101H102Q148 22 224 22Q294 22 326 82Q345 115 345 210Q345 313 318 349Q292 382 260 382H254Q176 382 136 314Q132 307 129 306T114 304Q97 304 95 310Q93 314 93 485V614Q93 664 98 664Q100 666 102 666Q103 666 123 658T178 642T253 634Q324 634 389 662Q397 666 402 666Q410 666 410 648V635Q328 538 205 538Q174 538 149 544L139 546V374Q158 388 169 396T205 412T256 420Q337 420 393 355T449 201Q449 109 385 44T229 -22Q148 -22 99 32T50 154Q50 178 61 192T84 210T107 214Q132 214 148 197T164 157Z" transform="translate(778,0)"/></g></g></g></g></g></svg></mjx-container> 比 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="9.876ex" height="2.283ex" role="img" focusable="false" viewbox="0 -759 4365.3 1009"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(958.8,0)"><path data-c="3D" d="M56 347Q56 360 70 367H707Q722 359 722 347Q722 336 708 328L390 327H72Q56 332 56 347ZM56 153Q56 168 72 173H708Q722 163 722 153Q722 140 707 133H70Q56 140 56 153Z"/></g><g data-mml-node="mo" transform="translate(2014.6,0)"><path data-c="28" d="M94 250Q94 319 104 381T127 488T164 576T202 643T244 695T277 729T302 750H315H319Q333 750 333 741Q333 738 316 720T275 667T226 581T184 443T167 250T184 58T225 -81T274 -167T316 -220T333 -241Q333 -250 318 -250H315H302L274 -226Q180 -141 137 -14T94 250Z"/></g><g data-mml-node="msup" transform="translate(2403.6,0)"><g data-mml-node="mi"><path data-c="1D449" d="M52 648Q52 670 65 683H76Q118 680 181 680Q299 680 320 683H330Q336 677 336 674T334 656Q329 641 325 637H304Q282 635 274 635Q245 630 242 620Q242 618 271 369T301 118L374 235Q447 352 520 471T595 594Q599 601 599 609Q599 633 555 637Q537 637 537 648Q537 649 539 661Q542 675 545 679T558 683Q560 683 570 683T604 682T668 681Q737 681 755 683H762Q769 676 769 672Q769 655 760 640Q757 637 743 637Q730 636 719 635T698 630T682 623T670 615T660 608T652 599T645 592L452 282Q272 -9 266 -16Q263 -18 259 -21L241 -22H234Q216 -22 216 -15Q213 -9 177 305Q139 623 138 626Q133 637 76 637H59Q52 642 52 648Z"/></g><g data-mml-node="mo" transform="translate(861.3,363) scale(0.707)"><path data-c="2032" d="M79 43Q73 43 52 49T30 61Q30 68 85 293T146 528Q161 560 198 560Q218 560 240 545T262 501Q262 496 260 486Q259 479 173 263T84 45T79 43Z"/></g></g><g data-mml-node="msup" transform="translate(3509.3,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></g></g></svg></mjx-container> 好得多。</td></tr><tr><td>The exponent γ varies anywhere from about 1.4 to 3.5.<br> 指数 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.489ex;" xmlns="http://www.w3.org/2000/svg" width="1.229ex" height="1.486ex" role="img" focusable="false" viewbox="0 -441 543 657"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></svg></mjx-container> 的值变化范围在 1.4 到 3.5 之间。</td><td>The exponent itself varies over a rather narrow range, about 2.35 to 2.55. The alleged wide variation comes from variation in offset term of the equation, not the exponent: Wide variation is due to failure to correctly set the black level.<br> 指数本身的变化范围相当狭窄，大约在 2.35 到 2.55 之间。所谓的广泛变化来自方程中的偏移项（offset term）变化，而不是指数：变化范围较大是由于未能正确设置黑电平。</td></tr><tr><td>Gamma correction is accomplished by inverting this equation.<br> 伽马校正是通过对上述方程取反实现的。</td><td>Gamma correction is roughly the inverse of this equation, but two alterations must be introduced to achieve good perceptual performance. First, a linear segment is introduced into the transfer function, to minimize the introduction of noise in very dark areas of the image. Second, the exponent at the encoder is made somewhat greater than the ideal mathematical value, in order to impose a rendering intent that compensates for subjective effects upon image display.<br> 伽马校正大致是这个方程的逆过程，但为了实现良好的感知性能，必须引入两个改动。首先，在转换函数中引入一个线性段，是为了将图像极暗部引入的噪声最小化。其次，编码器的指数值被设定得比理想数学值略大，以补偿图像显示时的渲染意图（rendering intent）。</td></tr><tr><td>CRT variation is responsible for wide variability in tone scale reproduction when images are exchanged among computers.<br> 由于 CRT 的变化，计算机之间交换图像时色调再现的变化很大。</td><td>Poor performance in image exchange is generally due to lack of control over transfer functions that are applied when image data is acquired, processed, stored, and displayed.<br> 图像交换中的性能差异通常是由于在图像数据获取、处理、存储和显示时缺乏对转换函数的控制。</td></tr><tr><td>Macintosh monitors have nonstandard values of gamma.<br> Macintosh 显示器的伽马值是非标准的。</td><td>All CRT monitors, including those used with Macintosh computers, produce essentially identical response to voltage. But the Macintosh QuickDraw graphics subsystem involves a lookup table that is loaded by default with an unusual transfer function. It is the default values loaded into the lookup table, not the monitor characteristics, that impose the nonstandard Macintosh gamma.<br> 所有 CRT 显示器，包括用于 Macintosh 计算机的显示器，对电压的响应基本相同。但 Macintosh 的 QuickDraw 图形子系统（译者注：QuickDraw 是苹果公司开发的一种图形库，用于处理图形和图像）涉及一个查找表，该表默认加载了一个不寻常的转换函数，该函数是加载到查找表中的默认值，而不是显示器特性，这导致了 Macintosh 的伽马是非标准的。</td></tr><tr><td>Gamma problems can be circumvented by loading a lookup table having a suitable gamma value.<br> 通过加载具有合适伽马值的查找表可以规避伽马问题。</td><td>Loading a particular lookup table, or a particular value of gamma, alters the relationship of data in the frame buffer to linear-light “intensity” (properly, luminance, or tristimulus value). This may have the intended effect on a particular image. However, loading a new lookup table will disturb the code-to-luminance mapping that is assumed by the graphics subsystem, by other images, or by other windows. This is liable to alter color values that are supposed to stay ﬁxed.<br> 加载特定的查找表或特定的伽马值，会改变帧缓冲器中数据与线性光“强度”（准确地说是光亮度或三刺激值）之间的关系，这可能对特定图像产生预期的效果。然而，加载新的查找表会扰乱图形子系统、其他图像或其他窗口假设的“码值到光亮度”的映射，这可能会改变本应保持固定的颜色值。</td></tr><tr><td>Macintosh computers are shipped from the factory with gamma set to 1.8. SGI machines default to gamma of 1.7. To make an SGI machine display pictures like a Mac, set SGI gamma to 1.8.<br> Macintosh 计算机出厂时设置的伽马值为 1.8。SGI 机器的默认伽马为 1.7。要让 SGI 机器显示的图像像 Mac 一样，需要将 SGI 的伽马设置为 1.8。</td><td>On the Macintosh, setting a numerical gamma setting of g loads into the framebuffer’s lookup table a power function with the exponent g ⁄ 2.61 . On an SGI, setting a numerical gamma setting of g loads into the lookup table a power function with the exponent 1 ⁄ g . To make an SGI machine behave like a Mac, you must set SGI gamma to 1.45.<br> 在 Macintosh 上，设置伽马数值为 g 会将幂函数加载到帧缓冲器的查找表中，其指数为 g/2.61。在 SGI 上，设置数值伽马值 g 会将幂函数加载到查找表中，其指数为 1/g。要使 SGI 机器的表现像 Mac，需要将 SGI 的 Gamma 设置为 1.45。</td></tr><tr><td>Gamma problems can be avoided when exchanging images by tagging every image ﬁle with a suitable gamma value.<br> 交换图像时，通过为每个图像文件标记一个合适的伽马值可以避免伽马问题。</td><td>Various tag schemes have been standardized; some tags are coded into image ﬁles. However, application software today generally pays no attention to the tags, so tagging image ﬁles is not helpful today. It is obviously a good idea to avoid subjecting an image ﬁle to cascaded transfer functions during processing. However, the tag approach fails to recognize that image data should be originated and maintained in a perceptually-based code.<br> 各种标签方案已经标准化，有些标签编码在图像文件中。然而，现今的应用软件通常不会注意这些标签，因此对图像文件进行标记在今天并没有帮助。显然，在处理过程中避免对图像文件应用级联转换函数（cascaded transfer functions）是个好主意。然而，标签方法未能认识到图像数据应在感知基础上的编码中生成和维护。</td></tr><tr><td>JPEG compresses RGB data, and reproduces RGB data upon decompression. The JPEG algorithm itself is completely independent of whatever transfer function is used.<br> JPEG 压缩 RGB 数据，并在解压时重现 RGB 数据。JPEG 算法本身完全独立于所使用的任何转换函数。</td><td>JPEG and other lossy image compression algorithms depend on discarding information that won’t be perceived. It is vital that the data presented to a JPEG compressor be coded in a perceptually-uniform manner, so that the information discarded has minimal perceptual impact. Also, although standardized as an image compression algorithm, JPEG is so popular that it is now effectively an image interchange standard. Standardization of the transfer function is necessary in order for JPEG to meet its users’ expectations.<br> JPEG 和其他有损图像压缩算法依赖于丢弃不会被感知的信息。因此，向 JPEG 压缩器提供的数据必须以感知均匀的方式编码，以便丢弃的信息对感知影响最小。此外，尽管 JPEG 被标准化为图像压缩算法，但由于其使用的广泛性，它现在实际上是图像交换标准。为了使 JPEG 满足用户的期望，转换函数的标准化是必要的。</td></tr></tbody></table><h3 id="Intensity-强度"><a href="#Intensity-强度" class="headerlink" title="Intensity 强度"></a>Intensity 强度</h3><p>Intensity is the rate of ﬂow of radiant energy, per unit solid angle – that is, in a particular, speciﬁed direction. In image science, we measure power over some interval of the electromagnetic spectrum. We’re usually interested in power radiating from or incident on a surface. Intensity is what I call a linear-light measure, expressed in units such as watts per steradian.</p><p>强度是每单位立体角内辐射能量的流速，也就是特定方向上的辐射强度。在图像科学中，我们测量电磁光谱某个区间内的功率，通常关注从表面发出的或落在表面上的辐射功率。强度是对线性光的一种度量，用瓦特每立体角（watts per steradian）表示。</p><p>The CIE has deﬁned luminance, denoted Y, as intensity per unit area, weighted by a spectral sensitivity function that is characteristic of vision. The magnitude of luminance is proportional to physical power; in that sense it is like intensity. But the spectral composition of luminance is related to the brightness sensitivity of human vision.</p><p>国际照明委员会（CIE）定义了光亮度，用 Y 表示，作为每单位面积的强度，并按视觉特性的光谱灵敏度函数加权。光亮度的大小与物理功率成正比，在这方面它与强度类似。但光亮度的光谱组成与人类视觉的视亮度敏感度（brightness sensitivity）有关。</p><p>Luminance can be computed as a properly-weighted sum of linear-light (tristimulus) red, green, and blue primary components. For contemporary video cameras, studio standards, and CRT phosphors, the luminance equation is this:</p><p>光亮度可以通过线性光（线性三刺激值）的红、绿、蓝主色分量的适当加权和来计算。对于现代摄影机、工作室标准和 CRT 荧光粉，光亮度方程为：</p><p><mjx-container class="MathJax" jax="SVG" display="true"><svg style="vertical-align: -0.375ex;" xmlns="http://www.w3.org/2000/svg" width="36.518ex" height="1.97ex" role="img" focusable="false" viewbox="0 -705 16141.1 870.6"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="msub"><g data-mml-node="mi"><path data-c="1D44C" d="M66 637Q54 637 49 637T39 638T32 641T30 647T33 664T42 682Q44 683 56 683Q104 680 165 680Q288 680 306 683H316Q322 677 322 674T320 656Q316 643 310 637H298Q242 637 242 624Q242 619 292 477T343 333L346 336Q350 340 358 349T379 373T411 410T454 461Q546 568 561 587T577 618Q577 634 545 637Q528 637 528 647Q528 649 530 661Q533 676 535 679T549 683Q551 683 578 682T657 680Q684 680 713 681T746 682Q763 682 763 673Q763 669 760 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628Q288 635 231 637ZM649 544Q649 574 634 600T585 634Q578 636 493 637Q473 637 451 637T416 636H403Q388 635 384 626Q382 622 352 506Q352 503 351 500L320 374H401Q482 374 494 376Q554 386 601 434T649 544ZM595 229Q595 273 572 302T512 336Q506 337 429 337Q311 337 310 336Q310 334 293 263T258 122L240 52Q240 48 252 48T333 46Q422 46 429 47Q491 54 543 105T595 229Z"/></g></g></g></svg></mjx-container></p><blockquote><p>Video equipment forms a luma component Y’ as a weighted sum of nonlinear R’G’B’ primary components. The nonlinear quantity is often incorrectly referred to as luminance by video engineers who are unfamiliar with color science.</p><p>视频设备采用非线性 R’G’B’ 主色分量的加权和来计算 Y’ 非线性亮度分量（luma component），不了解色彩科学的视频工程师往往错误地将这个非线性量称为光亮度。</p></blockquote><p>The luminance generated by a physical device is usually not proportional to the applied signal – usually, there is a nonlinear relationship. A conventional CRT has a power-law response to voltage: Luminance produced at the face of the display is approximately the applied voltage raised to the ﬁve-halves power. The numerical value of the exponent of this power function, 2.5, is colloquially known as gamma. This nonlinearity must be compensated in order to achieve correct reproduction of luminance. An example of the response of an actual CRT is graphed, at three settings of the CONTRAST control, in Figure 1 above.  <sup id="fnref:1"><a href="#fn:1" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="See Olson, Thor, “Behind Gamma’s Disguise,” in SMPTE Journal, v. 104, p. 452 (June 1995).">[1]</span></a></sup></p><p>物理设备产生的光亮度通常与施加的信号不成比例，存在非线性关系。传统 CRT 对电压的响应是符合幂函数的：显示屏表面产生的光亮度约为施加电压的 2.5 次幂。这个幂函数的指数值 2.5 被称为伽马。为了正确再现光亮度，必须补偿这种非线性。图 1 展示了实际 CRT 在对比度（CONTRAST）控制的三种设置下的响应。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure01.png" alt="图 1" style="zoom:50%;"><blockquote><p>Figure 1 <strong>CRT’s transfer function</strong> is shown at three different settings of the CONTRAST (or PICTURE) control. Here I show CONTRAST altering the y-axis (luminance) scaling; owing to the properties of a power function, scaling the x-axis (video signal) has an equivalent effect. The graph indicates a video signal having a voltage from zero to 700 mV. In a typical eight-bit digital-to-analog converter in a computer graphics subsystem, black is at code zero, and white is at code 255.</p><p>图 1 显示了在三种不同对比度（CONTRAST 或 PICTURE）设置下的 <strong>CRT 转换函数</strong>。这里展示了对比度设置的变化如何对 y 轴（光亮度）进行缩放；由于幂函数的性质，缩放 x 轴（视频信号）也会产生相同的效果。图表展示了电压从零到 700 毫伏的视频信号。在典型的计算机图形子系统的 8 位数模转换器中，黑色对应码值零，白色对应码值 255。</p></blockquote><p>It is alleged that the power function exponent γ of a CRT varies over a wide range; values as low as 1.4 and as high as 3.5 are cited in the literature. The graphs and captions in Figures 4 and 6 opposite show that wide variation in the apparent gamma value will result if the monitor’s BLACK LEVEL (or “BRIGHTNESS”) control is improperly adjusted. <sup id="fnref:2"><a href="#fn:2" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Berns, Roy S., Ricardo J. Motta, and M.E. Gorzynski, “CRT Colorimetry: Part 1, Theory and Practice; Part 2, Metrology,” in Color Research and Application, v. 18, 299–325 (1993).">[2]</span></a></sup></p><p>很多人声称 CRT 的幂函数指数 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.489ex;" xmlns="http://www.w3.org/2000/svg" width="1.229ex" height="1.486ex" role="img" focusable="false" viewbox="0 -441 543 657"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></svg></mjx-container> 变化范围很大，不同文献中提到的值低至 1.4，高至 3.5。图 4 和图 6 及其图注显示，如果监视器的“黑电平”（BLACK LEVEL）或“视亮度”（BRIGHTNESS）控制调整不当，表观伽马值会产生巨大的变化。</p><p>At a particular level of adaptation, human vision responds to about a hundred-to-one contrast ratio of luminance from white to black. Within this range, vision has a nonlinear response to luminance: Lightness perception is roughly logarithmic. A source having a luminance only 18% of a reference luminance appears about half as bright. The perceptual response to luminance is called Lightness. Vision researchers have modeled lightness sensitivity with various mathematical functions, as shown in Figure 2 below.</p><p>在特定的适应水平下，人类视觉可以感知从白到黑的约 100:1 的光亮度对比度。在这个范围内，视觉对光亮度的响应是非线性的，即明度感知大致是对数关系。一个光亮度为参考光亮度 18%的光源，看起来是参考光源的 50%那么亮。对亮度的这种感知称为“明度”。视觉研究人员使用各种数学函数来建模明度敏感度，如图 2 所示。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure02.png" alt="图 2" style="zoom:50%;"><blockquote><p>Figure 2 <strong>Luminance and lightness.</strong> The relationship between lightness-scale value V and luminance factor Y is plotted in accordance with different formulae. Redrawn from Fig. 2 (6.3) from Wyszecki and Stiles, Color Science (New York: Wiley, 1982).</p><p>图 2：<strong>光亮度和明度。</strong> 根据不同公式绘制了明度值 V 与光亮度因子 Y 之间的关系。图表重新绘制自 Wyszecki 和 Stiles 的《色彩科学》（纽约：Wiley, 1982）中的图 2（6.3）。</p></blockquote><p>The CIE has adopted a standard function L* (pronounced “EL-star”), deﬁned as a modiﬁed cube root: <sup id="fnref:3"><a href="#fn:3" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Publication CIE No 15.2, Colorimetry, Second Edition. (Vienna: Central Bureau of the Commission Internationale de L’Éclairage, 1986)">[3]</span></a></sup></p><p>国际照明委员会（CIE）采用了一种标准函数 L*（读作“EL-star”），定义为修正后的立方根：</p><p><mjx-container class="MathJax" jax="SVG" display="true"><svg style="vertical-align: -2.148ex;" xmlns="http://www.w3.org/2000/svg" width="45.296ex" height="6.01ex" role="img" focusable="false" viewbox="0 -1706.9 20020.7 2656.4"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 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165 599T128 534Q128 511 141 492T167 463T217 431Q224 426 228 424L286 386ZM250 21Q308 21 350 55T392 137Q392 154 387 169T375 194T353 216T330 234T301 253T274 270Q260 279 244 289T218 306L210 311Q204 311 181 294T133 239T107 157Q107 98 150 60T250 21Z" transform="translate(2278,0)"/><path data-c="35" d="M164 157Q164 133 148 117T109 101H102Q148 22 224 22Q294 22 326 82Q345 115 345 210Q345 313 318 349Q292 382 260 382H254Q176 382 136 314Q132 307 129 306T114 304Q97 304 95 310Q93 314 93 485V614Q93 664 98 664Q100 666 102 666Q103 666 123 658T178 642T253 634Q324 634 389 662Q397 666 402 666Q410 666 410 648V635Q328 538 205 538Q174 538 149 544L139 546V374Q158 388 169 396T205 412T256 420Q337 420 393 355T449 201Q449 109 385 44T229 -22Q148 -22 99 32T50 154Q50 178 61 192T84 210T107 214Q132 214 148 197T164 157Z" transform="translate(2778,0)"/><path data-c="36" d="M42 313Q42 476 123 571T303 666Q372 666 402 630T432 550Q432 525 418 510T379 495Q356 495 341 509T326 548Q326 592 373 601Q351 623 311 626Q240 626 194 566Q147 500 147 364L148 360Q153 366 156 373Q197 433 263 433H267Q313 433 348 414Q372 400 396 374T435 317Q456 268 456 210V192Q456 169 451 149Q440 90 387 34T253 -22Q225 -22 199 -14T143 16T92 75T56 172T42 313ZM257 397Q227 397 205 380T171 335T154 278T148 216Q148 133 160 97T198 39Q222 21 251 21Q302 21 329 59Q342 77 347 104T352 209Q352 289 347 316T329 361Q302 397 257 397Z" transform="translate(3278,0)"/></g></g></g></svg></mjx-container></p><p>Y n is the luminance of the white reference. A linear segment with a slope of 903.3 is applied near black. L* has a range of 0 to 100. A unit change in L* is taken to be approximately the threshold of visibility. In other words, you can detect a difference between intensities when the ratio between them is greater than about one percent.</p><p>其中，<mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: 0;" xmlns="http://www.w3.org/2000/svg" width="1.726ex" height="1.545ex" role="img" focusable="false" viewbox="0 -683 763 683"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D44C" d="M66 637Q54 637 49 637T39 638T32 641T30 647T33 664T42 682Q44 683 56 683Q104 680 165 680Q288 680 306 683H316Q322 677 322 674T320 656Q316 643 310 637H298Q242 637 242 624Q242 619 292 477T343 333L346 336Q350 340 358 349T379 373T411 410T454 461Q546 568 561 587T577 618Q577 634 545 637Q528 637 528 647Q528 649 530 661Q533 676 535 679T549 683Q551 683 578 682T657 680Q684 680 713 681T746 682Q763 682 763 673Q763 669 760 657T755 643Q753 637 734 637Q662 632 617 587Q608 578 477 424L348 273L322 169Q295 62 295 57Q295 46 363 46Q379 46 384 45T390 35Q390 33 388 23Q384 6 382 4T366 1Q361 1 324 1T232 2Q170 2 138 2T102 1Q84 1 84 9Q84 14 87 24Q88 27 89 30T90 35T91 39T93 42T96 44T101 45T107 45T116 46T129 46Q168 47 180 50T198 63Q201 68 227 171L252 274L129 623Q128 624 127 625T125 627T122 629T118 631T113 633T105 634T96 635T83 636T66 637Z"/></g></g></g></svg></mjx-container> 是目标光亮度，<mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.357ex;" xmlns="http://www.w3.org/2000/svg" width="2.462ex" height="1.902ex" role="img" focusable="false" viewbox="0 -683 1088.3 840.8"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="msub"><g data-mml-node="mi"><path data-c="1D44C" d="M66 637Q54 637 49 637T39 638T32 641T30 647T33 664T42 682Q44 683 56 683Q104 680 165 680Q288 680 306 683H316Q322 677 322 674T320 656Q316 643 310 637H298Q242 637 242 624Q242 619 292 477T343 333L346 336Q350 340 358 349T379 373T411 410T454 461Q546 568 561 587T577 618Q577 634 545 637Q528 637 528 647Q528 649 530 661Q533 676 535 679T549 683Q551 683 578 682T657 680Q684 680 713 681T746 682Q763 682 763 673Q763 669 760 657T755 643Q753 637 734 637Q662 632 617 587Q608 578 477 424L348 273L322 169Q295 62 295 57Q295 46 363 46Q379 46 384 45T390 35Q390 33 388 23Q384 6 382 4T366 1Q361 1 324 1T232 2Q170 2 138 2T102 1Q84 1 84 9Q84 14 87 24Q88 27 89 30T90 35T91 39T93 42T96 44T101 45T107 45T116 46T129 46Q168 47 180 50T198 63Q201 68 227 171L252 274L129 623Q128 624 127 625T125 627T122 629T118 631T113 633T105 634T96 635T83 636T66 637Z"/></g><g data-mml-node="mi" transform="translate(614,-150) scale(0.707)"><path data-c="1D45B" d="M21 287Q22 293 24 303T36 341T56 388T89 425T135 442Q171 442 195 424T225 390T231 369Q231 367 232 367L243 378Q304 442 382 442Q436 442 469 415T503 336T465 179T427 52Q427 26 444 26Q450 26 453 27Q482 32 505 65T540 145Q542 153 560 153Q580 153 580 145Q580 144 576 130Q568 101 554 73T508 17T439 -10Q392 -10 371 17T350 73Q350 92 386 193T423 345Q423 404 379 404H374Q288 404 229 303L222 291L189 157Q156 26 151 16Q138 -11 108 -11Q95 -11 87 -5T76 7T74 17Q74 30 112 180T152 343Q153 348 153 366Q153 405 129 405Q91 405 66 305Q60 285 60 284Q58 278 41 278H27Q21 284 21 287Z"/></g></g></g></g></svg></mjx-container> 是白色参考光亮度。接近黑色时应用的是斜率为 903.3 的线性段。<mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: 0;" xmlns="http://www.w3.org/2000/svg" width="2.672ex" height="1.545ex" role="img" focusable="false" viewbox="0 -683 1181 683"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(681,0)"><path data-c="2217" d="M229 286Q216 420 216 436Q216 454 240 464Q241 464 245 464T251 465Q263 464 273 456T283 436Q283 419 277 356T270 286L328 328Q384 369 389 372T399 375Q412 375 423 365T435 338Q435 325 425 315Q420 312 357 282T289 250L355 219L425 184Q434 175 434 161Q434 146 425 136T401 125Q393 125 383 131T328 171L270 213Q283 79 283 63Q283 53 276 44T250 35Q231 35 224 44T216 63Q216 80 222 143T229 213L171 171Q115 130 110 127Q106 124 100 124Q87 124 76 134T64 161Q64 166 64 169T67 175T72 181T81 188T94 195T113 204T138 215T170 230T210 250L74 315Q65 324 65 338Q65 353 74 363T98 374Q106 374 116 368T171 328L229 286Z"/></g></g></g></svg></mjx-container> 的范围是 0 到 100。<mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: 0;" xmlns="http://www.w3.org/2000/svg" width="2.672ex" height="1.545ex" role="img" focusable="false" viewbox="0 -683 1181 683"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(681,0)"><path data-c="2217" d="M229 286Q216 420 216 436Q216 454 240 464Q241 464 245 464T251 465Q263 464 273 456T283 436Q283 419 277 356T270 286L328 328Q384 369 389 372T399 375Q412 375 423 365T435 338Q435 325 425 315Q420 312 357 282T289 250L355 219L425 184Q434 175 434 161Q434 146 425 136T401 125Q393 125 383 131T328 171L270 213Q283 79 283 63Q283 53 276 44T250 35Q231 35 224 44T216 63Q216 80 222 143T229 213L171 171Q115 130 110 127Q106 124 100 124Q87 124 76 134T64 161Q64 166 64 169T67 175T72 181T81 188T94 195T113 204T138 215T170 230T210 250L74 315Q65 324 65 338Q65 353 74 363T98 374Q106 374 116 368T171 328L229 286Z"/></g></g></g></svg></mjx-container> 的 1 个单位的变化大致被认为是恰可察觉差的阈值（threshold of visibility）。换句话说，当两个光亮度之间的强度比大于 1%时，就可以察觉到差异。（译者注：这一结论后来被由 Barten 感知模型计算得到的 Barten Threshold 所替代。）</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure03.png" alt="图 3" style="zoom:50%;"><blockquote><p>Figure 3 <strong>BRIGHTNESS control</strong> has the effect of sliding the black-to-white video signal scale left and right along the 2.5-power function of the display. Here, BRIGHTNESS is set too high; a signiﬁcant amount of luminance is produced at zero video signal level. No video signal can cause true black to be displayed, and the picture content rides on an overall pedestal of gray. Contrast ratio is degraded.</p><p>图 3：<strong>“视亮度”（BRIGHTNESS）控制</strong> 的效果，是通过沿显示器的 2.5 次幂函数左右移动黑白视频信号的起始位置来实现的。在本图中，“视亮度”（BRIGHTNESS）设置过高，使得在视频信号电平为 0 时也会产生显著的光亮度。这导致没有视频信号能显示真正的黑色，图像内容整体落在一个底灰信号之上，使得对比度下降。</p></blockquote><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure04.png" alt="图 4" style="zoom:50%;"><blockquote><p>Figure 4 <strong>Gamma 3.5</strong> A naive approach to the measurement of CRT nonlinearity is to model the response as L = (V’) γ , and to ﬁnd the exponent of the power function that is the best ﬁt to the voltage-to-intensity transfer function of a particular CRT. However, if this measurement is undertaken with BRIGHTNESS set too high, an unrealistically large value of gamma results from the modelled curve being “pegged” at the origin.</p><p>图 4：<strong>Gamma 3.5 的由来。</strong> 对 CRT 非线性进行测量的一种简单方法是将响应建模为 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="9.876ex" height="2.283ex" role="img" focusable="false" viewbox="0 -759 4365.3 1009"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(958.8,0)"><path data-c="3D" d="M56 347Q56 360 70 367H707Q722 359 722 347Q722 336 708 328L390 327H72Q56 332 56 347ZM56 153Q56 168 72 173H708Q722 163 722 153Q722 140 707 133H70Q56 140 56 153Z"/></g><g data-mml-node="mo" transform="translate(2014.6,0)"><path data-c="28" d="M94 250Q94 319 104 381T127 488T164 576T202 643T244 695T277 729T302 750H315H319Q333 750 333 741Q333 738 316 720T275 667T226 581T184 443T167 250T184 58T225 -81T274 -167T316 -220T333 -241Q333 -250 318 -250H315H302L274 -226Q180 -141 137 -14T94 250Z"/></g><g data-mml-node="msup" transform="translate(2403.6,0)"><g data-mml-node="mi"><path data-c="1D449" d="M52 648Q52 670 65 683H76Q118 680 181 680Q299 680 320 683H330Q336 677 336 674T334 656Q329 641 325 637H304Q282 635 274 635Q245 630 242 620Q242 618 271 369T301 118L374 235Q447 352 520 471T595 594Q599 601 599 609Q599 633 555 637Q537 637 537 648Q537 649 539 661Q542 675 545 679T558 683Q560 683 570 683T604 682T668 681Q737 681 755 683H762Q769 676 769 672Q769 655 760 640Q757 637 743 637Q730 636 719 635T698 630T682 623T670 615T660 608T652 599T645 592L452 282Q272 -9 266 -16Q263 -18 259 -21L241 -22H234Q216 -22 216 -15Q213 -9 177 305Q139 623 138 626Q133 637 76 637H59Q52 642 52 648Z"/></g><g data-mml-node="mo" transform="translate(861.3,363) scale(0.707)"><path data-c="2032" d="M79 43Q73 43 52 49T30 61Q30 68 85 293T146 528Q161 560 198 560Q218 560 240 545T262 501Q262 496 260 486Q259 479 173 263T84 45T79 43Z"/></g></g><g data-mml-node="msup" transform="translate(3509.3,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></g></g></svg></mjx-container>，并找到最符合特定“CRT 电压-强度”转换函数的幂函数的指数。然而，如果在“视亮度”（BRIGHTNESS）设置得过高的情况下进行测量，那么由于这种简单建模的曲线是“固定”通过原点的，将导致计算得到的伽马值比实际要大得多。</p></blockquote><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure05.png" alt="图 5" style="zoom:50%;"><blockquote><p>Figure 5 <strong>BRIGHTNESS control set too low</strong> causes a range of input signal levels near black to be reproduced “crushed” or “swallowed,” reproduced indistinguishably from black. A cinematographer might refer to this situation as “lack of details in the shadows,” however, all information in the shadows is lost, not just the details.</p><p>图 5：<strong>“视亮度”（BRIGHTNESS）控制设置过低</strong>，会导致接近黑色的一系列输入信号水平产生“压缩”或被“吞噬”，无法与黑色区分开来。电影摄影师可能会将这种情况称为“缺乏暗部细节”，但实际上暗部的所有信息都丢失了，而不仅仅是细节。</p></blockquote><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure06.png" alt="图 6" style="zoom:50%;"><blockquote><p>Figure 6 <strong>Gamma 1.4</strong> If the transfer function is modelled as L = (V’) γ with Black Level set too low, an unrealistically small value of gamma results. However, if the transfer function is modeled with a function of the form L = (V’+ ε ) 2.5 that accommodates black level error, then a good ﬁt is achieved. Misintepretations in the measurement of CRT nonlinearity have led to assertions about CRTs being highly unpredictable devices, and have led to image exchange standards employing quite unrealistic values of gamma.</p><p>图 6：<strong>Gamma 1.4 的由来。</strong> 如果在黑电平设置过低的情况下将转换函数建模为 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="9.876ex" height="2.283ex" role="img" focusable="false" viewbox="0 -759 4365.3 1009"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D43F" d="M228 637Q194 637 192 641Q191 643 191 649Q191 673 202 682Q204 683 217 683Q271 680 344 680Q485 680 506 683H518Q524 677 524 674T522 656Q517 641 513 637H475Q406 636 394 628Q387 624 380 600T313 336Q297 271 279 198T252 88L243 52Q243 48 252 48T311 46H328Q360 46 379 47T428 54T478 72T522 106T564 161Q580 191 594 228T611 270Q616 273 628 273H641Q647 264 647 262T627 203T583 83T557 9Q555 4 553 3T537 0T494 -1Q483 -1 418 -1T294 0H116Q32 0 32 10Q32 17 34 24Q39 43 44 45Q48 46 59 46H65Q92 46 125 49Q139 52 144 61Q147 65 216 339T285 628Q285 635 228 637Z"/></g><g data-mml-node="mo" transform="translate(958.8,0)"><path data-c="3D" d="M56 347Q56 360 70 367H707Q722 359 722 347Q722 336 708 328L390 327H72Q56 332 56 347ZM56 153Q56 168 72 173H708Q722 163 722 153Q722 140 707 133H70Q56 140 56 153Z"/></g><g data-mml-node="mo" transform="translate(2014.6,0)"><path data-c="28" d="M94 250Q94 319 104 381T127 488T164 576T202 643T244 695T277 729T302 750H315H319Q333 750 333 741Q333 738 316 720T275 667T226 581T184 443T167 250T184 58T225 -81T274 -167T316 -220T333 -241Q333 -250 318 -250H315H302L274 -226Q180 -141 137 -14T94 250Z"/></g><g data-mml-node="msup" transform="translate(2403.6,0)"><g data-mml-node="mi"><path data-c="1D449" d="M52 648Q52 670 65 683H76Q118 680 181 680Q299 680 320 683H330Q336 677 336 674T334 656Q329 641 325 637H304Q282 635 274 635Q245 630 242 620Q242 618 271 369T301 118L374 235Q447 352 520 471T595 594Q599 601 599 609Q599 633 555 637Q537 637 537 648Q537 649 539 661Q542 675 545 679T558 683Q560 683 570 683T604 682T668 681Q737 681 755 683H762Q769 676 769 672Q769 655 760 640Q757 637 743 637Q730 636 719 635T698 630T682 623T670 615T660 608T652 599T645 592L452 282Q272 -9 266 -16Q263 -18 259 -21L241 -22H234Q216 -22 216 -15Q213 -9 177 305Q139 623 138 626Q133 637 76 637H59Q52 642 52 648Z"/></g><g data-mml-node="mo" transform="translate(861.3,363) scale(0.707)"><path data-c="2032" d="M79 43Q73 43 52 49T30 61Q30 68 85 293T146 528Q161 560 198 560Q218 560 240 545T262 501Q262 496 260 486Q259 479 173 263T84 45T79 43Z"/></g></g><g data-mml-node="msup" transform="translate(3509.3,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mi"><path data-c="1D6FE" d="M31 249Q11 249 11 258Q11 275 26 304T66 365T129 418T206 441Q233 441 239 440Q287 429 318 386T371 255Q385 195 385 170Q385 166 386 166L398 193Q418 244 443 300T486 391T508 430Q510 431 524 431H537Q543 425 543 422Q543 418 522 378T463 251T391 71Q385 55 378 6T357 -100Q341 -165 330 -190T303 -216Q286 -216 286 -188Q286 -138 340 32L346 51L347 69Q348 79 348 100Q348 257 291 317Q251 355 196 355Q148 355 108 329T51 260Q49 251 47 251Q45 249 31 249Z"/></g></g></g></g></g></svg></mjx-container>，则得到的伽马值比实际要小得多。然而，如果转换函数建模为 <mjx-container class="MathJax" jax="SVG"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="14.736ex" height="2.452ex" role="img" focusable="false" viewbox="0 -833.9 6513.4 1083.9"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g 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545T262 501Q262 496 260 486Q259 479 173 263T84 45T79 43Z"/></g></g><g data-mml-node="mo" transform="translate(3731.5,0)"><path data-c="2B" d="M56 237T56 250T70 270H369V420L370 570Q380 583 389 583Q402 583 409 568V270H707Q722 262 722 250T707 230H409V-68Q401 -82 391 -82H389H387Q375 -82 369 -68V230H70Q56 237 56 250Z"/></g><g data-mml-node="mi" transform="translate(4731.8,0)"><path data-c="1D716" d="M227 -11Q149 -11 95 41T40 174Q40 262 87 322Q121 367 173 396T287 430Q289 431 329 431H367Q382 426 382 411Q382 385 341 385H325H312Q191 385 154 277L150 265H327Q340 256 340 246Q340 228 320 219H138V217Q128 187 128 143Q128 77 160 52T231 26Q258 26 284 36T326 57T343 68Q350 68 354 58T358 39Q358 36 357 35Q354 31 337 21T289 0T227 -11Z"/></g><g data-mml-node="msup" transform="translate(5137.8,0)"><g data-mml-node="mo"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="TeXAtom" transform="translate(422,363) scale(0.707)" data-mjx-texclass="ORD"><g data-mml-node="mn"><path data-c="32" d="M109 429Q82 429 66 447T50 491Q50 562 103 614T235 666Q326 666 387 610T449 465Q449 422 429 383T381 315T301 241Q265 210 201 149L142 93L218 92Q375 92 385 97Q392 99 409 186V189H449V186Q448 183 436 95T421 3V0H50V19V31Q50 38 56 46T86 81Q115 113 136 137Q145 147 170 174T204 211T233 244T261 278T284 308T305 340T320 369T333 401T340 431T343 464Q343 527 309 573T212 619Q179 619 154 602T119 569T109 550Q109 549 114 549Q132 549 151 535T170 489Q170 464 154 447T109 429Z"/><path data-c="2E" d="M78 60Q78 84 95 102T138 120Q162 120 180 104T199 61Q199 36 182 18T139 0T96 17T78 60Z" transform="translate(500,0)"/><path data-c="35" d="M164 157Q164 133 148 117T109 101H102Q148 22 224 22Q294 22 326 82Q345 115 345 210Q345 313 318 349Q292 382 260 382H254Q176 382 136 314Q132 307 129 306T114 304Q97 304 95 310Q93 314 93 485V614Q93 664 98 664Q100 666 102 666Q103 666 123 658T178 642T253 634Q324 634 389 662Q397 666 402 666Q410 666 410 648V635Q328 538 205 538Q174 538 149 544L139 546V374Q158 388 169 396T205 412T256 420Q337 420 393 355T449 201Q449 109 385 44T229 -22Q148 -22 99 32T50 154Q50 178 61 192T84 210T107 214Q132 214 148 197T164 157Z" transform="translate(778,0)"/></g></g></g></g></g></svg></mjx-container> 的形式，可以容纳黑电平误差，则可以得到良好的拟合。对 CRT 非线性函数的误解，导致了对 CRT 电光转换特性“高度不可预测”的错误断言，并导致图像交换标准采用了不现实的伽马值。</p></blockquote><h3 id="Linear-light-coding-线性光编码"><a href="#Linear-light-coding-线性光编码" class="headerlink" title="Linear light coding 线性光编码"></a>Linear light coding 线性光编码</h3><p>Suppose that you wish to convey luminance values of an image through a channel having a few hundred or a few thousand discrete levels. Consider linear light coding, sketched in the margin, where code zero represents black. No matter what code is at the top end, code 100 represents a shade of gray that lies approximately at the perceptual threshold. For codes below 100, the ratio of intensities between adjacent code values is greater than 1 percent. At code 25, the ratio between adjacent codes is 4 percent. In smooth-shaded regions of an image, the luminance difference between adjacent code values, such as between code 25 and code 26, will cause visible banding or contouring. For codes above 100, the ratio of luminance values between adjacent codes is less than 1 percent: Code 201 is perceptually useless, and could be discarded without being noticed. In an 8-bit system, the highest code value – the brightest white – is at code 255. In an 8-bit linear-light system, the ratio between the brightest white and the darkest grey that can be reproduced without contouring is a mere 2.55:1.</p><p>假设我们希望通过一个具有几百或几千个离散级别（levels）的通道传递图像的光亮度值。考虑对光信号进行线性编码，如图 7 所示，其中码值零表示黑色。无论最高码值是多少，码值 100 都表示大约在感知阈值处的灰色阴影（译者注：这里指的是相邻码值间的光亮度差异 △ = 1% 在人眼恰可察觉的阈值处）。对于低于 100 的码值，相邻码值之间的光亮度之比大于 1%。在码值 25 处，相邻码值之间的光亮度之比是 4%。在图像的平滑阴影区域，相邻码值之间的光亮度差异（如码值 25 和 26 之间）会导致可见的条纹（banding）或轮廓（contouring）。在超过 100 的码值中，相邻码值之间的光亮度之比小于 1%。码值 201 在感知上是无用的（译者注：因为 201 与 200 所代表的光亮度之比 △ = 0.5% 小于恰可察觉阈值，其差别是人眼不可感知的），可以被丢弃而不会被注意到。在 8 位系统中，最高码值——最亮的白色——是码值 255。在 8 位线性光系统中，最亮的白色和最暗的灰色之间的比率仅为 2.55:1。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/gamma-figure07.png" alt="图 7" style="zoom:50%;"><blockquote><p>Figure 7 <strong>Linear light coding: the code 100 problem</strong></p><p>图 7：<strong>线性光编码的码值 100 问题</strong></p></blockquote><p>To avoid perceptible steps at the black end of the scale, it is necessary to have coding that represents different luminance levels 1.00, 1.01, 1.02, and so on. If linear light coding is used, an absolute “delta” of 0.01 must be maintained all the way up the scale to white. To encompass the 100:1 luminance range vision of requires about 9900 codes, or about 14 bits for each of the R, G, and B components of the image.</p><p>为了避免在黑端出现可感知的步长（steps），必须有编码来表示不同的光亮度水平 1.00，1.01，1.02，等等。如果使用线性光编码，则必须在整个范围内保持绝对“增量”0.01，从黑色一直编码到白色。要覆盖 100:1 的光亮度范围需要大约 9900 个码值（译者注：(100-1) / 0.01 ），或大约 14 位数据（译者注：2^13 = 8192，2^14 = 16384），用于图像的 R、G、B 分量。</p><p>If you use nonlinear coding, then the 1.01 “delta” required at the black end of the scale applies as a ratio – not as an absolute increment – and progresses like compound interest up to white. This results in about 463 codes, or about nine bits per component. Eight bits, nonlinearly coded according to Rec. 709, is sufﬁcient for broadcast-quality digital television at a contrast ratio of about 50:1. <sup id="fnref:4"><a href="#fn:4" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Stokes, Mike, Mark D. Fairchild, and Roy S. Berns, “Precision requirements for digital color reproduction,” in ACM Transactions on Graphics, v. 11, n. 4 (Oct. 1992), 406–422.">[4]</span></a></sup></p><p>如果使用非线性编码，则暗部所需的 1.01“增量”是作为比率而非绝对增量来使用的，如同复利（compound interest）一样，从黑色向白色递增。这需要大约 463 个码值（译者注：1.01^462 = 99.19，1.01^463 = 100.18），或者大约每个分量 9 位数据。Rec. 709 所采用的非线性 8 位编码，足以用于广播级数字电视的 50:1 对比度。</p><p>In computer-generated imagery (CGI), linear-light coding is typically used in the frame buffer, as sketched in Figure 8 above. Often only 8 bits are provided in the framebuffer. When luminance data traverses the 8-bit Bottleneck indicated in the sketch, serious contouring results.</p><p>在计算机生成图像（CGI）中，帧缓冲器通常采用线性光编码，如图 8 所示。帧缓冲器中通常只提供 8 位的位深。当光亮度数据通过草图中所示的“8 位瓶颈”（8-bit bottleneck）时，会导致严重的轮廓（contouring）问题。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/gamma-figure08.png" alt="图 8" style="zoom:50%;"><blockquote><p>Figure 8 <strong>Gamma in computer-generated imagery (CGI)</strong></p><p>图 8：<strong>计算机生成影像（CGI）中的伽马</strong></p></blockquote><h3 id="Video-coding-视频编码"><a href="#Video-coding-视频编码" class="headerlink" title="Video coding 视频编码"></a>Video coding 视频编码</h3><p>To code luminance into a small number of steps, say 256, then the codes should be assigned to intensities according to the properties of perception, in order for the most effective perceptual use to be made of the available codes. A transfer function similar to the lightness sensitivity of vision should be imposed at encoding.</p><p>为了将光亮度用较少的阶数（如 256 阶）编码，应该根据感知特性将码值分配给光强度，从而最有效地利用可用的码值。在编码时，应施加类似于明度敏感度的转换函数。</p><p>A CRT’s response is very nearly the inverse of the lightness sensitivity of vision: When image data is coded for perception at the encoder – for example, by the Rec. 709 transfer function graphed in Figure 9 above the coding is inverted by the CRT, without the necessity to dedicate any circuitry to the task. The fact that a CRT’s transfer function is very nearly the inverse of the lightness sensitivity of vision is an amazing, and fortunate, coincidence! The Rec. 709 transfer function standardized for 525/59.94 studio video, 625/50 studio video, and HDTV.</p><p>CRT 的响应几乎是明度敏感度的反函数：当图像数据在编码器处进行感知编码时，比如通过图 9 中绘制的 Rec. 709 转换函数编码时，CRT 的特性会天然地将编码反转，而无需专门的电路来完成这一任务。CRT 的转换函数几乎是明度敏感度的反函数，这真是一个令人惊奇和幸运的巧合！**Rec. 709 转换函数已标准化并用于 525 线/59.94i 的 NTSC 制模拟电视信号，625 线/50p 的 PAL 制模拟电视信号，以及高清电视（HDTV）信号。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/gamma-figure09.png" alt="图 9" style="zoom:50%;"><blockquote><p>Figure 9 <strong>The Rec. 709 transfer function</strong> of video mimics the lightness sensitivity of vision. The standard is based on a power function with an exponent of 0.45. Theoretically, a pure power function sufﬁces for gamma correction. In a practical system such as a television camera, the slope of the function is limited near zero in order to minimize noise in the dark regions of the picture.</p><p>图 9：<strong>Rec. 709 转换函数</strong>，它模仿了人眼对明度（Lightness）变化的敏感度。该标准基于一个指数为 0.45 的幂函数。理论上，纯幂函数就足以实现伽马校正。然而，在实际系统如电视摄影机系统中，为了减少图像暗区的噪声，函数在接近零的地方斜率会受到限制。</p></blockquote><p>A summary sketch of gamma in video is shown in Figure 10 below. At the camera, luminance (or, in a color system, a set of three tristimulus values) is subjected to the Rec. 709 transfer function – or loosely, gamma correction – whose graph resembles the lightness sensitivity of vision. Video data is stored, processed, recorded, and transmitted in the perceptual domain. The monitor inverts the transform. The main purpose of gamma correction is to code luminance into a perceptually uniform domain, so as to obtain the best perceptual performance from a limited number of bits in each of R’, G’, and B’. (The prime symbols denote the nonlinearity.)</p><p>图 10 以草图的形式总结了伽马在视频中的应用。摄影机将光亮度（在彩色系统中是一组三刺激值）通过 Rec. 709 转换函数进行处理（或粗略地说，进行伽马校正），该函数的图像类似于人眼视觉的明度敏感度。视频数据在感知域中存储、处理、记录和传输。显示器对该变换进行反转。伽马校正的主要目的是将光亮度编码到感知均匀的域中，从而在每个非线性 R’、G’和 B’信号（撇号表示非线性）的有限位深中获得最佳的感知性能。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure10-1.png" alt="图 10" style="zoom:50%;"><blockquote><p>Figure 10 <strong>Gamma in video</strong></p><p>图 10：<strong>视频中的伽马</strong></p></blockquote><h3 id="Rendering-intent-渲染意图"><a href="#Rendering-intent-渲染意图" class="headerlink" title="Rendering intent 渲染意图"></a>Rendering intent 渲染意图</h3><p>Nonlinear encoding involves applying a transfer function similar to the lightness sensitivity of human vision. Ideally, luminance would ﬁrst be matrixed, that is, formed as a weighted sum of linear-light (tristimulus) RGB signals. Then, the CIE L* transfer function would be applied, to code the signal into a perceptually uniform domain. At the decoder, the inverse of the L* function would restore luminance, then the inverse matrix would reconstruct RGB. The L* signal would be accompanied by two other signals, to enable the representation of color:</p><p>非线性编码涉及应用一个类似于人类视觉明度敏感度的转换函数。理想情况下，首先将光亮度进行矩阵变换，即将线性光（三刺激值）RGB 信号按权重求和。然后，应用 CIE L* 转换函数，将信号编码到一个感知均匀的域中。在解码端，通过 L* 函数的反函数恢复光亮度，再通过逆矩阵重建 RGB。L* 信号会配合另外两个信号，以便表示颜色：</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure10-2.png" alt style="zoom:50%;"><blockquote><p>Coding L* with eight bits achieves good image quality. Coding Y directly would require 11 bits or more to achieve similar quality.</p><p>使用 8 位编码 L* 可以实现良好的图像质量，直接编码 Y 则需要 11 位或更多才能达到相似的质量。</p></blockquote><p>As I have outlined, the electron gun of a CRT monitor introduces a power function having an exponent of about 2.5:</p><p>如我所述，CRT 显示器的电子枪引入了一个指数约为 2.5 的幂函数：</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure10-3.png" alt style="zoom:50%;"><p>If we were to encode according to the L* function, the decoder would have to invert that function, then impose the inverse of the 2.5-power function of the CRT:</p><p>如果我们按照 L* 函数进行编码，解码器需要先对该函数进行反转，然后再施加 CRT 的 2.5 次幂函数的反函数：</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure10-4.png" alt style="zoom:50%;"><p>The CRT’s power function is so similar to the inverse of the L* function that we make an engineering compromise: Instead of encoding Y using the L* transfer function, we encode RGB intensities to the inverse of the CRT’s function. This allows us to dispense completely with transfer function circuitry at the display. We must then interchange the order of the matrix and the transfer function at the encoder. Changing the order of operations causes a departure from the Principle of constant luminance. In theory, the encoder would require a 0.4-power function:</p><p>CRT 的幂函数与 L* 函数的反函数非常相似，因此我们做出了工程上的妥协：我们不使用 L* 转换函数对光亮度（Y）进行编码，而是将 RGB 强度编码为 CRT 函数的反函数。这样，我们就无需在显示器上使用转换函数电路。我们必须在编码器处交换矩阵和转换函数的顺序。改变操作顺序会违背恒定光亮度原理。理论上，编码器需要一个 0.4 次幂函数：</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure10-5.png" alt style="zoom:50%;"><p>This arrangement reproduces physical luminance correctly. However, it has a serious problem: The pictures do not look very good! When viewing a reproduced image, human viewers prefer a reproduction whose contrast ratio has been stretched slightly to a reproduction that is physically correct. The subjective preference depends somewhat upon the viewing environment. In effect, the visual system of the viewer imposes a power function with an exponent of about 1 ⁄ 1.25 :</p><p>这种方法可以正确再现物理光亮度，但有一个严重问题：图像看起来不够好！观众更喜欢对比度稍微拉伸的图像，而不是物理上完全正确的图像。主观偏好在一定程度上取决于观看环境。实际上，观众的视觉系统施加了一个指数约为 1/1.25 的幂函数：</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure10-6.png" alt style="zoom:50%;"><p>For television, a power function with an exponent of about 1.25 must be applied to overcome this effect, in order to produce images that are subjectively pleasing. Rather than introducing circuitry at the display to apply this function, we modify the transfer function at encoder. We use an exponent of about 0.5, instead of the physically-correct 0.4:</p><p>对于电视来说，为了产生主观上令人满意的图像，必须应用一个指数约为 1.25 的幂函数来补偿这一效果。与其在显示端引入电路来应用这个函数，不如在编码器处修改转换函数。我们使用约 0.5 的指数，而不是物理上正确的 0.4：</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure10-7.png" alt style="zoom:50%;"><p>If you think of encoding in physical terms, you could consider a video image to be encoded such that a 2.0-power function would reproduce physically-correct luminance at the display. (The NTSC video standard is often said to have gamma of 2.2, because the FCC standards described gamma in this way.) However, I think it is more evocative consider the application of the power function at the encoder to impose a rendering intent upon the image data. The encoding assumes the image is to be reproduced in a subjectively-acceptable manner through a physical 2.5-power function at the display.</p><p>如果从物理角度来看编码，可以认为视频图像的编码方式，是为了满足在显示端通过一个 2.0 次幂函数来再现物理上正确的光亮度。（NTSC 视频标准常被认为有 2.2 的伽马，因为 FCC 标准这样描述伽马。）然而，我认为更有意义的是在编码器上应用幂函数，以对图像数据施加渲染意图。这种编码假设图像将在显示端通过 2.5 次幂函数以主观上可接受的方式再现。</p><p>Though ubiquitous in video, this subjective correction is rarely considered explicitly in computer graphics; belief in the “bits are bits” philosophy suggests to programmers that luminance should be reproduced in the physically-correct manner. However, subjective correction is as necessary in computer graphics as it is in video, and the Rec. 709 transfer function is appropriate for computer graphics. In traditional computer-generated imagery (CGI), as in Figure 8, the subjective correction is typically accomplished by “gamma correction” using a 1 ⁄ 2.2 -power function (instead of 1 ⁄ 2.5 ). This is called “gamma of 2.2”.</p><p>尽管在视频中无处不在，这种主观校正在计算机图形中很少被明确考虑；“比特即比特”的理念让程序员认为光亮度应以物理上正确的方式再现。然而，计算机图形中同样需要主观校正，Rec. 709 转换函数适用于计算机图形。在传统的计算机生成图像（CGI）中，如图 8 所示，主观校正通常通过使用 1/2.2 次幂函数（而不是 1/2.5）的“伽马校正”来完成，这被称为“伽马 2.2”。</p><p>The Rec. 709 transfer function is standard for 525/59.94 and 625/60 conventional video, and for HDTV. The Rec. 709 function is based on a power function exponent of 0.45, but the pure power function is modiﬁed by the insertion of a linear segment near black. The overall function is very similar to a square root. For details, consult the Gamma chapter in my book. In the diagrams in this section, I use the notation 0.5 as shorthand for the Rec. 709 function. <sup id="fnref:5"><a href="#fn:5" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Poynton, Charles, A Technical Introduction to Digital Video (New York: Wiley, 1996).">[5]</span></a></sup></p><p>Rec. 709 转换函数是 525 线/59.94i 的 NTSC 制模拟电视信号，625 线/50p 的 PAL 制模拟电视信号，以及高清电视（HDTV）的标准。Rec. 709 函数基于 0.45 的幂函数指数，但在接近黑色的地方插入了线性段，对纯幂函数进行了修改，整体函数非常类似于平方根，详情请参阅我的著作中的“伽马”一章。在本节的图表中，我用 0.5 作为 Rec. 709 函数的简写。</p><p>Rec. 709 appears to strictly deﬁne the transfer function at the camera. However, real video cameras have controls that can alter the transfer function. These controls are routinely used by cinematographers and videographers to achieve their artistic intents. Obviously the artistic intention of the cinematographer must be imposed at the camera, not at the display – it ought to be the displays that are standardized, not the cameras! But there is no mechanism to impose standards on displays, so we standardize the reference transfer function at the camera instead. In effect, Rec. 709 is standardized so as to produce acceptable reproduction on a conventional display. Despite the lack of standards, CRT displays are tacitly considered to have similar response.</p><p>尽管 Rec. 709 严格定义了摄影机的转换函数，但实际的视频摄影机提供了可以改变转换函数的控制功能。这些控制通常被电影摄影师和摄像师用来实现他们的艺术意图。显然，电影摄影师的艺术意图必须在摄影机上实现，而不是在显示端实现——应该标准化的是显示器，而不是摄影机！但由于目前尚无机制对显示器施加标准（译者注：BT. 1886 是 2011 年发布的），所以我们选择在摄影机对参考转换函数进行标准化。实际上，Rec. 709 的标准化工作，是为了在传统显示器上产生可接受的再现效果。尽管缺乏标准，但默认 CRT 显示器的响应都是类似的。</p><p>The engineering of video systems – and, by extension, of desktop computer systems – involves an implicit assumption about the 2.5-power function of the monitor. Alternate display devices, such as LCDs, plasma panels, DMDs, and so on, do not have the 2.5-power function of the CRT. But the most important aspect of image coding is the establishment of a nearly perceptually-uniform image code. In a closed system employing an alternate display technology, you might be tempted to use of a transfer function at encoding that is the inverse of the transfer function at the display. However, if the transfer function of the display was very different than a 2.5-power function, more than 8 bits would be required to code luminance.</p><p>视频系统（以及延伸到桌面计算机系统）的工程设计，隐性假设了显示器的转换函数是 2.5 次幂函数。其他可选的显示设备，如 LCD、等离子显示器、DMD 等，没有 CRT 的 2.5 次幂函数。但图像编码最重要的考虑是建立一个接近感知均匀的图像编码。在使用其他显示技术的封闭系统中，你可能会倾向于在编码时使用显示端转换函数的反函数。然而，如果显示器的转换函数与 2.5 次幂函数非常不同，则需要超过 8 位来编码光亮度。</p><p>More signiﬁcantly, there is a huge installed base of encoding and decoding equipment that assumes image coding similar or identical to that of video. The installed base includes roughly 1,300,000,000 television receivers, 400,000,000 VCRs, 250,000,000 camcorders, and 300,000,000 desktop computers. These devices are all, in effect, wired to directly reproduce R’G’B’ signals encoded according to Rec. 709. Any proposal for a new encoder transfer function would compromise the interchange of images among these systems.</p><p>更重要的是，有大量已安装的编解码设备，可以认为这些设备的图像编码与上述视频标准是相同或类似的。已安装的设备包括大约 13 亿台电视接收器，4 亿台录像机，2.5 亿台摄影机和 3 亿台桌面计算机。这些设备实际上都直接按照 Rec. 709 编码的 R’G’B’信号进行影像再现。任何对新的编码器转换函数的提议，都会影响这些系统之间图像的交换。</p><p>I have discussed the reproduction of black-and-white images. These concepts extend into the domain of luma and color difference coding, used in video, JPEG, and MPEG. At a SMPTE conference, I discussed the effect of transfer functions in luma and color difference coding. <sup id="fnref:6"><a href="#fn:6" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Poynton, Charles, “Luminance, luma, and the migration to DTV,” presented at 32nd SMPTE Advanced Motion Imaging Conference, Toronto (Feb. 6, 1998).">[6]</span></a></sup></p><p>我已经讨论了黑白图像的再现。这些概念也扩展到视频、JPEG 和 MPEG 中使用的非线性亮度分量（luma）和色差编码领域。在 SMPTE 会议上，我讨论了转换函数在非线性亮度分量和色差编码中的作用。</p><h3 id="Pseudocolor-hicolor-and-truecolor-伪彩色、高彩色和真彩色"><a href="#Pseudocolor-hicolor-and-truecolor-伪彩色、高彩色和真彩色" class="headerlink" title="Pseudocolor, hicolor, and truecolor 伪彩色、高彩色和真彩色"></a>Pseudocolor, hicolor, and truecolor 伪彩色、高彩色和真彩色</h3><p>The block diagrams of pseudocolor, hicolor, and truecolor systems used in desktop computing are sketched in Figures and opposite. These sketches show the hardware pipeline from the framebuffer to the monitor. The interface from application software to the graphics subsystem (and window system) assumes the same processing. Comparable processing is implicit in ﬁle formats for pseudocolor and truecolor images. (File formats for hicolor are rare.)</p><p>桌面计算中使用的伪彩色、高彩色和真彩色系统的框图分别在下方草图中展示，这些草图呈现了从帧缓冲器到显示器的硬件流程。从应用软件到图形子系统（及视窗系统）的接口，都可以认为采用相同的处理方式。伪彩色和真彩色图像的文件格式中隐含了类似的处理流程。（高彩色的文件格式比较罕见。）</p><p>A pseudocolor image is always accompanied by its color lookup table (CLUT). The CLUT may be optimized for the particular image, or it may contain a system palette. Upon display of a pseudocolor image, the graphics subsystem may directly load the colormap that accompanies the image. Alternatively, the graphics subsystem may recode the image according to some other map that is already loaded into the hardware, or according to the system palette native to the application. Recoding of pseudocolor image data may introduce color errors. Pseudocolor image data is always coded in terms of monitor R’G’B’ – that is, pseudocolor image colors are implicitly perceptually coded.</p><p>伪彩色图像总是附带一个颜色查找表（CLUT）。CLUT 可以为特定图像优化，也可以包含系统调色板（system palette）。在显示伪彩色图像时，图形子系统可以直接加载随图像附带的色彩图（colormap）。或者，图形子系统可以根据已加载到硬件中的其他色彩图或应用程序的系统调色板重新编码图像。重新编码伪彩色图像数据可能会引入颜色误差。伪彩色图像数据总是以显示器的 R’G’B’ 编码，这意味着伪彩色图像的颜色是隐含地按照感知进行编码的。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure11.png" alt="图 11" style="zoom:50%;"><blockquote><p>Figure 11 <strong>Pseudocolor (8-bit)</strong> graphics systems are common in low-end PCs. For each pixel, the framebuffer stores a color index value (typically 8 bits). Each index value is mapped, through a color lookup table (CLUT) that is part of the display hardware, to a triplet of R’G’B’ codes. When a pixel is accessed from the framebuffer, the corresponding triplet is accessed from the CLUT; those values are applied to the digital-to-analog converter (DAC). R’G’B’ codes from the CLUT translate linearly into voltage applied to the monitor, so code values are comparable to video R’G’B’ values – the R’G’B’ values are proportional to displayed intensity raised to the 0.4 power, comparable to video R’G’B’ codes.</p><p>图 11：<strong>伪彩色（8 位）</strong> 图形系统在低端 PC 中很常见。对于每个像素，帧缓冲器存储一个颜色索引值（通常为 8 位）。每个索引值通过显示硬件中的颜色查找表（CLUT）映射为一个 R’G’B’ 三元组。当从帧缓冲器读取一个像素时，相应的三元组从 CLUT 中读取，并应用于数模转换器（DAC）。从 CLUT 获取的 R’G’B’ 码值线性转换为施加到显示器的电压，因此码值可以类比为视频 R’G’B’ 值——这些 R’G’B’ 值与显示光强度的 0.4 次幂成正比，与视频 R’G’B’ 码值相当。</p></blockquote><p>A hicolor system has no lookup tables. Image data is coded in terms of monitor R’G’B’: Image data is implicitly perceptually coded (though coarsely quantized).</p><p>高彩色系统没有查找表。图像数据以显示器的 R’G’B’ 编码：图像数据隐含地按照感知进行编码（尽管量化较为粗糙）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure12.png" alt="图 12" style="zoom:50%;"><blockquote><p>Figure 12 <strong>Hicolor (16-bit)</strong> graphics systems store, in the framebuffer, R’G’B’ codes partitioned into three components of ﬁve bits each (5-5-5), or partitioned ﬁve bits for red, six bits for green, and ﬁve bits for blue (5-6-5). In low-end systems, these codes are applied directly to the DACs with no intervening colormap. Because the R’G’B’ codes are translated linearly into monitor voltage, the code values are implicitly proportional to displayed intensity raised to the 0.4 power.</p><p>图 12：<strong>高彩色（16 位）</strong> 图形系统在帧缓冲器中存储 R’G’B’ 码值，每个码值分为三个五位分量（5-5-5），或五位红色、六位绿色和五位蓝色（5-6-5）。在低端系统中，这些码值直接应用于数模转换器，没有中间色彩图。因为 R’G’B’ 码值线性转换为显示器电压，码值值隐含地与显示光强度的 0.4 次幂成正比。</p></blockquote><p>In truecolor, each of the RGB channels is associated with a lookup table (LUT) that applies a transfer function. (Ordinarily, the three tables have identical contents.) Different default lookup tables are in use, for different platforms. Truecolor image ﬁles are ordinarily stored without any lookup tables; most truecolor ﬁle formats make little or no provision for conveying the transfer function that is expected at display.</p><p>在真彩色系统中，每个 RGB 通道都关联一个一维查找表（LUT），用于施加转换函数。通常，这三个查找表的内容是相同的。不同的平台使用不同的默认查找表。真彩色图像文件通常不包含任何查找表；大多数真彩色文件格式几乎不提供转换函数的信息。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure13.png" alt="图 13" style="zoom:50%;"><blockquote><p>Figure 13 <strong>Truecolor (24-bit)</strong> graphics systems store 8 bits for each of the red, green, and blue components. Truecolor systems usually implement a set of lookup tables (LUTs) between the framebuffer memory and the DACs. The LUTs allow a transfer function to be imposed between the R’G’B’ codes and the DACs: The R’G’B’ values in the framebuffer need not be related to displayed intensity raised to the 0.4 power. Application software or system software can impose arbitrary functions. In order for the application software to provide the same default behavior as low-end pseudocolor and hicolor graphics systems, each LUT is set by default to a ramp corresponding to the identity (or unity) function.</p><p>图 13：<strong>真彩色（24 位）</strong> 图形系统中，红色、绿色和蓝色分量各使用 8 位存储。真彩色系统通常在帧缓冲器内存和数模转换器之间实现一组一维查找表（LUT）。LUT 允许在 R’G’B’ 码值和数模转换器之间施加一个转换函数：帧缓冲器中的 R’G’B’ 值不必与显示的强度的 0.4 次幂相关。应用软件或系统软件可以施加任意函数。为了使应用软件提供与低端伪彩色和高彩色图形系统相同的默认行为，每个 LUT 默认设置为恒等函数（或单位函数）的斜坡（ramp）。</p></blockquote><p>Hicolor and truecolor display hardware can typically be operated in pseudocolor mode. But this mode switch applies to the whole display. If a pseudocolor image is to be displayed in a window of a display that is operating in hicolor or truecolor mode, the graphics subsystem must perform the pseudocolor color lookup operation in software. If the truecolor system is operating with a LUT that is not a ramp, then the RGB codes from the pseudocolor CLUT must be mapped through the inverse of the truecolor LUT prior to being stored in the framebuffer.</p><p>高彩色和真彩色显示硬件通常可以在伪彩色模式下运行，但这种模式切换适用于整个显示器。如果要在运行高彩色或真彩色模式的显示器的窗口中显示伪彩色图像，图形子系统必须在软件中执行伪彩色查找操作。如果真彩色系统运行的 LUT 不是斜坡函数，那么来自伪彩色 CLUT 的 RGB 码值必须通过真彩色 LUT 的反函数映射，然后再存储到帧缓冲器中。</p><p>If a hicolor or truecolor image is to be presented on a display that is operating in pseudocolor mode, the graphics subsystem must ﬁnd, for each hicolor or truecolor pixel (RGB triplet), the index of the closest color that is available in the CLUT currently in use. If the CLUT is organized systematically, then this operation can be fairly rapid; if the CLUT is unstructured, then the conversion proceeds slowly. The translation to pseudocolor causes coarse quantization of the image colors. Dithering may be applied, to spread the quantization error over a small area of the image. In any event, colormap quantization generally causes serious degradation of color ﬁdelity.</p><p>如果要在运行伪彩色模式的显示器上显示高彩色或真彩色图像，图形子系统必须为每个高彩色或真彩色像素（RGB 三元组）找到当前 CLUT 中最邻近的颜色的索引。如果 CLUT 是系统化组织的，那么这个操作可以非常快速；如果 CLUT 是非结构化的，那么转换过程会非常缓慢。转换为伪彩色会导致图像颜色的量化较粗糙。可以应用抖动，将量化误差分散到图像的小区域中。无论如何，色彩图量化通常会严重降低颜色保真度。</p><p>A generic application program on a PC must assume the lowest common denominator of display capability: It must be prepared to operate without a lookup table. (Even some graphics cards with 24-bit capability have no lookup tables.) Even if a hardware lookup table is present, PC software generally operates as if there is no table. If a LUT is present, it is ordinarily loaded with a ramp so that it has no effect. Image data exchanged among PCs is therefore coded as monitor R’G’B’. Though the situation arose by accident, this is quite comparable to video coding, and is nearly optimal for perception! Image data that originates on (or is intended for display on) a PC carries the implicit assumption that the lookup table contains a ramp, that is, that the image data is represented in gamma-corrected monitor R’G’B’. So Figure 10 applies to video and to PCs: the coding is comparable.</p><p>在 PC 上的通用应用程序必须假设能够兼容最低的显示能力：它必须准备在没有查找表的情况下运行。（即使某些具有 24 位功能的显卡也没有查找表。）即使存在硬件查找表，PC 软件通常也假设不存在查找表。如果存在查找表，它通常被加载为斜坡函数，因此没有效果。所以，在 PC 之间交换的图像数据以显示器的 R’G’B’ 编码。尽管这种情况偶然发生，但这与视频编码非常相似，并且几乎是最佳的感知方式！在 PC 上生成（或用于在 PC 上显示）的图像数据包含一个隐含假设，即查找表包含斜坡函数，即图像数据以伽马校正后的显示器 R’G’B’ 表示。因此，图 10 适用于视频和 PC：编码是相似的。</p><h3 id="Macintosh-gamma-苹果电脑的伽马"><a href="#Macintosh-gamma-苹果电脑的伽马" class="headerlink" title="Macintosh gamma 苹果电脑的伽马"></a>Macintosh gamma 苹果电脑的伽马</h3><p>Contrary to popular belief, Macintosh computers use monitors that have the same physics as monitors used in video systems and other brands of computers. Though it is nowhere documented in the 27 volumes of the Inside Macintosh series of books, the QuickDraw graphics subsystem loads an unusual transfer function into the lookup tables of a Mac. The default lookup table (in hexadecimal code) is this: <sup id="fnref:7"><a href="#fn:7" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Apple Computer, Inc., Inside Macintosh (Reading, Mass.: Addison-Wesley-Longman, 1992). 27 volumes.">[7]</span></a></sup></p><p>与流行的看法相反，Macintosh 计算机使用的显示器与视频系统，和其他品牌计算机使用的显示器具有相同的物理特性。尽管在《Inside Macintosh》系列的 27 本书目中没有任何文档记录，但 QuickDraw 图形子系统会在 Mac 的查找表中加载一个不寻常的转换函数。默认的查找表（以十六进制码值表示）是这样的：</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure14.png" alt="图 14" style="zoom:50%;"><blockquote><p>Figure 14 <strong>Default Macintosh LUT</strong></p><p>图 14：<strong>默认的 Macintosh 查找表</strong></p></blockquote><p>This table contains a pure power function with an exponent of 1 ⁄ 1.45 . Image data that originates on – or is intended for display on a Macintosh computer carries the implicit assumption that the lookup table contains this function. This default lookup table, in combination with a conventional monitor, causes the R, G, and B values presented to QuickDraw to represent the 1 ⁄ 1.8 -power of luminance.</p><p>这个查找表包含一个指数为 1/1.45 的纯幂函数。在 Macintosh 计算机上生成的（或打算显示的）图像数据，默认假设查找表包含这个函数。这个默认查找表与传统显示器特性结合后，使得提供给 QuickDraw 的 R、G 和 B 值表示为光亮度的 1/1.8 次幂。</p><p>Although Apple has historically failed to publish any meaningful documentation of gamma, a Macintosh is widely considered to have a default gamma of 1.8. This de facto nomenclature was established by the Gamma control panel, by Knoll Software, which was distributed with Adobe Photoshop up to and including version 4.</p><p>虽然 Apple 在历史上从未发布任何关于伽马的详细文档，但 Macintosh 的默认伽马值通常被认为是 1.8。这一事实上的标准是由 Knoll Software 的 Gamma 控制面板确立的，该面板随 Adobe Photoshop 分发，包括第 4 版在内。</p><p>Figure 15 below summarizes the gamma situation for Macintosh.</p><p>下图 15 总结了 Macintosh 电脑的伽马情况。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure15.png" alt="图 15" style="zoom:50%;"><blockquote><p>Figure 15 <strong>Gamma in Macintosh</strong></p><p>图 15：苹果 Macintosh 电脑的伽马</p></blockquote><p>In the Gamma chapter of my book, I explain the dot gain phenomenon of offset printing. Offset printing uses code values proportional to the 1.8-power of reﬂectance. But QuickDraw RGB codes are related to luminance by the 1.8 power! Though the situation arose by accident, QuickDraw RGB coding is well suited to offset printing, and it is ubiquitous in desktop publishing and prepress. (QuickDraw coding is also widely used in multimedia, and on the World-wide Web, though in these applications it is not as suitable as coding according to Rec. 709.) <sup id="fnref:8"><a href="#fn:8" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Poynton, Charles, A Technical Introduction to Digital Video (New York: Wiley, 1996).">[8]</span></a></sup></p><p>在我的著作中的伽马一章，我解释了胶印（offset printing）中的网点扩大（dot gain）现象。（译者注：胶印指的是先把上墨的图像转移到橡皮布上，然后再转移到印刷材料表面的一种印刷方法，是平版印刷的一种；网点扩大指的是承印物上网点的有效面积大于加网底片上网点的有效面积，这会导致印刷出来的图像比设计的图像颜色更深或更饱和。）平版印刷使用的码值与反射率的 1.8 次幂相关，而 QuickDraw 的 RGB 码值恰好与光亮度的 1.8 次幂相关！虽然这种情况是一种偶然，但 QuickDraw 的 RGB 编码非常适合平版印刷，因此在桌面出版和印前处理中广泛使用。（尽管 QuickDraw 编码在多媒体和全球网络上也被广泛使用，但在这些应用中，它不如按 Rec. 709 编码那么适合。）</p><h3 id="System-issues-系统问题"><a href="#System-issues-系统问题" class="headerlink" title="System issues 系统问题"></a>System issues 系统问题</h3><p>Figure 16 above collects the three gamma sketches already presented (video, computer-generated imagery, and Macintosh), and adds a fourth sketch, for Silicon Graphics (SGI). Given the diverse transfer functions, it is no surprise that it is difﬁcult to exchange image data.I have indicated in bold type the numerical quantity that is referred to as gamma in each of these four domains: You can see that the gamma number is applied in four different places! So even if you know the gamma value, it is difﬁcult to determine where it is applied! As I have mentioned, a Macintosh is considered to have a default gamma of 1.8. An SGI computer has a default gamma of 1.7. But Figure 16 shows that these two numbers are not comparable!</p><p>图 16 汇总了之前展示的三个伽马相关的草图（视频、计算机生成图像、Macintosh），并添加了第四个草图，适用于 Silicon Graphics (SGI)。由于转换函数的差异，交换图像数据的困难可见一斑。我用粗体字标出了在这四个领域中称为伽马的数值量：你可以看到伽马数值应用在四个不同的位置！所以即使你知道伽马值，也很难确定它具体应用在哪里！如前所述，Macintosh 被认为默认伽马值为 1.8，SGI 计算机默认伽马值为 1.7，但图 16 显示这两个数值并不可比！</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure16.png" alt="图 16" style="zoom:50%;"><blockquote><p>Figure 16 <strong>Gamma in video, PC, computer graphics, SGI, and Mac</strong></p><p>图 16：<strong>视频、PC、计算机图形、SGI、Mac 的伽马</strong></p></blockquote><p>The graphics subsystems of most computers allow the lookup table to be changed. On a Mac, the Gamma control panel accomplishes this. When a gamma value of g is speciﬁed, the control panel loads the Mac lookup table with a power function whose exponent is g ⁄ 2.61 . When a gamma value of g is speciﬁed to an SGI computer, system software loads the SGI lookup table with a power function whose exponent is 1 ⁄ g . The convention differs from that on a Mac. To program an SGI computer to behave like a Mac, you must set SGI gamma to 1.45.</p><p>大多数计算机的图形子系统允许更改查找表。在 Mac 上，Gamma 控制面板完成此操作。当指定伽马值 g 时，控制面板加载一个指数为 g/2.61 的幂函数到 Mac 的查找表中。当指定伽马值 g 到 SGI 计算机时，系统软件加载一个指数为 1/g 的幂函数到 SGI 的查找表中。这一约定与 Mac 不同。要使 SGI 计算机表现得像 Mac，必须将 SGI 伽马设置为 1.45。</p><p>Image data in the framebuffer is not usually changed upon a change of the lookup table. Any time you jam a particular value of gamma into the back end of the graphics subsystem, you override assumptions that may have been made about the color interpretation of image data. When you change gamma, the colors of displayed objects (icons, menus, and windows) and the colors of displayed images, will change!</p><p>更改查找表时，帧缓冲器中的图像数据通常不会改变。任何时候你在图形子系统的末端插入一个特定的伽马值，都会覆盖之前关于图像数据颜色解释的假设。当你更改伽马值时，显示对象（图标、菜单和窗口）和显示图像的颜色都会改变！</p><h3 id="Computer-graphics-standards-计算机图形标准"><a href="#Computer-graphics-standards-计算机图形标准" class="headerlink" title="Computer graphics standards 计算机图形标准"></a>Computer graphics standards 计算机图形标准</h3><p>To exchange images using computer graphics standards requires knowledge of the transfer function. Standards such as PHIGS and CGM stem from computer-generated imagery (CGI), where linear-light (tristimulus) coding is the norm, and in PHIGS and CGM it is implicit that RGB data is coded in linear-light (tristimulus).</p><p>要使用计算机图形标准交换图像，必须了解转换函数。PHIGS 和 CGM 等标准源自计算机生成图像（CGI），通常采用线性光（三刺激值）编码。在 PHIGS 和 CGM 中，RGB 数据默认编码为线性光（三刺激值）。（译者注：PHIGS，Programmer’s Hierarchical Interactive Graphics System，程序员分层交互式图形系统，是一种用于渲染 3D 计算机图形的应用程序编程接口标准；CGM，Computer Graphics Metafile，计算机图形元文件，是一种免费、开放的国际标准文件格式，适用于 2D 矢量图形、光栅图形和文本，由 ISO/IEC 8632 定义）</p><p>JPEG and other lossy image compression algorithms depend on discarding information that won’t be perceived. It is vital that the data presented to a JPEG compressor be coded in a perceptually-uniform manner, so that the discarded information has minimal perceptual impact. In practice, JPEG works well only on nonlinearly-coded (gamma-corrected) image data.</p><p>JPEG 和其他有损图像压缩算法依赖于丢弃无法感知的信息。因此，提供给 JPEG 压缩器的数据必须以感知均匀的方式编码，以确保丢弃的信息对视觉感知的影响最小。实际上，JPEG 只能在经过非线性编码（伽马校正）的图像数据上良好运行。</p><p>But nowhere in the PHIGS, CGM, or JPEG standards is gamma or transfer function explicitly mentioned, and nowhere in the data streams or image ﬁle formats for PHIGS, CGM, or JPEG, is the transfer function conveyed! The user must handle the transfer function or face poor image quality. If image data is transferred between these systems without regard for the transfer function, then the pictures will have terrible quality. Figure 17 below summarizes the situation: RGB codes [128, 128, 128] produce completely different intensities at the face of the screen in PHIGS (or CGM) and JPEG. But the standards themselves provide absolutely no information concerning this issue.</p><p>然而，在 PHIGS、CGM 或 JPEG 标准中，并没有明确提到伽马或转换函数，在这些标准的数据流或图像文件格式中也没有转换函数的信息！用户必须自己处理转换函数，否则图像质量将会很差。如果在这些系统之间传输图像数据而不考虑转换函数，图像的质量将会非常糟糕。下图 17 总结了这种情况：在 PHIGS（或 CGM）和 JPEG 中，相同的 RGB 码值 [128, 128, 128] 在屏幕上产生的强度完全不同，但这些标准本身对这个问题没有提供任何信息。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure17.png" alt="图 17" style="zoom:50%;"><blockquote><p>Figure 17 <strong>Gamma in PHIGS, CGM, and JPEG</strong>. In the PHIGS and CGM standards there is no mention of gamma or transfer function, but it is implicit that image data is coded as linear-light tristimulus values. In the JPEG standard there is no mention of gamma or transfer function, but it is implicit that image data is gamma corrected.</p><p>图 17：<strong>PHIGS、CGM 和 JPEG 中的伽马</strong>。在 PHIGS 和 CGM 标准中没有提到伽马或转换函数，但默认图像数据编码为线性光三刺激值。在 JPEG 标准中没有提到伽马或转换函数，但默认图像数据进行了伽马校正。</p></blockquote><p>Many other computer graphics standards ignore or discount transfer functions. Figure 18 above shows a screenshot of the Apple Macintosh Color Picker, which implements the textbook HSL representation of color. This presentation implies that all of the colors shown share the same lightness value, but clearly the disk is not uniformly shaded. The HSL representation has no objective basis in color science.</p><p>许多其他计算机图形标准也忽略或轻视转换函数。下图 18 显示了 Apple Macintosh 颜色选择器的截图，它实现了教材中的 HSL 颜色表示。这种表示暗示所有显示的颜色具有相同的明度值，但显然圆盘并没有均匀着色。HSL 表示在颜色科学中没有客观基础。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure18.png" alt="图 18" style="zoom:50%;"><blockquote><p>Figure 18 <strong>Lightness in HSL</strong>. Lightness, in its CIE deﬁnition, is a perceptual quantity. However, in the textbook HSL color representation used in computer graphics – here exempliﬁed by Apple’s Macintosh Color Picker – no account is taken of transfer function. Apple implies that all of the shades in the disk have the same lightness of 50%. Does the disk appear uniformly shaded to you?</p><p>图 18：<strong>HSL 中的明度</strong>。根据 CIE 的定义，明度是一个感知量。然而，在计算机图形中使用的教材 HSL 颜色表示中——这里以 Apple 的 Macintosh 颜色选择器为例——没有考虑转换函数。Apple 暗示圆盘中的所有阴影具有相同的 50% 明度。这个圆盘看起来是均匀着色的吗？</p></blockquote><h3 id="World-wide-web-万维网"><a href="#World-wide-web-万维网" class="headerlink" title="World-wide web 万维网"></a>World-wide web 万维网</h3><p>The World-wide web uses GIF and JPEG ﬁle formats to convey images. (Other ﬁle formats are in use, but none of these are widely deployed.)</p><p>万维网使用 GIF 和 JPEG 格式来传送图像。（也有使用其他格式的，但没有这两种应用这么广泛。）</p><p>A GIF ﬁle represents an image in pseudocolor form. A web browser operating on a pseudocolor display does not attempt to reconcile the potentially conﬂicting CLUTs found among the several (or several dozen) GIF images that might share a window on the user’s monitor. Instead, a browser typically recodes every pseudocolor image into a browser palette comprising a 6×6×6 colorcube of monitor R’G’B’ codes. The browser palette comprises 216 colors. (To display GIF images on a hicolor or truecolor system, the browser’s graphics subsystem uses each ﬁle’s CLUT to translate each image to R’G’B’.)</p><p>GIF 文件以伪彩色形式表示图像。当在伪彩色显示器上运行的网络浏览器加载多个（或几十个）GIF 图像时，它不会尝试协调这些图像之间可能存在的 CLUT 冲突。相反，浏览器通常会将每个伪彩色图像重新编码为由显示器 R’G’B’ 码值组成的 6×6×6 色立方体的浏览器调色板。浏览器调色板包含 216 种颜色。（在高彩色或真彩色系统上显示 GIF 图像时，浏览器的图形子系统使用每个文件的 CLUT 将每个图像转换为 R’G’B’。）</p><p>JPEG image coding is based on truecolor. The JFIF speciﬁcation is the de facto standard for JPEG ﬁle interchange. JFIF is unclear concerning the handling of transfer function. In practice, an image is encoded into JPEG using the encoding transfer function that is in effect for the platform that it is encoded on. A decoded JPEG image is displayed using the transfer function in effect on the platform upon which it is decoded. Figure 19 overleaf sketches the gamma situation for JPEG on the web. It’s chaos! Image data is exchanged among platforms without regard for the transfer function that will be applied upon display. The same ﬁle displays differently on different platforms!</p><p>JPEG 图像编码基于真彩色。JFIF 规范是 JPEG 文件交换的事实标准，但在处理转换函数方面不够明确。实际上，图像在编码为 JPEG 时，使用的是编码平台上生效的转换函数。解码后的 JPEG 图像在显示时使用解码平台上生效的转换函数。下图 19 描述了网络上 JPEG 的伽马情况，显示了不同平台之间的混乱。图像数据在平台之间交换时不考虑显示时将应用的转换函数，同一个文件在不同平台上的显示效果不同。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/figure19.png" alt="图 19" style="zoom:50%;"><blockquote><p>Figure 19 <strong>Gamma on the web</strong>. Image data is exchanged on the web without regard for the transfer function that will be applied at display. Consequently, the same image is displayed differently on different platforms. Here, the image originates on an SGI computer. In practice, the dominant platforms are PC and Mac.</p><p>图 19：<strong>网络上的伽马</strong>。图像数据在网络上交换时不考虑显示时将应用的转换函数，因此，同一图像在不同平台上的显示效果不同。这里的图像源自 SGI 计算机。实际上，主导平台是 PC 和 Mac。</p></blockquote><p>In Figure 19 above, I show an image originating on an SGI computer. You can see that it is decoded in four different ways; in particular, it is reproduced incorrectly on PC and Mac, the dominant viewing platforms. If a JPEG image originates on a PC, it displays incorrectly on a Mac; if a JPEG image originates on a Mac, it displays incorrectly on a PC. The relatively low penetration of Macintosh computers in the marketplace might suggest that image origination should be optimized for PCs: let the Mac browsers do what they will. But the tools for image preparation and web page creation are much more capable on Macs than on PCs. A large fraction of web images are prepared on Macs, so the implicit Mac transfer function is important. <sup id="fnref:9"><a href="#fn:9" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Gille, J.L., J.O. Larimer, and J. Luszcz, “Error diffusion using the ‘web-safe’ colors: how good is it across platforms?”, in Rogowitz, B.E. and T.N. Pappas (eds.), Human Vision and Electronic Imaging III, Proceedings of SPIE, Volume 3299, 368–375 (Bellingham, Wash.: SPIE, 1998).">[9]</span></a></sup></p><p>在上图 19 中展示了一个源自 SGI 计算机的图像。你可以看到它在四种不同的方式下解码，尤其是在主流查看平台 PC 和 Mac 上，它显示不正确。如果 JPEG 图像源自 PC，它在 Mac 上显示不正确；如果 JPEG 图像源自 Mac，它在 PC 上显示不正确。由于市场上 Macintosh 计算机相对低的渗透率，可能会认为图像生成应该主要针对 PC 进行优化，而让 Mac 浏览器自行调整。但用于图像准备和网页创建的工具在 Mac 上更为强大。因此，很多网页图像是在 Mac 上准备的，隐含的 Mac 转换函数非常重要。</p><p>The second row of the sketch shows the CGI situation. In practice, images are rarely displayed through a LUT conﬁgured for CGI. But the VRML language stems from CGI, and shading in synthetic computer graphics has historically been performed in the linear-light domain. (Shading in nonlinear domains is poorly understood.) VRML is best considered to originate in the computer graphics row of the sketch.</p><p>草图的第二行显示了 CGI 的情况。实际上，图像很少通过配置为 CGI 的 LUT 显示。但 VRML 语言源自 CGI，历史上合成计算机图形中的阴影处理是在线性光域中进行的。（在非线性域中进行阴影处理尚未完全理解。）VRML 最好被视为源自草图中的计算机图形一列。(译者注：VRML 是一种专为万维网而设计的三维图像置标语言。全称是虚拟现实建模语言，是由 VRML 协会设计的。VRML 标准中既定义了描述三维模型的编码格式，也定义了描述交互或脚本的编码及行为模式。VRML 协会现已更名为 Web3D 联盟，VRML 标准现在也已经升级为 X3D 标准。)</p><h3 id="Color-management-色彩管理"><a href="#Color-management-色彩管理" class="headerlink" title="Color management 色彩管理"></a>Color management 色彩管理</h3><p>Work is underway to implement facilities in graphics systems to allow device-independent speciﬁcation of color. Users and applications will be able to specify colors, based on the CIE standards, without concern for gamma correction. Color image ﬁles will be tagged with their transfer functions (along with other color parameters). When this transition is complete, it will be much easier to obtain color matching across different graphics libraries and different hardware.</p><p>目前正在进行的工作致力于在图形系统中实现设备无关的颜色指定功能。用户和应用程序将能够基于 CIE 标准指定颜色，而无需担心伽马校正。彩色图像文件将标注其转换函数和其他颜色参数。当这一转变完成后，在不同的图形库和硬件之间实现颜色匹配将变得更加容易。</p><p>However, these developments will not render gamma irrelevant. Proper use of transfer functions will remain necessary in order to code images in a perceptual manner, so as to achieve maximum performance from a reasonable number of bits per component – 8, say! Also, it will take a long time for this technology to be deployed.</p><p>然而，这些发展并不会使伽马失去作用。为了以感知方式编码图像，并从每个分量的合理位数（例如 8 位）中获得最佳性能，仍然需要正确使用转换函数。此外，这项技术的全面部署还需要很长时间。</p><p>In the meantime, if you are a programmer, you can take the following steps:</p><p>与此同时，如果你是程序员，可以采取以下步骤：</p><ul><li><p>Use gamma-corrected R’G’B’ representations whenever you can. An image coded with gamma correction has good perceptual uniformity, resulting in an image with much higher quality than one coded as 8-bit luminance (or tristimulus) values.</p></li><li><p>尽可能使用经过伽马校正的 R’G’B’ 表示。经过伽马校正的图像具有良好的感知均匀性，质量远高于仅使用 8 位光亮度（或三刺激值）编码的图像。</p></li><li><p>When you exchange images either in truecolor or pseudocolor form, code R’G’B’ color values using the Rec. 709 transfer function.</p></li><li><p>在以真彩色或伪彩色形式交换图像时，使用 Rec. 709 转换函数编码 R’G’B’ 颜色值。</p></li><li><p>In the absence of reliable information about your monitor, display pictures assuming a monitor gamma value of 2.5.</p></li><li><p>在缺乏可靠的显示器信息时，假设显示器的伽马值为 2.5 进行显示。</p></li></ul><p>If you are a user, you can take these steps:</p><p>如果你是用户，可以采取以下步骤：</p><ul><li><p>Establish good viewing conditions. If you are using a CRT display, you will get better image quality if your overall ambient illumination is reduced.</p></li><li><p>建立良好的观看条件。如果你使用的是 CRT 显示器，降低整体环境照明将提高图像质量。</p></li><li><p>Ensure that your monitor’s BLACK LEVEL (or BRIGHTNESS) control is set to correctly reproduce black elements on the screen. Consult my note “BRIGHTNESS” and “CONTRAST” controls, available on the Internet.</p></li><li><p>确保显示器的“黑电平”’（BLACK LEVEL）或“视亮度”（BRIGHTNESS）控制的设置是正确的，以准确再现屏幕上的黑色元素。参阅我在互联网上关于“亮度”和“对比度”控制的说明。</p></li><li><p>Demand, from your hardware and software developers and vendors, that they document how they handle transfer functions.</p></li><li><p>要求你的硬件和软件开发人员及供应商记录他们是如何处理转换函数的。</p><div id="footnotes"><hr><div id="footnotelist"><ol style="list-style: none; padding-left: 0; margin-left: 40px"><li id="fn:1"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">1.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">See Olson, Thor, “Behind Gamma’s Disguise,” in SMPTE Journal, v. 104, p. 452 (June 1995).<a href="#fnref:1" rev="footnote"> ↩</a></span></li><li id="fn:2"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">2.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Berns, Roy S., Ricardo J. Motta, and M.E. Gorzynski, “CRT Colorimetry: Part 1, Theory and Practice; Part 2, Metrology,” in Color Research and Application, v. 18, 299–325 (1993).<a href="#fnref:2" rev="footnote"> ↩</a></span></li><li id="fn:3"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">3.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Publication CIE No 15.2, Colorimetry, Second Edition. (Vienna: Central Bureau of the Commission Internationale de L’Éclairage, 1986)<a href="#fnref:3" rev="footnote"> ↩</a></span></li><li id="fn:4"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">4.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Stokes, Mike, Mark D. Fairchild, and Roy S. Berns, “Precision requirements for digital color reproduction,” in ACM Transactions on Graphics, v. 11, n. 4 (Oct. 1992), 406–422.<a href="#fnref:4" rev="footnote"> ↩</a></span></li><li id="fn:5"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">5.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Poynton, Charles, A Technical Introduction to Digital Video (New York: Wiley, 1996).<a href="#fnref:5" rev="footnote"> ↩</a></span></li><li id="fn:6"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">6.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Poynton, Charles, “Luminance, luma, and the migration to DTV,” presented at 32nd SMPTE Advanced Motion Imaging Conference, Toronto (Feb. 6, 1998).<a href="#fnref:6" rev="footnote"> ↩</a></span></li><li id="fn:7"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">7.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Apple Computer, Inc., Inside Macintosh (Reading, Mass.: Addison-Wesley-Longman, 1992). 27 volumes.<a href="#fnref:7" rev="footnote"> ↩</a></span></li><li id="fn:8"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">8.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Poynton, Charles, A Technical Introduction to Digital Video (New York: Wiley, 1996).<a href="#fnref:8" rev="footnote"> ↩</a></span></li><li id="fn:9"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">9.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Gille, J.L., J.O. Larimer, and J. Luszcz, “Error diffusion using the ‘web-safe’ colors: how good is it across platforms?”, in Rogowitz, B.E. and T.N. Pappas (eds.), Human Vision and Electronic Imaging III, Proceedings of SPIE, Volume 3299, 368–375 (Bellingham, Wash.: SPIE, 1998).<a href="#fnref:9" rev="footnote"> ↩</a></span></li></ol></div></div></li></ul>]]></content>
    
    
      
      
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  </entry>
  
  <entry>
    <title>在30岁的门槛上</title>
    <link href="https://www.lumenghe.com/2024/04/05/approaching-thirty-years-old/"/>
    <id>https://www.lumenghe.com/2024/04/05/approaching-thirty-years-old/</id>
    <published>2024-04-04T20:43:00.000Z</published>
    <updated>2024-06-03T15:27:19.118Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><p>在30岁的门槛上，一些显著的变化在发生。经历过曾经离得很近的人的猝逝，对生命的脆弱有了更多的实感，也重新开始郑重地思考死亡，这大概是年岁渐长后的一个必然过渡。衰老与死亡不再只是概念，而是开始引发更切身的想象：想象自己如何理解它，面对它，处理它，并偶尔因此夜不能寐。</p><p>进而，会越来越经常为自己的心脏一直在稳定有力地跳动而觉得感激。意识和灵魂的存在全都仰仗于心脏孤独的行动，很脆弱也很伟大。此时形而上的生命意义变得不再重要——其实多年前早已意识到，生命的降临是随机的，所谓命定的意义并不存在。但此处又与当年喜欢挂在嘴边的“做一个乐观的虚无主义者”有区别，如今似乎更落地了一些：为了回报心脏孜孜不倦的跳动，应该认真体验每一天。</p>]]></content>
    
    
      
      
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  <entry>
    <title>自译 | 沉浸式叙事：在球幕中发挥沉浸式媒体的优势，并规避陷阱</title>
    <link href="https://www.lumenghe.com/2024/03/24/immersive-storytelling-michael-daut/"/>
    <id>https://www.lumenghe.com/2024/03/24/immersive-storytelling-michael-daut/</id>
    <published>2024-03-24T11:42:16.000Z</published>
    <updated>2024-03-25T12:56:08.700Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>出处：《Handbook of Research on the Global Impacts and Roles of Immersive Media》<br>标题：Immersive Storytelling: Leveraging the Benefits and Avoiding the Pitfalls of Immersive Media in Domes<br>作者：Michael Daut, Independent Researcher, USA<br>翻译：Horace Lu</p></blockquote><p>（注：键盘快捷键“w”或左侧菜单右上角按钮，可切换文章列表视图与大纲视图）</p><p>[TOC]</p><h2 id="摘要-ABSTRACT"><a href="#摘要-ABSTRACT" class="headerlink" title="摘要 ABSTRACT"></a>摘要 ABSTRACT</h2><p>This chapter compares and contrasts the development of traditional cinema and fulldome cinema, describing the way their origins shaped not only their current success and potential as unique cinematic mediums, but also how their cinematic languages developed. There is a vastly different approach to storytelling that filmmakers must understand when creating shows for immersive digital dome theaters versus the approach they would take to tell stories in a traditional film. This chapter identifies key differences between cinema and fulldome and provides a primer for immersive storytelling on the dome from understanding the technology to understanding how most effectively to use the strengths of fulldome while avoiding its weaknesses. Ultimately, this discussion is designed to help creative artists become more effective immersive filmmakers for the fulldome canvas.</p><p>本章探讨了传统电影与 <strong>全景球幕（fulldome）</strong> 电影的发展历程，展示了它们的起源如何影响了各自作为独特电影形式的成功与发展潜力，以及它们各自独有的电影语言是如何形成的。电影制作人在创作针对沉浸式数字球幕影院的作品时，所采取的叙事方法与传统电影中的叙事方法大相径庭。本章不仅指出了传统电影和全景球幕之间的主要差异，还为在球幕上实现沉浸式叙事提供了基础指南，从理解这一技术本身，到如何有效利用全景球幕的特点，同时规避其不足。这一系列讨论旨在助力创意人才成长为更加出色的全景球幕沉浸式电影创作者。</p><h2 id="简介-INTRODUCTION"><a href="#简介-INTRODUCTION" class="headerlink" title="简介 INTRODUCTION"></a>简介 INTRODUCTION</h2><p>Modern society is experiencing an explosion of immersive media in a nearly overwhelming number of forms: Virtual Reality (VR) that requires a headset that feeds 360º imagery in the user’s eyes and pours immersive audio into their ears; Augmented Reality (AR) that creates visual and auditory overlays on top of reality using a smart phone or a semi-transparent pair of glasses; Mixed Reality (MR), that uses a combination of VR and AR to create new and unexpected experiences through a headset that can change from fully transparent to fully opaque based on the content creator’s design. Then there are hybrid forms of immersive media that blend theatrical stagecraft with a VR system that allows free roaming through physical spaces with walls people can see virtually and touch in reality, props they can use, and other tactile sensations that powerfully blur the lines between virtual and reality. These are just some examples of immersive media that involve some sort of device that the audience must either use or wear, and more times than not, these “vehicles to immersion” create a sense of isolation, not a shared community experience.</p><p>在当今社会，沉浸式媒体正以一种几乎令人应接不暇的形式迅速发展：虚拟现实（VR）需要用户戴上头显，360 度的影像直接呈现在眼前，沉浸式的音频环绕耳边；增强现实（AR）通过智能手机或半透明眼镜，在现实世界之上叠加视觉和听觉效果；混合现实（MR）则结合了 VR 和 AR 的特点，通过可根据内容创作者的设计从完全透明变为完全不透明的头显，创造出新颖而出人意料的体验。此外，还有将戏剧舞台技术与 VR 系统结合的混合型沉浸媒体，它允许人们在有实体墙壁的物理空间中自由漫游，使用可在现实中触摸到的道具，以及其他强烈的触觉感受，极大地模糊了虚拟与现实之间的界限。这些仅仅是沉浸式媒体的一部分例子，它们通常需要观众使用或佩戴某种设备，而更多时候，这些“沉浸之舟”带来的是孤立感，而非共享的集体经验。</p><p>On a more basic level there is 3D stereo technology that exists in cinema, VR, home theater, video games, lenticular stereo printing, giant screen theaters, and even giant 3D dome theaters to add visual depth to the experiences. In a completely different type of experience, interactive media platforms like Twitch add to the viewer’s sense of agency and therefore immersion.</p><p>在更为基础的层面上，3D 立体技术已经存在于电影院、虚拟现实（VR）、家庭影院、电子游戏、立体印刷、巨幕影院，甚至是巨型 3D 球幕影院等媒介中，为观众带来了视觉深度上的增强体验。像 Twitch 这样的互动媒体平台则提供了另一种完全不同的体验，增强了观众的主体感（agency）和沉浸感（immersion）。</p><p>These “new media” experiences have brought with them new ways of telling stories and a new type of cinematic and aesthetic language that creatives and consumers alike are still trying to understand and unravel. New media storytellers are experimenting with new ways of immersive expression and developing and inventing a new lexicon of techniques and understanding how to speak this immersive visual language. It is an exciting time as creatives are blazing a trail through this largely undiscovered country. Exploring the art of immersive storytelling opens a deep well that branches in nearly infinite directions that would overwhelm this chapter and spill over into a series of books.</p><p>这些“新媒体”体验带来了全新的叙事手法和一种电影美学语言，无论是创作者还是观众，都在努力探索和解读。新媒体的叙事者们正在尝试新的沉浸式的表达方法，并开发、创造一套新的技术词汇，学习如何运用这种沉浸式的视觉语言。这是一个激动人心的时代，因为创意人士正在这片广袤的、未被开垦的领域中开拓前行。探索沉浸式叙事的艺术就像打开了一眼深不见底的源泉，它的分支几乎无穷无尽，足以填满本章节并延伸成一系列书籍，让人应接不暇。</p><p>This chapter focuses on a specific type of immersive medium: digital fulldome theaters (Figure 1). From their origins as planetarium spaces to their continuing growth into VR Theaters of the future, this exciting medium has developed its own cinematic language that is part traditional cinema, part live theater, and a lot of something magical that when leveraged effectively can transport audiences as a small community into shared virtual experiences. Technological advancements and system features still impact digital domes as much as the format’s differences from traditional cinema. How has cinematic language developed in traditional cinema, and how has it formed in digital immersive domes? How can these languages be the same? How must they be different? Are immersive digital fulldome theaters effective spaces for storytelling, or are these spaces best used for documentary-style programs and purely educational experiences? These questions are only the jumping-off points for this fascinating exploration.</p><p>本章将着重探讨一种特定的沉浸式媒介：数字全景球幕影院（digital fulldome theaters，见图 1）。它们从最初的天文馆空间发展至今，正不断进化成为未来的虚拟现实影院。这种令人兴奋的媒介已经形成了自己独特的电影语言，既继承了传统电影的精髓，又融入了现场演出剧院的活力，还包含了许多神奇的元素。当这些元素被有效利用时，能够将观众作为一个紧密的社群带入共享的虚拟体验之中。技术的进步和系统的特性对数字球幕的影响，与它们和传统电影格式的差异同样重要。传统电影中的电影语言是如何发展起来的？在数字沉浸式球幕中，这种语言又是如何形成的？这两种语言有何相似之处？它们又为何必须有所区别？沉浸式数字全景球幕影院是讲述故事的有效场所，还是更适合于纪录片风格的节目和纯粹的教育体验？这些问题仅仅是这场引人入胜的探索的起点。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/13-01.jpg" alt="图1. 数字全景球幕影院中的沉浸式视觉体验" style="zoom:50%;"><p>Figure 1. Inside a digital fulldome theater with immersive visuals<br>Source: © 2019 Greg Downing, Hyperacuity.com. Used with permission.</p><h3 id="电影语言的发展-The-Development-of-Cinematic-Language"><a href="#电影语言的发展-The-Development-of-Cinematic-Language" class="headerlink" title="电影语言的发展 The Development of Cinematic Language"></a>电影语言的发展 The Development of Cinematic Language</h3><p>Modern cinema was born with the invention of the motion picture camera, and as often happens, many pieces of this technology were being developed simultaneously and independently by a number of inventors across the world. It is therefore difficult to pinpoint exactly who invented the motion picture camera, although most historians attribute this honor to American innovator, Thomas Edison, who incidentally would have willingly accepted this attribution. The truth of the matter is more complicated, of course, with Edison’s Kinetograph, motion picture camera, built upon the work of early pioneers, Francis Ronalds, Wordsworth Donisthorpe, Louis Le Prince, William Friese-Greene, and William Kennedy Laurie Dickson. Even the exact year the world-changing camera came into being is up for debate. For further background on the story behind the creation of the motion picture camera, explore the many resources listed in the Additional Reading section at the end of this chapter.</p><p>现代电影的诞生与电影摄影机的发明密不可分。与其他许多技术的发展类似，这项技术的多个组成部分是由世界各地的多位发明家同时且独立开发的。因此，要明确指出谁是电影摄影机的发明者是非常困难的，尽管大多数历史学家都将这一荣誉归于美国发明家托马斯·爱迪生，而爱迪生本人也乐于接受这一名号。当然，事实的真相要复杂得多，爱迪生的“电影机”（Kinetograph），一种早期活动影像摄影机，是在弗朗西斯·罗纳兹、沃兹沃斯·多尼斯特霍普、路易·勒普林斯、威廉·弗里斯-格林、威廉·肯尼迪·劳瑞·迪克森等早期先驱者的工作基础上构建的。关于这项改变世界的摄影机发明，其具体问世年份也存在争议。要了解更多关于活动影像摄影机发明背后的故事，可以探索本章末尾的“参考文献”部分列出的众多资源。</p><p>Regardless of its specific origins or authorship, in 1891 or 1892, the motion picture camera ushered in the age of cinema. Cinema exhibition started with Edison’s Kinetoscope (Figure 2): a mechanical device in which one person at a time would look through an eyepiece or “peephole” at the top to view the images printed sequentially on a strip of film. Sprocket holes along the film’s edges allowed the film to be pulled through the device across an illuminated image plate below the peephole. A high-speed shutter hid the transition between frames, completing the illusion of movement. Later the Lumi è re brothers would transform the Kinetoscope into the Cinématographe, the first motion picture projector, allowing an entire audience to view the film at once (Library of Congress, n. d.).</p><p>无论具体的起源或发明者是谁，在 1891 年或 1892 年，活动影像摄影机都开启了电影的时代。电影的放映始于爱迪生的“电影视镜”（Kinetoscope，见图 2）。这是一种机械装置，一次只有一个人通过顶部的“观影孔”观看连续印在一卷胶片上的图像。胶片的边缘有一排排小孔，这些小孔让胶片能顺利地通过放映机，跨过一个位于观影孔下方的发光图像板。高速快门隐藏了胶片格与格之间的转换，制造了运动的错觉。后来，卢米埃尔兄弟将“电影视镜”改造为“电影放映机”（Cinématographe），这是第一台活动影像放映机，允许整个观众群体同时观看电影（美国国会图书馆，无日期）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/13-02.png" alt="图2. 一名观众观看爱迪生“电影视镜”放映的影片" style="zoom:20%;"><p>Figure 2: A person watching a movie with Edison’s Kinetoscope<br>Source: Public domain image from Wikimedia Commons</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/13-03.png" alt="图3. 爱迪生“电影视镜”内部结构，展示了胶片的路径" style="zoom:30%;"><p>Figure 3. The interior of Edison’s Kinetoscope showing the film path<br>Source: Public domain image from Wikimedia Commons</p><p>It took over two decades for filmmakers to truly understand and exploit its visual language. D.W. Griffith was one of the early masters of visual cinematic storytelling, using the close-up and careful editing to build the experience shot by shot. Legendary pioneering filmmakers such as Buster Keaton, Charlie Chaplin, Cecil B. De Mille, and others further contributed their legerdemain to advance the art. In step with (or more accurately, many steps behind) developing creative and aesthetic techniques, the technology itself advanced, sometimes at a snail’s pace; other times blindingly fast, creating an interdependency that exists to this day. Filmmakers developed their stories within the confines of the technology while pushing diligently against technology’s limits. At the same time, the inventors both responded to the creative needs and leveraged new, even groundbreaking developments to reinvent the process of motion picture image capture and exhibition (and all the steps in between) over and over again with nearly relentless fervor. In the same way, filmmakers would leverage these new innovations to further elevate visual storytelling and define new ways to create movies in the ever-changing technological landscape. This interdependent growth cycle between art and technology is not unique to cinema. The same patterns can be seen in computer technology, science, engineering, music, even accounting and finance. Technology creates opportunity; users drive technology; technology advances creating new opportunities; users find new applications and drive technology further; technology advances again, and the cycle goes on indefinitely. The cycle itself is not as crucial to this discussion as is the interdependence of art and technology. They cannot be separated, and they enable one another. Just as oil paints as a medium influence and affect the outcome of the art on the canvas, so the technology of cinema affects those who paint with its cinematic language. The creation of the art must leverage the available tools and the strengths and limitations of the medium to harness its full potential. This required deep understanding and experience on the part of the artist.</p><p>电影人花了二十多年的时间才真正理解并开始应用电影的视觉语言。D.W. 格里菲斯是视觉电影叙事的早期大师之一，他运用特写镜头和精心的剪辑构建逐个镜头的体验。巴斯特·基顿、查理·卓别林、塞西尔· B ·德米尔等传奇的先驱电影人进一步贡献了他们的巧妙手法，推动了这门艺术的发展。随着创意和审美技巧的发展，技术也在不断进步，但这种进步有时非常缓慢，有时则是突飞猛进。正是这种时而缓慢时而迅速的发展，构建了创意与技术之间持续至今的相互依存关系。电影人在技术的局限下拓展他们的故事，同时孜孜不倦地挑战技术的极限。与此同时，发明家们一方面响应创意需求，另一方面也带着不懈的热情，利用新的、甚至是开创性的进展，一次次地重新发明活动影像的拍摄和放映流程（以及两者之间的所有步骤）。同样地，电影人也会利用这些创新来进一步提升视觉叙事，并在不断变化的技术环境中定义制作电影的新方法。艺术与技术的这种相互依赖的增长周期并不是电影独有的，在计算机技术、科学、工程、音乐，甚至会计、金融等领域，都可以看到同样的模式。“技术创造机会；用户推动技术；技术进步创造新机会；用户发现新应用并进一步推动技术；技术再次进步”，这个周期无限循环。与这种周期相比，艺术与技术的相互依赖对于本讨论更为关键，它们不可分割、相互促进。正如油画颜料作为绘画的媒介会影响画布上艺术作品的表现力一样，电影技术同样影响着那些运用电影语言进行创作的艺术家。艺术创作必须利用可用的工具及媒介的优势和局限来发挥其全部潜力，这需要艺术家对此有深刻的理解和丰富的经验。</p><h3 id="数字球幕系统的发展-The-Development-of-Immersive-Digital-Dome-Systems"><a href="#数字球幕系统的发展-The-Development-of-Immersive-Digital-Dome-Systems" class="headerlink" title="数字球幕系统的发展 The Development of Immersive Digital Dome Systems"></a>数字球幕系统的发展 The Development of Immersive Digital Dome Systems</h3><p>Just as motion pictures, immersive dome systems began with analog technology. In 1923 the Zeiss Corporation in Jena, Germany developed a revolutionary optical mechanical projection device, a metal sphere studded with lenses and a cylindrical appendage that extended underneath, affectionately called, The Wonder of Jena, that could realistically reproduce the starry night sky. This device required a new physical structure and projection surface that approximated the apparent shape of the sky overhead. A large hemispherical dome, 360 ° around by 180 ° high became the obvious choice (Lambert, 2012).</p><p>正如电影技术起步于模拟技术一样，沉浸式球幕系统也是从模拟技术开始的。1923 年，位于德国耶拿的蔡司公司（Zeiss Corporation）开发了一种革命性的光学机械投影装置——一个布满透镜的金属球体，下面延伸出一个圆柱形的附属物，被亲切地称为“耶拿奇迹”，它能真实地再现繁星点点的夜空。这个装置需要一种新的物理结构和投影表面，来模拟头顶上天空的形态。一个巨大的、360 度环绕的、高 180 度的半球形穹顶，成为了显而易见的选择（Lambert, 2012）。</p><p>The world’s first planetarium opened at the Deutsche’s Museum in Munich, Germany in 1925 with the first Carl Zeiss optical mechanical star projector. The projector used light inside of a mechanism that could project points of light that replicated the starry sky as seen from Earth, enabling them to move across the sky as night transitioned to day and back again into night. It could even adjust its orientation to show the accurate night sky from any location on Earth. This optical mechanical projector also featured planet projectors that through precise mathematical calculations could mirror the forward and retrograde movement of planets through the night sky. This technology caught worldwide attention, inspiring a generation of astronomers and science educators. The first planetarium in the US, the Adler Planetarium in Chicago, opened its planetarium in 1930, with other, now legendary planetariums, like the American Museum of Natural History in New York, and Griffith Observatory in Los Angeles opening shortly thereafter (Marche, 2005).</p><p>世界上第一个天文馆于 1925 年在德国慕尼黑的德意志博物馆（Deutsche’s Museum）开幕，配备了第一台卡尔·蔡司光学机械星空投影仪（Carl Zeiss optical mechanical star projector）。这台投影仪使用装置内部的光源，能够以投影光点的形式模拟地球视角所见的星空，并展现其从昼到夜、从夜到昼的运动轨迹。它甚至可以调整方向，从而显示在地球上任何地点看到的准确夜空。这款光学机械投影仪还配备了行星投影仪（planet projectors），通过精确的数学计算，能够模拟行星在夜空中的顺行和逆行运动。这项技术引起了全球的关注，激励了一代天文学家和科学教育工作者。美国的第一个天文馆——芝加哥的阿德勒天文馆——于 1930 年开放，而其他传奇天文馆，如纽约的美国自然历史博物馆、洛杉矶的格里菲斯天文台等，也相继在不久后开放（Marche, 2005）。</p><p>It goes without saying that Carl Zeiss and other companies that followed, designed and built domes with the express purpose of showing audiences the wonders of the night sky. These theaters provided astronomy education spaces where people could learn about and identify constellations, planets, and seasonal changes in the sky. The original theater and seating design that supported this purpose consisted of a hemispherical dome screen hung directly above the audience with its base completely parallel to the ground (with no tilt forward or backward in any direction). The audience sat in concentric rows with their backs to the outside walls, each guest facing into the center of the theater where the optical mechanical projector resided. This orientation allowed guests to view the night sky in all directions simultaneously while highlighting the magnificent star projector as the centerpiece to the experience (Figure 4).</p><p>显然，卡尔·蔡司与其他后继公司设计并建造球幕的明确目的，是向观众展示夜晚星空的奇观。这些影院提供了天文学的教育空间，人们可以在这里学习并认识星座、行星和天空的季节变化。为了支持这样的原初目的，最初的球幕影院及其座位采取了特殊的设计，包括一个直接悬挂在观众头顶的半球形穹顶屏幕，其底部完全平行于地面，在任何方向上都没有向前或向后倾斜。观众坐在一排排同心圆的座位上，每名观众都背对外墙，面向影院中心，即面向光学机械投影仪所在的位置。这种布局让观众可以同时向所有方向观看夜空，同时将壮观的星空投影仪凸显出来，作为体验的中心（见图 4）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/13-04.jpg" alt="图4. 一个同心圆形态的天文馆内部，配备非倾斜的180度球幕和星象投影仪" style="zoom:50%;"><p>Figure 4. Inside a concentric planetarium with a non-tilted 180º dome and star projector<br>Source: Public domain image from Wikimedia Commons</p><p>The modern planetarium was born (incidentally, only about 40 years after the birth of the motion picture camera). This new medium that was purpose-built for teaching astronomy would embark on its own wild ride and hard-fought path to be a legitimate cinematic and immersive medium in its own right, and the battle has only begun.</p><p>由此，现代天文馆诞生了（顺便一提，这大约是在活动影像摄影机诞生 40 年后）。这种最初专门为天文学教学而建造的新媒介，将踏上一条充满挑战和斗争的发展之路，努力成为一种独立的、合法的电影和沉浸式体验媒介，而这一进程才刚刚拉开序幕。</p><p>Even with the star projector’s exquisite ability to recreate the stars and planets of the night sky, the instrument could only depict stellar observation from the surface of earth. The audience could never take off into space and fly through the stars. Because star projectors were large mechanical devices, they could only move the night sky at relatively slow speeds to simulate Earth’s rotation and the eventual sunrise.</p><p>虽然星象投影仪具有重现夜空中的恒星和行星的精妙能力，但这种设备只能描绘从地球表面观测到的星空，而无法让观众飞入太空，穿越星辰。因为星象投影仪是大型机械设备，它们只能以相对较慢的速度展现夜空的移动，模拟地球的自转和最终的日出。</p><p>In the early 1970’s, Ivan Dryer created Laserium, a visual music experience for planetarium domes. Ivan and his team created a custom laser projector that could be preprogrammed and choreographed to a musical soundtrack and performed live across the dome’s interior in front of an audience. Laserium stepped into history at the Griffith Observatory in Los Angeles on November 19, 1973. For the first time pure entertainment shows entered planetarium domes, and the impact of Laserium continues to inspire producers and inspire new creative uses for the dome’s hemispherical canvas (Ehrman, 2002).</p><p>在 20 世纪 70 年代初，伊凡·德赖尔（Ivan Dryer）创造了 Laserium，这是一种为天文馆球幕创造的视觉音乐体验。伊凡和他的团队制造了一种定制的激光投影仪，可以预编程并编排成音乐声轨，在观众面前的球幕内部现场表演。Laserium 于 1973 年 11 月 19 日在洛杉矶的格里菲斯天文台正式亮相，这是第一次有纯娱乐节目在天文馆球幕中呈现。Laserium 的影响仍在不断激励着电影制作人，利用这种半球形的巨幕寻找新的创意路径（Ehrman, 2002）。</p><p>Then in the early 1980’s something revolutionary (and at the time somewhat primitive by today’s standards) happened. Evans &amp; Sutherland (E&amp;S) a company based in Salt Lake City, Utah largely known for their pioneering work in computer graphics, introduced a digital star projector called Digistar, and the planetarium changed forever, but certainly not overnight. In fact, the planetarium is still in the process of changing to this day. Digistar introduced two significant groundbreaking capabilities: 1) the ability to lift off of Earth and fly through the stars (and view them from essentially any point in the known universe and at any point in history); 2) the ability to create vector graphics allowing the display of any sort of wireframe computer graphics imaginable. These digital tools expanded the types of experiences that were possible inside planetarium domes.</p><p>随后，在 20 世纪 80 年代初发生了一项革命性的进展，尽管按照今天的标准来看仍有些原始。位于犹他州盐湖城的 Evans &amp; Sutherland（E&amp;S）公司，以其在计算机图形学方面的开创性工作而闻名。该公司推出了一款名为 Digistar 的数字星象投影仪，自此永远改变了天文馆的形态。不过这种改变并非发生在一夜之间，实际上天文馆直到今天仍在经历着变革。Digistar 引入了两项重大的突破性能力：（1）能够离开地球，穿越星空，从已知宇宙的任意位置观察星辰，看到它们在历史上任意时刻的状态；（2）能够创建矢量图形，允许呈现创作者能想到的任何基于线框的计算机图形。这些数字工具扩展了天文馆球幕内可能的体验类型。</p><p>Because of Laserium and Digistar’s paradigm shifts, the dome theater started to become more than just a planetarium, but its metamorphosis would be slow: very, very slow.</p><p>Laserium 和 Digistar 所带来的范式转变，使得球幕影院开始不再只承担天文馆的功能。但这个蜕变过程却十分缓慢，非常、非常缓慢。</p><p>The 1990’s introduced yet another giant leap forward: fulldome video (Figure 5). The concept was straightforward and ingenious. Take a number of video projectors—initially six—install them in a circular arrangement at the bottom edge of the dome screen and project imagery from these projectors across the dome to create one fulldome video display. These projected images would overlap each other, creating regions where the images could be blended together. Precise, painstaking alignment of the blended images would create the illusion of a single fulldome video. A cluster of PCs or a real-time computer image generator (essentially a powerful custom computer built for flight simulation) processed a sequence of circular fisheye images into the system, sliced into tiles that would synchronize and feed each individual projector, allowing video to display across the fulldome canvas.</p><p>20 世纪 90 年代，全景球幕视频的出现标志着另一场巨大的飞跃（见图 5）。这个概念简单而巧妙：使用几台（最初是六台）视频投影仪，将它们以圆形排列安装在球幕的底部边缘，从这些投影仪投射图像到球幕上，从而显示一个完整的全景球幕影像。这些投影的图像会相互重叠，形成可以混合图像的区域。通过精确、细致地调整图像的融合与边缘对齐，就可以创造出一个完整的全景球幕视频的幻觉。一系列的个人电脑或特制的实时图像生成器（这是一种专为飞行模拟开发的高性能计算机）被用于处理圆形的鱼眼效果图像，并将这些图像分割成多个小块。随后，分别将这些小块图像同步传送给各个投影机，从而在整个球幕上实现视频的完整显示。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/13-05.jpg" alt="图5. 数字全景球幕影院内部" style="zoom:50%;"><p>Figure 5. Inside a digital fulldome theater<br>Source: Adam Kozak distributed under a CC-BY 2.0 license</p><p>Once fulldome video existed, dome productions could tell more immersive and sophisticated visual stories, but the fact that domes were nearly exclusively found in planetariums, most fulldome content stayed within the astronomy genre. This is a critical reason that it has been (and continues to be) difficult for fulldome films to break free from their astronomical origins and become more mainstream. Theater design shifted from domes that were parallel to the ground with omnidirectional seating to domes that tilted forward in front of the audience with unidirectional seating that faced the front of the dome tilted down anywhere from 10º to 30º. This has produced a daunting inconsistency in theater layout, dome tilts, projector resolution, placement, quality, and seating configurations, which presents significant challenges for producers who hope that their content will look equally good in all venues.</p><p>在全景球幕视频诞生后，球幕影片便可以讲述更具沉浸感与视觉复杂性的故事了。但因为球幕几乎只存在于天文馆中，大多数全景球幕内容仍然停留在天文学领域，这是全景球幕影片难以摆脱其天文学起源、成为更主流媒介的关键原因。球幕影院的座位设计也发生了变化，从与地面平行的全向座位，转变为面向球幕前端倾斜（倾角从 10º 到 30º 不等）的单向座位，这导致了影院布局、球幕倾斜度、投影仪分辨率、投影位置、画面质量、座位配置等参数的千差万别。对于制作人而言，要想让影片在所有球幕场馆中呈现同样出色的效果，就需要面对这种不一致性带来的巨大挑战。</p><p>Today’s advancements have dramatically improved image quality in the theaters. Auto-alignment and auto-blending technologies have allowed even more projectors to be tiled together across the screen and look visually seamless, as if projected from a single source. The most advanced domes use laser video projection and enough 4K projectors to create a fulldome canvas that is over 8192 x 8192 pixels (over 64,000,000 pixels). At the time of writing, the most compelling new technology to be introduced is a self-illuminating dome constructed of LED tiles, eliminating the need for video projection.</p><p>如今，技术的进步已经显著提高了球幕影院中的影像质量。自动对齐和混合技术可以将更多台投影仪的画面拼接在球幕上，达到视觉上的无缝衔接，就像从单一源投射出来的一样。最先进的球幕采用激光视频投影技术，将足够多的 4K 投影仪组合起来，创造一个超过 8192 x 8192 像素（总计 64,000,000 像素以上）的全景球幕画布。在撰写本文时，最引人注目的新技术是由 LED 模块构成的自发光球幕，这种技术使得投影机不再是必需品。</p><p>Fulldome’s planetarium origins and the fact that almost its entire network of existing theaters exists within planetariums and science centers have largely prevented content to break free from a science education focus to general entertainment. Planetariums’ general lack of marketing budget and lack of budget in general often prevents them from being able to afford higher quality shows. The low revenue stream from theaters that license fulldome shows has kept production budgets low, maybe 1% or less of the typical budget spent on a Hollywood film.</p><p>全景球幕起源于天文馆的历史，导致当前几乎所有的球幕影院都存在于天文馆和科技馆，这在很大程度上阻碍了球幕内容从科教题材转向大众娱乐题材。天文馆普遍缺乏预算（特别是营销预算），这也阻碍了它们购买更高质量的影片。由于球幕影院获得的收入较低，全景球幕影片的制作预算也保持在很低的水平，可能只有典型好莱坞电影预算的 1% 或更少。</p><p>Still, the powerful immersive nature of the medium is propelling it forward into new types of content and into new and unexpected venues including themed entertainment, pop up experiences, concerts, theatrical performances, and touring shows.</p><p>然而，这种媒介所提供的强大无比的沉浸式体验，使得它不仅拓展到了新的内容领域，也进入了多样化和超乎想象的场合，包括主题公园娱乐、快闪活动、音乐会、剧场演出及巡演等。</p><p>As mentioned in the introduction VR, AR, MR and most other immersive technologies require some sort of apparatus and some degree of individualized isolation for the experiences to work. Not so in fulldome. This exciting medium has the true potential to deliver on the promise of VR while remaining a communal, shared experience. Fulldome is essentially the platform for the VR Theater of today and the future. Fulldome also has the potential to attract audiences in a way that traditional cinema is struggling to maintain.</p><p>正如引言中提到的，虚拟现实（VR）、增强现实（AR）、混合现实（MR）以及其他大多数沉浸式技术，都依赖于某种设备以及一定程度的个体隔离，才能产生沉浸效果。全景球幕则不同，这一激动人心的媒介真正具有实现 VR 承诺的潜力，同时保持了一种集体的、共享的体验。就其特质而言，全景球幕是当今和未来虚拟现实影院的平台，并且有着以传统电影院难以维持的方式吸引观众的潜力。</p><p>Because of its uniqueness and its ability to exceed the power of VR, it’s important to understand the distinguishing characteristics of fulldome, its potential, and its cinematic language. The rest of this chapter is designed as a primer, of sorts for the medium and a guide to harnessing its abilities to create a powerful new form of storytelling.</p><p>正因其独特性以及超越 VR 的力量，理解全景球幕区别于传统电影的特征、潜力和电影语言是非常重要的。本章的其余部分旨在作为这种媒介的入门指南，希望能够指导读者利用全景球幕的能力创造一种强有力的新型叙事形式。</p><h2 id="全景球幕画布的独特性-UNIQUENESS-OF-THE-FULLDOME-CANVAS"><a href="#全景球幕画布的独特性-UNIQUENESS-OF-THE-FULLDOME-CANVAS" class="headerlink" title="全景球幕画布的独特性 UNIQUENESS OF THE FULLDOME CANVAS"></a>全景球幕画布的独特性 UNIQUENESS OF THE FULLDOME CANVAS</h2><p>The fulldome medium itself stands at the intersection of theater and cinema, yet it is neither both nor one or the other. It is its own blended experience that can be leveraged to produce a powerful sense of presence within an immersive theater. Also, whereas VR is an individual, isolating immersive experience, akin to Edison’s Kinetoscope, fulldome is a shared audience experience more like the Lumi è re brothers’ Cinématographe motion picture projector.</p><p>全景球幕这一媒介位于剧院和影院的交叉点，它既不是剧院也不是影院，而是两者的融合体验，可以用来在沉浸式影院中产生强烈的临场感。此外，与 VR 这种类似于爱迪生“电影视镜”的个体化、孤立化的沉浸体验不同，全景球幕是一种共享的观众体验，更类似于卢米埃尔兄弟的“电影放映机”。</p><h3 id="观看与身临其境-Looking-at-vs-Being-Inside"><a href="#观看与身临其境-Looking-at-vs-Being-Inside" class="headerlink" title="观看与身临其境 Looking at vs. Being Inside"></a>观看与身临其境 Looking at vs. Being Inside</h3><p>Unlike traditional cinema, where the audience is looking at a screen, digital fulldome places the audience inside of the screen. Cinema uses a framed window in front of the audience to slowly invite them into the experience through emotional connection and the willing suspension of disbelief. Fulldome cinema surrounds the audience in such a way that they start inside the experience, even before the audience’s engagement can draw them in. This instant or “forced immersion” can be difficult to overcome, especially if the audience feels overwhelmed and pushes back from this intrusion. It’s the cinematic version of coming on too strong romantically. It can be uncomfortable and off-putting. More subtle techniques at the start of a fulldome film&#x2F;immersive experience should be employed to create an emotional connection or conversely, a fascinating spectacle could be created that entices the audience to want to see more. A live presenter to warm up the audience or even participate in the dome show can function as the audience surrogate in the immersive presentation and bridge this gap even further. Once the audience engages in the experience, the feeling of deep immersion and sensation of simulated reality can be extraordinarily impactful.</p><p>与观众在传统电影院观看银幕不同，数字全景球幕将观众置于银幕之中。传统影院的银幕像一扇镶有框架的窗户，缓缓地吸引观众进入其世界。它依靠情感的共鸣，使观众愿意暂时放下怀疑，共同构建观看体验。相较而言，全景球幕以一种环绕观众的方式，使观众在正式参与到故事中之前，就直接置身于这一独特体验之中。这种“立即深入”或称之为“自动沉浸”的体验，对于观众来说可能是个挑战，特别是当观众感觉被压倒（overwhelmed）时，可能会本能地抵触这种突如其来的沉浸感。这种情况有点像电影中的浪漫追求来得过于强烈，可能让人感到不适和抗拒。在全景球幕电影或沉浸式体验的初始阶段，应该采用更细腻的手法来建立情感联系，或者反之，创造一个足够吸引人的视觉奇观，让观众产生继续探索的欲望。也可以引入一位现场主持人来预热观众情绪，甚至让观众参与到球幕表演当中，作为踏入这场沉浸式之旅的桥梁，进一步缩小观众与沉浸式体验之间的距离。当观众开始融入这种体验时，深度沉浸的感受和仿真现实的震撼，将会为他们留下更为深刻的印象。</p><h3 id="临场感-Sense-of-Presence"><a href="#临场感-Sense-of-Presence" class="headerlink" title="临场感 Sense of Presence"></a>临场感 Sense of Presence</h3><p>The visuals that surround the audience create a strong sense of presence, simulating the sensation that the audience actually exists in the place depicted around them on the dome. This is a powerful illusion that is analogous to subjective camera in traditional cinema, where the audience is seeing through the camera as if they are participating in the scene. This effect is more powerful in immersive fulldome, since there is no perceived or implied camera. The virtual world simply surrounds the audience and transports them into the scene’s setting, much like the legendary Holodeck from Star Trek: The Next Generation (1987).</p><p>全景球幕通过环绕观众的视觉效果营造出一种强烈的临场感，仿佛观众真的置身于银幕呈现的场景之中。这种强大的幻觉堪比传统电影中的主观镜头（subjective camera），让观众感觉自己正在亲历其中。由于全景球幕影院中不存在实际或隐含的摄影机角度，这种沉浸感会更加显著。观众被虚拟世界包围，仿佛被直接带入场景设定中，这与《星际迷航：下一代》（1987）中的全息甲板（Holodeck）技术颇有几分相似。</p><p>Cinematically there are two major types of scenes in fulldome: subjective scenes and objective scenes. Subjective scenes (designed to make the audience feel as if the experience is happening to them personally) inherently play in real time, since that is the only way humans can move through time and space. Most transitions should not be used in these sequences, since there are no transitions or gaps in time or space when moving from one place to another in reality. When scene changes are necessary within subjective sequences, dips to black, or a time&#x2F;space travel device, like a visual time warp, launch to light speed, or some similar visual effect, can preserve the audience’s sense of being a participant in the scene. In the early days of digital fulldome, essentially all scenes were subjective scenes. Producers were concerned about breaking the audience’s sense of presence in time and space. This greatly limited the types of storytelling that could be done and eliminated the possibility for editing and adjustments to the show’s pacing.</p><p>全景球幕电影主要分为两类场景：主观场景（subjective scenes）和客观场景（objective scenes）。主观场景旨在让观众感受到事件仿佛发生在自己身上，因而通常以实时发生的形式呈现。在这种场景下，应尽量避免使用转场效果，因为人在现实时空中的移动是连续无缝的。当需要变换场景时，可以使用淡出至黑场的效果，或采用时空旅行的视效，如视觉时间扭曲（visual time warp）或光速飞跃（launch to light speed）等，这有助于保持观众的参与感。在数字全景球幕的诞生初期，几乎所有场景都采用了主观视角，制作团队担心其他拍摄方式可能会破坏观众对时空连续性的感知。这种做法极大地限制了故事类型的多样性，并且排除了通过后期剪辑来调整影片节奏的可能性。</p><p>Experiments with editing, specifically cutting, revealed that if properly integrated into a sequence, cuts could produce objective scenes in which the audience felt they were in the experience, but not directly inside the scene. Looking at the main action from a physical and emotional distance, rather that always feeling like they were directly inside of the action. Objective scenes allow the audience members to become close bystanders rather than feeling like the actions in the scene are happening directly to them.</p><p>通过对剪辑技术（尤其是剪切技术）的实验，研究人员发现，只要能将剪辑恰当地融入到一段镜头序列中，就能够创造出使观众感到“虽然身处故事之中，但并非直接置于场景之内”的客观场景。这种方式让观众能够在一定的物理和情感距离之外来观察事件的主要动作，而不会总是感觉自己正处于事件中心。通过构建这样的客观场景，观众会感觉更像事件的近距离旁观者，而非感觉一切事件都直接发生在自己身上。</p><p>Alternating between subjective and objective scenes allows emotional ebbs and flows in the structure of a show, so that producers can employ subjective techniques to “grab” or “fully immerse” the audience and objective techniques to offer the audience a safe distance from the impact of the scenes.</p><p>在主观和客观场景之间交替切换，可以在影片结构中产生情感的起伏。制作人一方面可以运用主观技巧来“抓住”观众或使其“完全沉浸”，另一方面可以运用客观技巧为观众提供安全距离，以减轻场面带来的冲击感。</p><p>Finding this balance is one of the most important keys to immersive storytelling on the dome. Misunderstanding and misusing these techniques are the quickest way to break the audience’s willing suspension of disbelief and pull them out of the experience.</p><p>这种平衡的把握，是全景球幕沉浸式叙事最关键的因素之一。如果误解或误用了这些技巧，就会很快让观众不再愿意放下怀疑，导致其脱离沉浸式体验。</p><h3 id="一种不同的画框-A-Different-Kind-of-Frame"><a href="#一种不同的画框-A-Different-Kind-of-Frame" class="headerlink" title="一种不同的画框 A Different Kind of Frame"></a>一种不同的画框 A Different Kind of Frame</h3><p>Ben Shedd called fulldome a “frameless medium,” which it is to a large degree; however, the audience is almost always looking up to some degree, even in a severely tilted (30º forward tilt) dome. The audience can also see below the edge of the dome and see the edges of the dome to either side of them when facing forward in a unidirectional dome (or even in a non-titled dome with omnidirectional seating). In most fulldome theaters, the audience is aware of at least the lower edge of the frame.</p><p>本·谢德（Ben Shedd）将全景球幕描述为一种“无框媒介”，这种说法在很大程度上是准确的。不过，观众在观看时几乎总会不自觉地抬头，即便在前倾角度多达30度的球幕中也不例外。这导致观众在观看单向球幕时可以看到球幕的下方和左右两侧边缘，在配备了全向座椅的非倾斜球幕中也是如此。因此，在大部分全景球幕影院中，观众至少能察觉到球幕的下边缘。</p><p>Domes also have the inherent challenge of needing lots and lots of image resolution, since the dome surrounds the audience on all sides, and half of the pixels are behind the audience. This causes the individual pixels themselves to be closer to the audience and larger than they would be if they were all out in front of them. Imagine an HDTV folded over the heads of each audience member. The pixels would appear too large and too close. For optimum resolution, more and smaller pixels are necessary. VR has a similar resolution problem, since even a “retina display” that is too close to the viewer appears to have large pixels and low resolution. This is why many modern fulldome theaters and shows have at least 6K × 6K resolution or even 8K × 8K resolution. The standard master frame for digital fulldome is a circular quidistant azimuthal fisheye with a 1: 1 (or square) aspect ratio. The circular fisheye frame is called a dome original or dome master (Figure 6). Dome master hemispherical sequences are typically produced at 4K × 4K (4096 x 4096 resolution) up to 8K × 8K (8192 x 8192 resolution) for each frame. Fully spherical scenes can also be mastered in equirectangular format (the standard frame format for VR production) at 8192 x 4096 for 4K spherical content or 16384 x 8192 for 8K spherical content.</p><p>球幕电影面临的一个主要挑战是对图像分辨率的极高要求。因为球幕将画面环绕在观众四周，有一半的画面实际上是位于观众背后的，这就使得画面的每个像素点相对于观众而言更大、更近。可以将其想象为将一个高清电视屏幕折叠起来，覆盖在每位观众头顶上，屏幕上的像素点会显得异常庞大且触手可及。要实现理想的画质，就需要使用数量更多、尺寸更小的像素点。VR 技术在分辨率方面也面临着相似的挑战，即便是非常接近眼睛的“视网膜显示屏”也会因为像素点过大而显得分辨率较低。这就是为什么现代全景球幕影院及其内容至少采用 6K × 6K 分辨率，甚至是 8K × 8K 的超高分辨率。全景球幕数字影像的标准母版画面采用圆形等距方位角鱼眼镜头（circular quidistant azimuthal fisheye）进行画面拍摄，这种画面具有 1: 1 的正方形宽高比，被称作球幕原版（dome original）或球幕母版（dome master）。球幕母版的半球形镜头序列通常以 4K × 4K（4096 × 4096）到 8K × 8K （8192 × 8192）的分辨率制作。全景球幕影片的场景还可以转制为虚拟现实（VR）常用的等距矩形（equirectangular）格式，用于制作 8192 × 4096 的 4K 球形影片，或 16384 × 8192 的 8K 球形影片。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/13-06.jpg" alt="图6. 数字全景球幕的母版帧（鱼眼帧）" style="zoom:50%;"><p>Figure 6. The dome master or fisheye frame of digital fulldome<br>Source: Photo by Diego Delso, distributed under CC-BY-SA 4.0</p><p>Furthermore, standard 24 fps cinema frame rate looks “steppy” and appears to judder in the dome. Higher frame rate (HFR) capability smooths out the experience, especially for digital astronomy presentations. For pre-rendered shows, the standard fulldome frame rate is 30 fps, and for real time graphics, the standard frame rate is 60 fps. Higher frame rates up to 120 fps and higher are also possible 3D stereo fulldome is also possible, requiring additional technology in the theater to play back 3D and a complete dome original frame sequence of left eye frames and right eye frames at a rate of 60 fps per eye.</p><p>此外，标准的 24 fps 电影帧率，在球幕上看起来会有跳跃（steppy）和抖动（judder）感。高帧率（HFR）技术可以使观看体验更加平滑，对于数字天文学演示而言尤其如此。对于预渲染的影片而言，标准的全景球幕帧率是 30 fps，实时渲染图形的标准帧率则是 60 fps。120 fps 以上的更高帧率，以及 3D 立体全景球幕，在技术上都是可行的，这需要影院采用额外技术来播放 3D 影像，以单眼 60 fps 的帧率播放完整的球幕原版序列的左眼和右眼帧。</p><p>This resolution and HFR requirement can be a significant burden for producers especially when combined with fulldome 3D. 8K × 8K frames are four times the resolution of 4K × 4K frames, which are also four times the resolution of 2K × 2K (essentially HD) frames. This means that 8K frames take four times longer to render and are four times larger than 4K × 4K frames. HFR shows that play back at 60 frames per second require twice as many frames as a standard 30 fps show. Adding 3D doubles the number of frames that must be produced, since 3D requires a complete set of frames for the right eye and for the left eye. The math on this is staggering: each 8K × 8K file (uncompressed) would be approximately 192 MB. For 60 fps 3D, this would require 120 8K frames per second. At 192 MB per frame, this translates to 23 GB per second. The average length of a fulldome show is 22 minutes; therefore, a 22-minute 8K 3D 60 fps per eye show would require 79,200 frames per eye at a total data size of 15 TB per eye (uncompressed) or a total of 158,400 frames and 30 TB for such a show. This assumes no image compositing, or one layer per frame, which is not realistic given standard “layered” production workflows. Producing layered elements for each frame would make the production process even more daunting.</p><p>这种高分辨率、高帧率的要求，对制作人而言可能是一个重大负担，在引入全景球幕 3D 时更是如此。8K × 8K 帧的分辨率是 4K × 4K 帧的四倍，而 4K × 4K 帧的分辨率也是 2K × 2K 帧（和高清相似）的四倍。这意味着 8K 帧的渲染时间是 4K × 4K 帧的四倍，文件大小也是其四倍。以 60 fps 帧率播放的高帧率影片，需要比标准 30 fps 影片多两倍的帧数。增加 3D 放映会使需要制作的帧数翻倍，因为 3D 影片需要分别制作完整的左右眼帧的集合。在这种情况下，计算得到的数据量是惊人的：每个未压缩的 8K × 8K 文件大约为 192 MB，对于 60 fps 的 3D 影片，需要每秒 120 个 8K 帧。以每帧 192 MB 计算，这相当于每秒 23 GB。全景球幕影片的平均长度为 22 分钟，因此一个 22 分钟的 8K 3D 单眼 60 fps 影片需要每眼 79,200 帧，总数据量为单眼 15 TB（未压缩），双眼总计需要 158,400 帧，大小达 30 TB。上述计算只考虑了每帧仅一个图层、没有图像合成的情况，这在标准“分层”制作流程中是不现实的。为每帧画面制作分层元素，会使制作过程更加艰巨。</p><p>With this said, the results of 8K fulldome production can be truly astonishing, surpassing any other conventional form of media in terms of resolution, immersion, and raw impact. GPU based rendering technology has made 8K production more possible, but it is far from practical or cost effective at this time.</p><p>话虽如此，8K 全景球幕制作的成果确实令人惊叹，其在分辨率、沉浸感和原始冲击方面超越了任何其他传统媒体形式。基于 GPU 的渲染技术使 8K 制作成为可能，但目前远非实用，性价比也较低。</p><h2 id="叙事工具-STORYTELLING-TOOLS"><a href="#叙事工具-STORYTELLING-TOOLS" class="headerlink" title="叙事工具 STORYTELLING TOOLS"></a>叙事工具 STORYTELLING TOOLS</h2><p>Traditional cinema has a well-established collection of visual storytelling tools. These include the following:</p><p>传统电影拥有一套成熟的视觉叙事工具集，包括以下内容：</p><ul><li>Editing 剪辑</li><li>Composition 构图</li><li>Camera Movement 摄影机运动</li><li>Actor Blocking 演员走位</li><li>Color 色彩</li><li>Light 光照</li><li>Camera Angles 摄影机角度</li><li>Lenses 镜头</li><li>Special Effects 特效</li><li>Many, many others 许多其它工具</li></ul><p>Over 100 years, filmmakers have refined the uses of these techniques within the constraints of the medium.</p><p>在过去的一百多年里，电影制作人在这一媒介的限制内，不断精进每项技术的应用。</p><p>Two key attributes define the essential capabilities of cinema: the frame itself and editing. In traditional cinema, the frame itself is one of the most powerful tools filmmakers use to direct the audience’s attention and guide them through the story. The frame inherently restricts the audience’s view and perspective and only presents what the director wants the audience to see at any given time. Combined with skillful editing, the visual story ebbs and flows according to the director’s vision, focusing the audience exactly where they want it shot by shot, and scene by scene throughout the film. In traditional film, the frame confines, restricts, and contains the imagery within each shot. The art of editing transitions these pictures rhythmically and structurally, using shots as building blocks of the visual story. Editing combines shots with varying fields of view (wide shots to close ups), and the frame itself helps define the type of shot within it, since the subject in a close up fills more of the frame than the subjects in a wide shot.</p><p>在电影艺术中，有两个核心元素塑造了其独特的表达能力：画框本身，以及镜头的剪辑。在传统电影制作中，画框不仅是导演引导观众关注和体验故事的强有力工具，也是一种限定观众视角的自然手段，可以在任何特定时刻只呈现导演希望观众看到的内容。结合巧妙的剪辑，电影的视觉叙事随着导演的意图而起伏波动，逐个镜头、逐个场景地将观众的注意力牢牢吸引。在传统电影中，画框可以限制、约束、包含每个镜头内的影像。剪辑艺术通过有节奏和有结构的方式在这些画面之间过渡，将各个镜头有机组合成完整的视觉故事。剪辑将不同景别的镜头（从广角到特写）结合起来，而画框本身则协助定义了它所囊括的镜头的类型，因为特写镜头中的主体占据了更多的画面空间，而广角镜头中的主体则占据较少空间。</p><p>Also, in traditional cinema, the audience is looking at the film voyeuristically. Through empathy and emotional resonance, the audience may feel very connected to the experience, but they never feel that they are actually inside the film, since it clearly exists out in front of them. Surround sound and more advanced dimensional sound systems like Dolby Atmos, Fraunhofer, Iosono, Barco Auro, IMAX 12.0, and others envelop the audience with sound to help create a stronger sense of immersion.</p><p>此外，在传统电影中，观众是以一种偷窥的方式观看的。通过共鸣和情感共振，观众可能感到自己与这种体验之间建立了紧密的联系，但他们从不觉得自己真的进入了影片之中，因为画面显然存在于他们的视线前方，是外部的存在。而杜比全景声（Dolby Atmos）、Fraunhofer、Iosono、巴可 Auro、IMAX 12.0 等环绕声和更先进的多维声系统，则可以用声音包围观众，辅助创造更强的沉浸感。</p><p>With all of its storytelling power, however, traditional cinema cannot place the audience inside a scene.</p><p>虽然传统电影拥有强大的叙事能力，但它无法将观众置于场景之中。</p><h2 id="全景球幕影片制作的挑战-FULLDOME-FILMMAKING-CHALLENGES"><a href="#全景球幕影片制作的挑战-FULLDOME-FILMMAKING-CHALLENGES" class="headerlink" title="全景球幕影片制作的挑战 FULLDOME FILMMAKING CHALLENGES"></a>全景球幕影片制作的挑战 FULLDOME FILMMAKING CHALLENGES</h2><p>Fulldome filmmaking is inherently immersive, as previously described. The audience starts out inside the experience and remains immersed throughout the film. This effect can be very powerful, but there are many challenges to storytelling that this sense of presence and the medium itself creates.</p><p>如前所述，全景球幕电影制作本质上是沉浸式的。观众一开始就置身于体验之中，并且在整个电影过程中保持沉浸。这种效果可能非常强大，但这种临场感和媒介本身也带来了许多叙事挑战。</p><p>Here are just some of the challenges to storytelling in domes:</p><p>以下是在球幕中叙事的一些挑战：</p><h3 id="演员在银幕上的大小-Size-of-Actor-s-on-Screen"><a href="#演员在银幕上的大小-Size-of-Actor-s-on-Screen" class="headerlink" title="演员在银幕上的大小 Size of Actor(s) on Screen"></a>演员在银幕上的大小 Size of Actor(s) on Screen</h3><p>Because the dome evokes such a strong sense of presence inside a place, there is a natural expectation that objects should look the way they would appear in real life, especially when employing subjective camera techniques that anchor the audience in the scene as if they are actually there. Humans depicted on screen need to look scaled properly against their environments on screen, which is also true of traditional cinema, but in subjective scenes, the actors on screen should also feel properly sized relative to the theater screen and the audience. If a human on the dome appears too large aesthetically, they appear giant, and if they appear to be too small aesthetically, they seem to miniaturize. This seems particularly problematic, since dome sizes vary dramatically from venue to venue. In practice, however, if the human character feels right on the dome, any dome, the scale of the actor will work regardless of the dome size, since the angle of light emanating from the object on the dome will be the same whether the dome is very large or relatively small. Larger domes expand out equally in all directions, so everything scales up equally, appearing the same relative size. The converse is true of smaller domes. An interesting phenomenon, but it works consistently because of the applied physics of light and the equal curvature of the dome despite its size.</p><p>因为球幕唤起了如此强烈的临场感，人们自然期望物体看起来就像它们在现实生活中的样子。特别是当使用主观镜头技术时，观众会被锚定在场景中，仿佛他们真的在那里一样。球幕描绘的人类角色需要与球幕呈现的环境大小成比例，这与传统电影是一致的。但在球幕的主观场景中，球幕上的演员尺寸相对于实际球幕和观众的大小也应该是合适的。如果球幕呈现的人类角色在美学上设计得过大，就会看起来像巨人，而如果设计得过小，就会有微缩模型之感。这个问题似乎很麻烦，因为不同场所的球幕尺寸差异很大。但在实践中，如果人类角色在球幕上的大小看起来是自然的，那么无论球幕大小如何，这一比例都能产生合适的效果。这是因为无论球幕是大是小，球幕上的物体投射出的光线角度都是不变的。大型球幕在各个方向上均匀扩张，因此所有景物都会等比例放大，其相对大小看起来是一致的，而小型球幕同样遵循这一规律。这一现象十分有趣，它之所以能够如此一致地发挥作用，要归功于光的物理性质，以及球幕无论大小都保持相同表面曲率的特性。</p><p>The team that produced the fulldome show for New York’s Madame Tussaud’s Wax Museum in 2000, did extensive compositing tests to determine the specific placement and scale of the on-screen actor who played the hansom cab driver who guided the audience through the history of New York City. It was key to the effectiveness of the attraction that the cab driver appeared to be the proper size relative to the immersive space.</p><p>在 2000 年为纽约杜莎夫人蜡像馆创作的全景球幕展示项目中，制作团队专门进行了一系列合成测试，旨在确定银幕上出现的出租车司机角色的位置和大小，这些角色起到引导观众探索纽约市历史的作用。确保出租车司机在视觉上与沉浸式环境的比例协调，是提升这一体验吸引力的关键。</p><h3 id="剪辑-Editing"><a href="#剪辑-Editing" class="headerlink" title="剪辑 Editing"></a>剪辑 Editing</h3><p>Cuts can work, but not in a traditional sense. Scenes built through inductive editing (lots of close ups) don’t usually work. The dome canvas creates too large and too wide of a view to achieve the same “restricted” view that closer shots provide in cinema when they are contained by the frame. There is no Psycho “shower scene” that exists in the fulldome medium any more than such a scene could exist on a live theater stage, at least not using traditional cinematic editing techniques.</p><p>在全景球幕影片中，剪辑的作用与传统意义上有所区别。通过归纳性剪辑（inductive editing）构建的包含大量特写镜头的场景，在球幕中通常不起作用，因为球幕画布的视野太大、太宽，无法实现电影中近景镜头所提供的“受限”视图。全景球幕媒介类似于现场演出剧院的舞台，不存在像希区柯克《惊魂记》“淋浴场景”那样的剪辑方式，或者说至少不会使用传统的电影剪辑技术。</p><p>Directors must creatively employ other techniques like camera movement, blocking and choreography in front of the camera, fades to black, and other methods borrowed from the world of theater to keep the audience oriented and anchored inside the virtual space as much as possible.</p><p>球幕影片的导演必须创造性地运用其他技术，比如摄影机运动、摄影机前的走位和编排、黑屏淡出等方法，这些方法借鉴自戏剧领域，其作用是尽可能保持观众的定位，将其锚定在虚拟空间内。</p><h3 id="快速剪辑缺乏传统电影那样的吸引力-Fast-Cuts-Don’t-Have-Same-Sizzle"><a href="#快速剪辑缺乏传统电影那样的吸引力-Fast-Cuts-Don’t-Have-Same-Sizzle" class="headerlink" title="快速剪辑缺乏传统电影那样的吸引力 Fast Cuts Don’t Have Same Sizzle"></a>快速剪辑缺乏传统电影那样的吸引力 Fast Cuts Don’t Have Same Sizzle</h3><p>There is a lot to see on the dome canvas that spreads across the audience’s field of vision. Fast cutting from one shot to another doesn’t give the audience adequate time to see what is in a given shot, since it is replaced quickly by another shot. According to Wired Magazine (<a href="https://www.wired.com/2014/09/cinema-is-evolving/">https://www.wired.com/2014/09/cinema-is-evolving/</a>) modern Hollywood films have an average shot length of 2.5 seconds. This type of cutting is way too fast for fulldome. Also, consider the similarity to a theatrical experience that the dome provides. Audiences can’t get up and rapidly shift from one seat to another every 2.5 seconds in the theater. That would be absolutely exhausting and ridiculous. Even with objective scenes on the dome, longer shots work much more effectively on the dome than shots that are less than 3 seconds in duration. With that said, a good rule of thumb is the less complex the shot, the shorter it can be on the dome (within reason). The more complex the shot, the longer it needs to be for the audience to perceive it properly.</p><p>在全景球幕电影制作中，由于球幕覆盖了观众的视野范围，观众需要足够的时间来观察每个镜头中的内容。从一个镜头切换到另一个镜头的快速剪辑，无法给观众足够的时间来观察特定镜头的内容，因为很快就会被另一个镜头所取代。根据<a href="https://www.wired.com/2014/09/cinema-is-evolving/">《连线》杂志（Wired Magazine）的报道</a>，现代好莱坞电影的平均镜头长度为 2.5 秒，这种剪辑速度对于全景球幕来说太快了。此外，考虑到球幕提供的类似于戏剧体验的环境，观众不可能像在剧院中那样，每 2.5 秒就从座位上站起来快速移动到另一个座位，那将是非常疲惫和荒谬的。即使是在球幕上的客观镜头，较长的镜头也比少于 3 秒的镜头更有效。因此，一个好的经验法则是，镜头越简单，它在球幕上的持续时间就可以越短，但要在合理的范围内。镜头越复杂，观众就需要越长的时间来正确感知它。</p><p>In traditional cinema, fast editing can add to the intensity and create a percussive rhythm to a scene; not so in fulldome. This type of editing is absolutely disorienting to the audience unless used sparingly for effect.</p><p>在传统电影中，快速剪辑可以增加场景的紧张感，并创造节奏感；但在全景球幕中并非如此。除非是为了特殊效果而小心使用，否则这种剪辑一定会让观众感到迷惑。</p><h3 id="短镜头会导致理解困难-Short-Shots-are-Hard-to-Read"><a href="#短镜头会导致理解困难-Short-Shots-are-Hard-to-Read" class="headerlink" title="短镜头会导致理解困难 Short Shots are Hard to Read"></a>短镜头会导致理解困难 Short Shots are Hard to Read</h3><p>Think of the dome as a portal to put the audience inside a shot that physically surrounds them. There is a complete and large hemispherical canvas of information for the audience to absorb and comprehend. Shots that are too short don’t give the audience time to orient themselves in the space of the film. If the goal is disorientation, then this technique can be extremely effective, but if disorientation is not the intent, it is best to give the audience time to be absorbed into the scene.</p><p>可以将球幕视为一个门户（portal），它让观众置身于一个物理上包围他们的镜头中。观众需要吸收和理解的是一个完整且庞大的半球形画布上的信息。时长太短的镜头无法给观众足够的时间，让他们在电影的空间中定位自己。如果创作者的目标是让观众迷失方向，那么这种技术会很有效，但如果不想让观众迷失方向，最好给观众留出足够的时间来被场景所吸引。</p><h3 id="运动速度-Speed-of-Movement"><a href="#运动速度-Speed-of-Movement" class="headerlink" title="运动速度 Speed of Movement"></a>运动速度 Speed of Movement</h3><p>Motion must be slowed down to feel correct and natural on the dome, compared to cinema and television, since a dome has more real estate to cover. Think of the fulldome canvas like being on the front row in a movie theater with a giant screen. Super-fast movements can be overwhelming. On a computer monitor, for example, if an object moves from one edge of a 27” screen to the other edge in 2 seconds, that movement may feel somewhat slow (a speed of 13.5” per second), but on a 60’ wide dome that same 2 second movement would move at a speed of 30’ per second: dramatically faster perceptually. This is not to say that fast movement isn’t possible on the dome. It is. It’s just vital to understand the acceleration effect the medium provides and to compensate for this accordingly.</p><p>与电影和电视相比，球幕上的运动必须放慢速度，才能感觉正确和自然，因为球幕有更多的空间需要覆盖。想象一下，观看全景球幕就像坐在巨幕影院的前排，过快的运动可能会令人晕头转向。例如，在计算机显示器上，如果一个物体在 2 秒内从一个 27 英寸屏幕的一边移动到另一边，那它的运动可能会感觉有些慢（运动速度为每秒 13.5 英寸）。但在一个 60 英尺宽的球幕上，同样的物体在 2 秒时间里移动的速度是每秒 30 英尺，在感知上明显会快得多。这并不是说在球幕上不能有快速运动——可以有，但至关重要的是，要理解媒介提供的加速度效应，并相应地进行补偿。</p><h3 id="全景球幕画布-The-Fulldome-Canvas"><a href="#全景球幕画布-The-Fulldome-Canvas" class="headerlink" title="全景球幕画布 The Fulldome Canvas"></a>全景球幕画布 The Fulldome Canvas</h3><p>The canvas itself is circular and distorted as if by a fisheye lens. As stated previously, this circular frame is often called the dome original or dome master. The center of the circle represents the top, or zenith, of a dome hemisphere with 0º tilt, or the spot directly above the audience. For tilted domes, this spot moves forward by the exact number of degrees the dome is tilted forward. For example, a dome tilted forward 30º will have the zenith point tilted 30º forward of the actual point that is directly above the audience’s heads. The bottom of the circle represents the front of the dome, the top of the circle represents the back of the dome, the left side of the circle is audience left, and the right side is audience right.</p><p>全景球幕画布本身是圆形的，并且像被鱼眼镜头扭曲了一样。如前所述，这个圆形框架通常被称为球幕原版（dome original）或球幕母版（dome master）。圆心代表了一个半球形球幕的顶部（top）或天顶（zenith），即直接位于观众头顶的 0º 倾斜点。对于倾斜的球幕而言，这个点会向前移动，与球幕向前倾斜的角度完全相同。例如，一个向前倾斜 30º 的球幕，其天顶点会向前倾斜 30º，偏离直接位于观众头顶的实际顶点。圆形的底部代表球幕的前部，顶部代表后部，左部是观众的左侧，右部则是观众的右侧。</p><p>One of the challenges of the production workflow when creating dome originals is that they are always visually distorted. Pixels compress near the zenith of the image and they stretch dramatically near the edges of the circular frame. Only when these images are projected inside the dome do they properly undistort by mapping to the three-dimensional geometry of the hemisphere itself.</p><p>在制作球幕原版的工作流中存在一个挑战，那就是这些原版在视觉上总是扭曲的。像素在图像的天顶附近被压缩，而在圆形框架的边缘附近则被戏剧性地拉伸。只有当这些图像在球幕内部投影出来时，它们才能通过映射到半球本身的三维几何形状而正确地“去扭曲”（undistort）。</p><p>It is imperative to screen material on the dome to determine and evaluate proper scale, placement, sense of motion, shot duration, etc. since these phenomena are virtually indistinguishable when watching playback of a fisheye preview on a computer monitor.</p><p>在球幕上实际放映影片是至关重要的，这样做是为了评估并确定适当的比例、位置、运动感、镜头持续时间等参数。相比之下，在计算机显示器上回放鱼眼预览时，这些现象是很难分辨的。</p><p>More experienced fulldome creators can get a good sense of how a scene is playing from a fisheye preview, but even seasoned professionals can miss important details if they don’t view their work on a dome.</p><p>有经验的全景球幕创作者可以通过鱼眼预览很好地感知场景的表现，但即使是经验丰富的专业人士，如果他们不在球幕上观看自己的作品，也可能会错过重要的细节。</p><h3 id="真人实景摄影-Live-Action-Photography"><a href="#真人实景摄影-Live-Action-Photography" class="headerlink" title="真人实景摄影 Live Action Photography"></a>真人实景摄影 Live Action Photography</h3><p>Interestingly, the advent of Virtual Reality has contributed to the development of innovative new camera technology that allows filmmakers to capture real world imagery in 180º and 360º. In fact, there are significant parallels in processes between VR production and fulldome production. VR often requires a completely spherical image, but fulldome only requires half of that, a 180º hemisphere. Spherical VR cameras used for fulldome production offer filmmakers the flexibility to adjust the tilt and orientation of the spherical imagery for optimum placement on a non-tilted and a severely tilted dome without having to reshoot content for display on multiple types of dome configurations. The appropriately formatted hemispherical dome originals can be extracted from spherical equirectangular frames.</p><p>有趣的是，虚拟现实（VR）的出现促进了摄影机技术的创新发展，这项技术使电影制作人能够以 180º 和 360º 的视角记录现实世界的影像。实际上，VR 和全景球幕的制作流程有着显著的相似之处。VR 通常需要一个完全球形的影像，但全景球幕只需要一半，即 180º 的半球。用于全景球幕制作的球形 VR 相机为电影制作人提供了很大的灵活性，他们可以调整球形图像的倾斜角度和方向，从而在无倾斜（non-tilted）和大角度倾斜（severely tilted）的球幕上都能获得最佳呈现效果，而无需为了适配多种球幕类型而重新拍摄内容。从球形等距矩形帧（spherical equirectangular frames）中可以提取出格式正确的半球球幕原版。</p><p>There are modern cameras that have up to 4K vertical resolution, and for a majority of domes these offer enough resolution for the live-action imagery to look reasonably good on a 4K × 4K digital dome. The problem is that for the images to look as crisp and as realistic as possible, they really need to be produced at a higher resolution than 4K to allow pixel sub-sampling to optimize each pixel on the dome. Furthermore, 180º fisheye lenses cut off the horizon if they are pointed straight up during a shoot. Fisheye lenses with fields of view over 200º are needed to see below the lens and photograph the horizon below the camera.</p><p>现代摄影机的垂直分辨率高达 4K，对于大多数球幕来说，这足以使真人实景影像在 4K × 4K 数字球幕上具有很不错的观感。问题在于，为了使影像尽可能清晰和真实，实际上需要采用高于 4K 的分辨率进行制作，以便进行像素子采样，优化球幕上的每个像素。此外，如果在拍摄过程中采用 180º 鱼眼镜头直接指向上方，则地平线会被切断。为了看到镜头下方，并拍下摄影机下方的地平线，需要采用视角超过 200º 的鱼眼镜头。</p><p>A single 8K camera can be mounted on a Nodal Ninja, which is a camera mount that has built in nodal points around a shared center point, allowing a scene to be photographed multiple times from a fixed position. The camera points in a different direction for each take as the camera angle shifts from nodal point to nodal point until capturing all angles of a hemisphere or complete sphere. This technique can produce phenomenally high-resolution master frames: 16K × 8K spherical, but without computer-controlled tripods or dollys, all shots captured this way must be stationary with no camera movement at all. This technique provides ultimate resolution at the cost of camera movement.</p><p>可以将一台单独的 8K 相机安装在 Nodal Ninja 上，这是一种摄影机支架，围绕一个共享的中心点内置了多个光心点（nodal points），允许从固定位置多次拍摄同一场景。随着摄影机角度从光心点转移到另一个光心点，摄影机可以指向不同方向，直到将半球形或球形的所有角度都拍摄下来。这种技术可以产生极高分辨率的 16K × 8K 球形母版，但由于没有计算机控制的三脚架或轨道车，以这种方式拍摄的所有镜头必须是静止的，完全不能有摄影机运动。这种技术提供了成片的高分辨率，但以牺牲摄影机运动为代价。</p><p>Multi-camera rigs tend to integrate short focal length lenses in order for each camera to see the widest possible field of view. This reduces the total number of cameras needed for the rig and creates fewer recordings that will have to be stitched together to create the hemispherical or spherical imagery. Spherical cameras come in all shapes and sizes, from the GoPro Max with two fisheye cameras mounted back-to-back, to larger rigs containing multiple RED, ARRI, or other professional cameras in a spherical array, and everything in between including the Insta360 Pro camera, which is essentially a point-and-shoot spherical camera with multiple lenses and cameras imbedded around a sphere. Companies such as Radiant Images in Los Angeles specialize in these types of camera systems, offering a varied assortment of choices for purchase or rental.</p><p>多摄影机装置（multi-camera rigs）往往集成了多个短焦距镜头，使得每个摄影机都能看到尽可能宽广的视野。这种组合减少了装置所需的摄影机总数，也减少了为创建半球形或球形影像而需要拼接在一起的影像数量。球形镜头摄影机有各种形状和大小，从 GoPro Max 这样背靠背安装两个鱼眼镜头的设备，到包含多个 RED、ARRI 或其他专业摄影机的大型装置，以及介于两者之间的 Insta360 Pro 相机，它本质上是一种将多个镜头和摄影机嵌入一个球体周围的即拍式（point-and-shoot）球形摄影机。洛杉矶的 Radiant Images 等公司专门经营这类摄影机系统，提供了购买或租赁的多种选择。</p><p>Stitching software to combine images from each camera into a unified spherical image is often rather primitive and requires considerable physical tweaking and painstaking adjustments to optimize and master an image that looks seamless. Additionally, the physical layout of the cameras in the spherical rigs creates dead zones in the spaces between cameras in the rig especially if a subject comes too close to the camera rig. Choreography in front of a spherical camera must be carefully orchestrated to keep actors and key objects far enough from the rig to prevent them from splitting apart visually across the seams between the cameras in the array.</p><p>拼接软件（stitching software）用于将每台机器拍摄的图像合并为一个统一的球形图像。这种软件通常相当原始，为了优化并制作一个无缝的影像母版，需要进行费时费力的物理调整。此外，球形装置中摄影机的物理布局导致摄影机之间的空间存在拍摄死角，当被摄对象离装置太近时，死角会更加明显。在球形摄影机前方设计走位编排时一定要谨慎，需要让演员和关键物体远离摄影装置，以防它们在摄影机阵列之间的接缝处产生视觉上的断裂。</p><p>Lens selection is also extremely limited for fulldome live action photography. Traditional cinematographers rely on a variety of lenses to produce visual aesthetic effects to structure the depth of field (how much of the background is in focus) and field of view (how much the audience can see inside the frame). In fulldome photography, the audience generally sees everything, since the imagery inherently surrounds them, and generally everything is in focus deep into the frame.</p><p>在进行全景球幕真人实景摄影时，可用的镜头选择也非常有限。传统电影摄影师会利用各种镜头来创造特定的视觉效果，比如调整景深来控制背景的清晰度，或是通过调节视角范围来决定观众所能看到的画面范围。然而，在全景球幕摄影中，观众几乎能够看到每一个角落，因为影像本质上是将观众环绕其中的，画面内的元素通常都处于清晰聚焦的状态。</p><p>Of course, filmmakers may also choose to shoot live action elements in front of a green screen with traditional video cameras, and then composite these assets into hemispherical CG environments using fulldome production tools produced by Evans &amp; Sutherland, Sky-Skan, Multimeios, and others.</p><p>当然，电影制作人也可以选择在绿幕前使用传统摄影机来拍摄真人实景元素，然后使用 Evans &amp; Sutherland、Sky-Skan、Multimios 等公司生产的全景球幕制作工具将这些资产合成到半球形 CG 环境中。</p><p>Filmmakers must consider and navigate the complexities of the fulldome technical workflow in order to deliver shows on time and on budget.</p><p>电影制作人必须考虑并测试全景球幕技术工作流程的复杂性，以便在预算内按时交付成片。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/13-07.jpg" alt="图7. 一颗8mm焦距的鱼眼镜头" style="zoom:40%;"><p>Figure 7. An 8mm focal length fisheye lens.<br>Source: Photo by Jud McCranie distributed under CC-BY-SA 4.0</p><p>For single camera production, there is one type of lens: the fisheye (Figure 7) that captures a single view that is 180º to 250º wide. Fisheye lenses are the least flattering lenses for people since their extreme optics will severely distort objects that come too close to the lens, creating an unflattering effect known as foreshortening (Figure 8). The part of an object that is close to the camera appears extremely large while parts of the object further away appear unnaturally small. This is especially disastrous with human faces, since noses and chins can become enormous relative to the rest of the face when a person is too close to the lens.</p><p>对于单一摄影机的拍摄而言，有一种类型的镜头：鱼眼镜头（见图 7），它捕捉到的单视角宽度为 180º 至 250º 。鱼眼镜头是对人物拍摄而言最不讨好的镜头，因为它们极端的光学特性会使距离过近的景物严重扭曲，产生一种被称为透视缩短（foreshortening）的令人不舒服的效果（见图 8）。物体靠近摄影机的部分会显得非常大，而远离摄影机的部分则显得不自然地小。这对于人脸而言更加具有灾难性，因为当一个人离镜头太近时，其鼻子和下巴相对于脸部其他部分可能会变得巨大。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/13-08.jpg" alt="图8. 因过于接近鱼眼镜头而导致的透视缩短效应" style="zoom:50%;"><p>Figure 8. Foreshortening effect caused by being too close to a fisheye lens<br>Source: Dr. Denny Vrande č i ć, distributed under CC-BY-SA 4.0</p><p>Fisheye lenses also have infinite depth of field, so everything is always in focus, removing one of the classic cinematic techniques that shallow depth of field allows: blurry backgrounds. Soft focus in the background and sharp focus on the subject draws the audience’s attention to the subject that is in sharp focus and away from the soft-focus background. This technique facilitates moments in which the director wants to amplify the emphasis on the subject and minimize distractions. Live action lenses for digital fulldome can’t do this, so directors must employ other techniques to direct the audience’s focus and attention.</p><p>鱼眼镜头还具有无限景深，因此所有东西总是在焦内的，这就消除了浅景深所允许的经典电影手法之一：背景模糊，即将背景放在焦外，将主体放在焦内，将观众的注意力引向清晰聚焦的主体，远离柔和聚焦的背景。这种技术有助于导演强调主体，排除主体之外的干扰。全景球幕的真人实景镜头无法做到这一点，因此导演必须采用其他技术来引导观众的焦点和注意力。</p><p>Current digital transforms developed to stretch and warp 4: 3 aspect ratio produced by 15&#x2F;70 IMAX film enable flat screen imagery to cover 80% of the dome (as IMAX Dome systems have done since the 1970s). Live action footage can be shot with any lens in 4: 3 aspect ratio and then warped to the dome. This technique leaves a 20% gap of black in the back of the dome that needs to be filled in with CGI or just feathered to black. This workaround allows cinematographers access to essentially any lens, letting them break free from constantly having to choose a fisheye or wide-angle lens.</p><p>当前开发出的数字处理技术，能够调整和适配由 15&#x2F;70 IMAX 胶片拍摄的 4: 3 宽高比的影像，让这些影像能覆盖球幕的 80%，这种做法自 1970 年代 IMAX 球幕系统以来就已经在使用。现在，摄制组可以用任意 4: 3 宽高比的镜头拍摄实景画面，然后将其适配至球幕银幕。这个技术处理过程会在球幕的后部留下大约 20% 的未覆盖区域，这部分通常需要通过计算机生成图像（CGI）来填补，或者简单地渐变到黑色。这种技术规避了之前电影摄影师常常面临的只能选用鱼眼或广角镜头的限制，现在他们可以自由选择各种镜头，为电影制作带来更多的创意空间。</p><p>A dome is a very challenging environment for projection. Because light falls on every part of the dome, the light from the back of the dome bounces back toward the front, scattering light into the dark areas of the scene, thereby reducing the contrast. This phenomenon called cross-reflection has a similar effect to what happens in a movie theater when the house lights come on during the credits roll at the end of the film. Blacks on the screen turn gray, and the contrast ratio of the image drops dramatically. LED domes are self-illuminating, solving the cross-reflection problem, producing bright images with phenomenal contrast. Currently LED domes are quite expensive, but as with all new technology, its price will drop and become more affordable over time.</p><p>球幕是一种极具挑战性的投影环境。因为光线会落在球幕的所有位置，球幕后部的光线会反射回前方，将光线散射到场景的暗区，降低画面对比度。这种现象被称为交叉反射（cross-reflection），与电影放映结束时观众席灯光亮起、银幕上黑色变灰、画面对比度急剧下降的效果类似。自发光的 LED 球幕解决了交叉反射问题，可以产出具有惊人对比度的明亮图像。目前 LED 球幕相当昂贵，但就像所有新技术一样，其价格随着时间的推移会不断下降，使场馆更加负担得起。</p><p>There is also only one perfect seat in the dome, and that is right in the middle, right under the zenith. This is the only place where all the images perfectly unwrap from their distorted dome original to look straight and undistorted on the dome. Anywhere else in the dome, vertical lines will curve. It’s simply a physics problem. Domes are compound curves, and they are curved everywhere. Domes warp everything, so directors need to be careful of straight lines. They won’t stay straight. This isn’t always a problem, but it is something to consider when designing an experience for an audience.</p><p>在全景球幕影院中，唯一能够得到完美视觉体验的座位是球幕天顶下方的中心位置。只有在这个位置，所有的影像才能从它们在球幕原版上的扭曲状态中完美地恢复过来，呈现为直线和未经扭曲的形态。在球幕的其他位置，观众会发现垂直线条呈现出曲线形态，这是由球幕的复合曲面结构所固有的物理特性导致的。球幕的每一处都是曲面，这意味着它会扭曲所有的图像，因此在设计球幕影院的视觉内容时，导演们需要格外注意保持影像中的直线，因为它们在球幕上不会保持直线状态。虽然这个问题并非总是存在，但在为观众设计沉浸式体验时，确实是一个需要考虑的重要因素。</p><h2 id="数字全景球幕中的关键视觉叙事工具-KEY-VISUAL-STORYTELLING-TOOLS-FOR-DIGITAL-FULLDOME"><a href="#数字全景球幕中的关键视觉叙事工具-KEY-VISUAL-STORYTELLING-TOOLS-FOR-DIGITAL-FULLDOME" class="headerlink" title="数字全景球幕中的关键视觉叙事工具 KEY VISUAL STORYTELLING TOOLS FOR DIGITAL FULLDOME"></a>数字全景球幕中的关键视觉叙事工具 KEY VISUAL STORYTELLING TOOLS FOR DIGITAL FULLDOME</h2><p>The following list of tools work extremely well to help craft visual stories in the fulldome medium. By using these techniques separately and together, directors can tell amazing stories despite the aforementioned limitations of the fulldome medium.</p><p>以下技术手段非常适合帮助创作者在全景球幕媒介中打造视觉故事。通过单独或组合使用这些技术手段，导演可以克服上述全景球幕媒介的限制，讲述令人惊叹的故事。</p><h3 id="构图-Composition"><a href="#构图-Composition" class="headerlink" title="构图 Composition"></a>构图 Composition</h3><p>The arrangement of items across the fulldome canvas is one of most powerful resources in the director’s toolkit. There is an expansive world to paint both in terms of the imagery that surrounds the audience, but also what exists overhead. The fulldome canvas is surprisingly supple and can easily take the shape of the environment placed around it. Low ceilings and close walls can simulate a confined space; conversely tall trees stretching high above the audience can create the strong sensation of an expansive space. Many of the other tools below, except for the last two, work within the composition of the scene to create show’s visual aesthetic. More than virtually any other medium, fulldome does not have an obvious point of focus or place to look; therefore, it is imperative to skillfully and constantly guide the audience’s attention and visual focus throughout a show. The techniques below are some of the time-tested methods that can do just that.</p><p>在全景球幕画布上合理地安排物体的位置，是导演工具集中最强大的资源之一。球幕提供了一个可以绘制的广阔世界，不仅有围绕在观众四周的景象，还有观众头顶的空间。全景球幕画布具有惊人的灵活性，能够轻松地适应并展示周围环境的各种形态。例如，通过营造低矮的天花板和紧邻的墙壁，可以制造出压抑的空间感；而通过描绘高耸入云的树木，可以给观众带来一种开阔空间的浩瀚感受。除了下文提到的最后两种工具外，其他许多技巧都是在场景构图内使用的，可以协助打造影片的视觉风格。与其他媒介不同的是，全景球幕影院没有一个固定的观察焦点，因此在整部影片中精心且持续地引导观众的视线和注意力是十分关键的。以下提到的一些方法经过了时间的考验，有助于达成这一目标。</p><h3 id="摄影机运动-Camera-Movement"><a href="#摄影机运动-Camera-Movement" class="headerlink" title="摄影机运动 Camera Movement"></a>摄影机运动 Camera Movement</h3><p>Moving the perspective of the entire scene, crafting dynamic and changing compositions by moving the camera, provides visual interest to scenes, allowing them to develop over time and stay on screen longer without the need for cuts. The more the scene can change within the shot and the camera’s choreography, the more the audience will stay anchored within the location or place of the scene.</p><p>可以通过移动摄影机来变化整个场景的视角，打造动态和变化的构图，为场景提供视觉兴趣点，使场景随时间发展并在银幕上停留更长时间，而无需使用剪切。单镜头内场景和摄影机的编排变化越多，观众就越能持续沉浸在场景所展现的位置或场所中。</p><p>Camera movement must be handled skillfully, since the audience often feels that they are actually moving with the camera through the scene. It is quite a powerful kinetic connection that immersion creates in the audience.</p><p>摄影机的运动一定要把握恰当，因为观众经常感觉他们实际上是随着摄影机在场景中移动的 。这种由沉浸感带来的动感连接（kinetic connection）对观众而言极具吸引力，是一种很有力的手段。</p><p>Just like any technique this can be underused and overused. Some notable fulldome films are comprised of one continuous shot over their 20 to 25-minute running time. This can be quite effective, but also has the unexpected complication of forcing the camera path over time into dead moments that have to be enhanced to liven them up (much like long stretches of open highway on an endless road trip) or to restricting your view to what can logically fit along that unbroken camera path. Intentionally leading with a technique or gimmick can diminish the overall creative possibilities and highlight the technique at the expense of the impact of the overall experience. Everything in moderation, unless there is a compelling creative reason to lean heavily into one technique or another. It’s a delicate artistic balance that the director must constantly evaluate.</p><p>正如任何制作技巧一样，全景球幕电影中的单镜头技术手段可能被低估，也可能被滥用。有些知名的全景球幕影片仅通过一段 20 至 25 分钟的连续镜头来叙述整个故事。这种方法虽然有其独到之处，却也带来了特有的挑战，例如可能会导致画面在某些时段显得缺乏活力，需要通过额外的手段来增添生气（就像长途驾驶中穿越漫长而单调的公路一样）；或者限制了故事视角，只能沿着连续的镜头路径逻辑安排场景和事件。如果片方有意过分依赖某一技术或噱头，可能会限制创作的广度和深度，使得技术本身成为观众的焦点，而忽略了作品整体的情感影响。因此，除非有充分的创意理由来支持某种手法的重度使用，否则还是应该保持技术使用的适度平衡。这需要导演不断地进行审慎考量，以维持艺术创作的微妙平衡。</p><h3 id="演员走位-Actor-Blocking"><a href="#演员走位-Actor-Blocking" class="headerlink" title="演员走位 Actor Blocking"></a>演员走位 Actor Blocking</h3><p>Just as in a stage play, blocking helps define the scene’s action and the actors’ characters. Whereas a pure theatrical experience is limited by the confines of the available performance areas inside the theater, in a fulldome show, actors can appear and move anywhere within the immersive canvas. This needs careful balance as well, but in a dynamic shot, even if the camera is stationary, actors moving toward and away from the camera or moving through the scene can help guide the audience’s attention within a frame that has no clear director or point of focus. As humans, we like to look at other humans, and our eyes follow them throughout a scene. This is a powerful way to guide the audience’s gaze inside the frame, which is more crucial than ever considering the inability to use traditional cinematic editing to restrict the audience’s view.</p><p>就像在舞台剧中一样，在全景球幕中，演员的走位也是同样关键的。传统剧场表演受限于剧场内的表演空间，全景球幕影片则打破了这些限制，允许演员在整个沉浸式空间自由移动。这种自由虽然提供了更多可能性，但也需要精心平衡，以确保动态场景中的演员动作——无论是向摄影机移动，远离摄影机，还是穿梭于场景之中——都能在一个没有固定观察焦点的空间里，有效地吸引并引导观众的注意力。作为人类，我们喜欢观察人物的动作，我们的眼睛会跟随人物在场景中的移动，这种关注成为引导视线的强大工具。在不能依靠传统剪辑技术来限制观众视野的全景球幕环境中，利用人物动作来引导观众的视线比以往任何时候都更为关键。</p><h3 id="画面内的移动-Movement-Within-Frame"><a href="#画面内的移动-Movement-Within-Frame" class="headerlink" title="画面内的移动 Movement Within Frame"></a>画面内的移动 Movement Within Frame</h3><p>The human eye also follows movement. Objects that move against others that are stationary grab attention. Something that moves causes humans to want to know what is moving, where it is going, and what it may be up to. This could relate to simple survival skills or basic curiosity. Either way, object movement inside the frame is a highly effective way to guide the audience’s attention through the expansive fulldome canvas.</p><p>除了跟随人物之外，人眼也会跟随移动的物体。当物体相对于其他静物产生移动时，会吸引观众的注意力。观众会好奇，在移动的是什么物体，它要去往哪里，可能会做什么。这可能与我们的生存本能或基本的好奇心有关。无论如何，恰当设计画面内物体的移动，都是在广阔的全景球幕画布上引导观众注意力的高效方式。</p><h3 id="画面的视觉平衡-Visual-Balance-of-Frame"><a href="#画面的视觉平衡-Visual-Balance-of-Frame" class="headerlink" title="画面的视觉平衡 Visual Balance of Frame"></a>画面的视觉平衡 Visual Balance of Frame</h3><p>Humans seem to have a desire for order and organization. Even a picture that is slightly off of perfect level screams out to be adjusted. Visual balance in a fulldome frame is no exception. Similar objects or those that have a symmetrical layout on screen are easily ignored, but anything that stands out because of its size (smaller or larger than other objects) or because of its visual isolation within the frame draws focus. This orchestration of visual balance is not nearly as powerful as movement or a human in the frame, but the choreography of visual elements and the balance of their visual symmetry and asymmetry can cause viewers to look at the objects that stand out. This is pure visual composition and the creation of an area of interest inside the fulldome frame and is most analogous to composition principles in conventional cinema.</p><p>人类天生就倾向于寻求秩序和组织，哪怕是略微不居中的画面也能引起我们调整的冲动。这种对平衡的追求在全景球幕电影中同样适用。虽然相似物体或对称布局在银幕上容易被忽略，但那些因大小差异（无论是更小还是更大）而在画面中显得孤立的元素，却能够自然吸引观众的注意力。对视觉元素的精心排布，以及视觉上对称与非对称的巧妙平衡，可以有效引导观众关注那些突出的元素。这样的视觉构图不仅在全景球幕电影中创造了引人注目的区域，其精髓与传统电影中的构图原则也不谋而合。</p><h3 id="色彩-Color"><a href="#色彩-Color" class="headerlink" title="色彩 Color"></a>色彩 Color</h3><p>In a similar way, color asymmetry can cause the audience to focus on colors that look different or draw attention. For example, a green object will pull focus in a scene that is largely blue. Humans are very aware of differences, and unique colors in a scene will stand out. Also, warm colors (reds, yellows, oranges) command attention and push to the foreground while cool colors (blues and purples) recede and move to the background. Greens are neutral and can serve either purpose. White and black can switch roles based on the surrounding colors. In other words, either black or white can be dominant or recessive based on the context of the scene. With that said, white tends to grab our attention more than black if all other factors are neutral.</p><p>同样，颜色的不对称使用也可以有效引导观众的注意力，特别是那些在场景中显得与众不同或突出的颜色。举个例子，一个绿色物体在以蓝色为主的场景中会特别引人注目。人们对颜色的差异极为敏感，场景中的独特颜色自然会成为焦点。此外，暖色系（如红、黄、橙）往往能够吸引观众的视线并凸显于前景，而冷色系（如蓝和紫）则倾向于退缩到背景之中。绿色居于中立位置，可根据需要发挥前景或背景的作用。白色和黑色的视觉效果则会随着它们所处的颜色环境而变化；换言之，它们可以根据场景的具体情境表现为主导或是辅助的角色。尽管如此，若其他条件保持中性，白色通常更容易吸引人们的注意力。</p><h3 id="光线-Light"><a href="#光线-Light" class="headerlink" title="光线 Light"></a>光线 Light</h3><p>Human eyes are basically light receptors. Light activates sight. Light on objects in a scene makes people look at them. It’s the same reason people follow the beam of light from a flashlight in the dark, even if it isn’t illuminating anything interesting. Light directs the viewer’s attention very powerfully. Once again this is a time-honored tool from the beginning of cinematography and theater. Lighting is a very useful too that can guide the audience attention throughout a show.</p><p>人眼本质上是对光线的反应器（receptor），光线唤醒了我们的视觉。在场景中，物体被光照亮时，便自然吸引了我们的目光，这就像人眼视线在黑暗中自动跟随手电筒光束一样，即便它并未照亮任何引人注目的物体。光线是引导观众视线的一个非常强大的手段，这个方法自电影和戏剧艺术的初期便被广泛使用。光影是极为有效的工具，能够在影片中持续地吸引和引导观众的焦点。</p><h3 id="视觉简单性与复杂性-Visual-Simplicity-vs-Complexity"><a href="#视觉简单性与复杂性-Visual-Simplicity-vs-Complexity" class="headerlink" title="视觉简单性与复杂性 Visual Simplicity vs. Complexity"></a>视觉简单性与复杂性 Visual Simplicity vs. Complexity</h3><p>As much as humans like to think they are very complex and sophisticated, they default to what is simple and easy to understand. The human eye may be fascinated by complex imagery but will always try to simplify it or find the least complex place to look. This is why tunnels work so well on the dome. The audience looks right down the center of the tunnel to see where it is leading. The choreography and interplay of simple and complex visual structure can effectively show the audience exactly where to look in a scene. This can be everything from a tunnel to an alleyway blocked by tall buildings on both sides, to the tracks on a rollercoaster.</p><p>虽然人类倾向于认为自己非常复杂和精致，但在面对视觉信息时，我们往往会本能地寻找简单和直观的元素。即便复杂的图像能够吸引我们的眼球，我们也会不自觉地试图将其简化，寻找视觉上最不复杂的焦点。这解释了为何隧道场景在全景球幕电影中格外有效——观众的视线会自然地被隧道中心所吸引，并探索其通往的方向。通过巧妙地安排简单与复杂的视觉结构，可以清晰地告诉观众在场景中应当关注的位置：从隧道到被高楼环绕的小巷，再到过山车轨道，都是引导观众视线的有效手段。</p><h3 id="向量-Vectors"><a href="#向量-Vectors" class="headerlink" title="向量 Vectors"></a>向量 Vectors</h3><p>Vectors are imaginary lines that point in certain directions within a frame. These cause the audience to look in the direction the vector is pointing or moving. Vectors on the dome can be caused by graphical composition where a line or curve forms from the spatial arrangement or simple patterns among a complex scene as described above. These are known as graphic vectors, which tend to be subtle. Other vectors that point in a certain direction, like an arrow, a street sign, or a finger pointing at something are called index vectors. These are a bit more powerful than graphic vectors. Finally, there are motion vectors where an object is moving in a direction, and the audience watches with interest where it is going. Motion vectors have the most weight and ability to direct the audience’s eyes through the scene.</p><p>向量（vector），或称作画面中的引导线，是指导观众视线朝特定方向移动的虚拟线条。球幕上的向量根据其形式分为几种类型：图形向量（graphic vectors）源于场景中的图形构图，其线条或曲线由复杂场景中的空间排列或简单模式构成，引导效果较为轻微；指示向量（index vectors）是指向特定方向的向量，如箭头、路标或指向某物的手指，其引导作用比图形向量更强；运动向量（motion vectors）则是通过物体的移动方向来吸引观众关注，这种向量在引导观众视线穿过场景方面，具有最大的权重和最佳的效果。</p><h3 id="演员的视线-An-Actor’s-Eye-Line"><a href="#演员的视线-An-Actor’s-Eye-Line" class="headerlink" title="演员的视线  An Actor’s Eye Line"></a>演员的视线  An Actor’s Eye Line</h3><p>This is a specific type of vector generated by an actor looking in a particular direction on the screen. Wherever the actor looks, the audience is compelled to look as well. Part of this likely springs from innate curiosity; part may result from the fact that looking at something is a less obvious form of pointing. For this vector to work most effectively, the actor should look at something in the scene. This way the audience can follow the actor’s gaze to a landing point within the frame.</p><p>在全景球幕电影中，演员的目光方向本身就是一种强有力的向量——演员看向哪里，观众也会被吸引着看向哪里。这种现象可能部分源于人的好奇本性，另一个原因则是在我们的认知中，“注视某物”是一种比较含蓄的“指向”方式。为了充分利用这一效应，在设计场景时应让演员的目光停留在某一画面元素上，从而引导观众的视线聚焦于该点。</p><p>There is little offscreen space in fulldome, since the frame is so vast, but it is possible to use clever editing to connect the actor’s eye line from inside one shot into an object in the next shot.</p><p>全景球幕画面非常广阔，几乎没有画外空间，但可以通过巧妙的剪辑，将演员的视线从一个镜头连接到下一个镜头中的对象。</p><h3 id="剪辑和场景过渡-Editing-and-Scene-Transitions"><a href="#剪辑和场景过渡-Editing-and-Scene-Transitions" class="headerlink" title="剪辑和场景过渡 Editing and Scene Transitions"></a>剪辑和场景过渡 Editing and Scene Transitions</h3><p>As previously discussed, editing is possible and often necessary in digital fulldome. Editing allows directors to shift between subjective and objective scenes and to change the audience vantage point within an objective scene. Editing can also transition between subjective sequences to string larger sections of a film together.</p><p>如前所述，剪辑在数字全景球幕中是可行的，也往往是必要的。剪辑允许导演在主观和客观场景之间转换，并改变观众在客观场景中的视点。剪辑还可以在主观镜头序列之间过渡，将电影的主体部分串联起来。</p><p>There is no shortage of authoritative reference material for cinematic editing techniques, and there is neither space nor need to delve into these in this chapter. Suffice it to say that most time-honored principles of traditional editing still apply to digital fulldome, even if the frame or the immersive medium itself does not respond the same way as a cinematic frame that sits out in front of the audience. Experimentation and careful shot&#x2F;sequence planning is essential to discover what can work the most effectively in a given project.</p><p>对于电影剪辑技术，权威的参考资料从来都是充足的，在本章中我们既无必要也无空间深入探讨这些技术细节。可以说，那些历经时间考验的传统剪辑原理，在数字全景球幕这样的新媒介上依旧适用，虽然这种沉浸式媒介的表现形式和直接呈现在观众面前的电影画面有所不同。要想在特定的项目中找到最有效的表现手法，有必要多进行实验，精心规划每个镜头和及其序列组合。</p><p>When used most effectively, cuts can become largely invisible and feel completely organic to the visual story. This places pacing and scene sequencing back in the hands of the director even in the fulldome medium.</p><p>当剪辑手法得到了有效的应用时，剪辑对观众而言可以变得近乎隐形，并且完全自然地融入视觉叙事中，这使得导演即便在全景球幕这一新媒介中，也能有效掌控叙事节奏和场景镜头序列。</p><h3 id="声音设计-Sound-Design"><a href="#声音设计-Sound-Design" class="headerlink" title="声音设计 Sound Design"></a>声音设计 Sound Design</h3><p>Audio cues are extremely effective in grabbing the audience’s attention, especially in moments where the director wants the audience to look up, to the sides of the screen or behind them toward the back of the dome. Even though fulldome is an immersive medium with 360º imagery, when an audience is seated, they typically look forward unless there are reasons for them to look elsewhere. Sound cues are an organic and elegant way to help direct the audience’s attention to different parts of the dome. This technique must be used gently, because it is uncomfortable for the audience to require them to move their bodies around to physically look behind them, especially when they are in a seated position. Better to use sound in the back of the dome to bring in something that quickly moves to the sides of the dome or across the zenith, such as a spaceship entering from behind and moving overhead. In this example the audience will only have to look up as the ship is passing above them.</p><p>声音提示（audio cues）在吸引观众注意力方面格外有效，尤其是当导演想让观众抬头看，向球幕两侧看，或者转身向球幕后方看时。虽然全景球幕以其 360° 全景图像为特色，属于沉浸式媒介，但坐着的观众通常会默认朝前看，除非有特别的理由吸引他们转到其他方向。声音提示便是一种自然且雅致的手段，用以引导观众的视线转移到球幕的不同区域。应用这一技巧时需要特别注意，因为让观众在坐着的状态下转身向后看可能会引发不适感。更理想的做法是，在球幕后方使用声音效果，吸引观众将注意力移向快速穿过球幕侧面或正上方的物体，比如一艘从后方出现、飞越头顶的宇宙飞船。这样，观众仅需仰头便可观察到飞船从上方经过的壮观场面。</p><p>The tools highlighted above can help directors navigate and craft the visual story for maximum impact, while avoiding the pitfalls of immersive media.</p><p>以上提到的技术可以帮助导演在创作视觉故事时，最大限度地提升影响力，并巧妙地避开沉浸式媒体可能遇到的陷阱。</p><h2 id="有效的全景球幕叙事示例及分析-EXAMPLES-AND-ADVANTAGES-OF-EFFECTIVE-FULLDOME-STORYTELLING"><a href="#有效的全景球幕叙事示例及分析-EXAMPLES-AND-ADVANTAGES-OF-EFFECTIVE-FULLDOME-STORYTELLING" class="headerlink" title="有效的全景球幕叙事示例及分析 EXAMPLES AND ADVANTAGES OF EFFECTIVE FULLDOME STORYTELLING"></a>有效的全景球幕叙事示例及分析 EXAMPLES AND ADVANTAGES OF EFFECTIVE FULLDOME STORYTELLING</h2><p>The immersive fulldome canvas is not inherently better than traditional flat screen cinema, but as explored in this chapter, it is inherently different. In addition to the variety of specific aesthetic effects immersive content provides, fulldome creates a unique connection with the audience. They feel like they are inside the story, sometimes in first person point of view (POV) and other times in third person POV, but in both cases they are watching from inside the story as opposed to watching as a voyeur in traditional cinema where the audience is outside the experience looking in through the frame.</p><p>全景球幕技术并不自然而然地优于传统平面电影院，但正如我们在本章探讨的，它本质上具有不同的特质。全景球幕不仅提供了一系列独特的美学效果，更与观众建立了一种独特的连接。观众会有身临其境的感觉，有时是从第一人称视角（POV）体验故事，有时则是从第三人称视角。无论哪种方式，他们都是从故事内部观看的，而非像传统电影观众那样，作为一个外部的旁观者通过画框观看。</p><p>There are a host of films produced specifically for the fulldome medium that have leveraged these principles effectively within certain scenes and in some cases throughout the films.</p><p>有一系列为全景球幕特别制作的影片，将上述原则有效地应用在部分场景甚至全片当中。</p><ul><li><strong>Microcosm: The Adventure Within:</strong> (Daut, 2002). The first science fiction and non-astronomical fulldome film ever created (written, produced, and directed by the author) was also the first time that a fulldome film moved from entirely a first person POV and made extensive use of cinematic editing to propel the story and change audience perspective in the immersive space. What started as a grand experiment actually helped define and clarify modern fulldome cinematic techniques.</li></ul><p><strong>《微观世界的奇幻旅程：深入探索之旅》</strong> (Daut, 2002)。这部影片开创了科幻领域内的一项里程碑：它不仅是首部非天文主题的全景球幕电影（由作者本人担任编剧、制片、导演），还首次在全景球幕影院中运用了第一人称视角，通过电影式的剪辑手法来推进故事情节，并变换观众在沉浸式环境中的视角。这场宏伟的实验最终成为现代全景球幕电影技术发展的一个关键转折点。</p><p>The conceit of the film placed the audience inside a human-crewed submersible that could shrink down to microscopic size for injection into the bloodstream of a dying patient. After an introduction that set up the scenario, the audience finds themselves inside the submarine’s cockpit looking out the front window with controls and hardware of the submarine’s interior surrounding them. The show established this as the first person POV for the entire show. Rather than anchoring the entire experience inside the sub, the perspective cuts to a view outside the sub, watching the scene from within the scene from a third person POV. This change in perspective within a scene enabled editing to allow the viewer to move easily from one POV to the other; in fact, from the third person POV, cuts from shot to shot were easier to achieve because of the aesthetic distance created by the third person POV. This continuous sense of presence in the scene creates a dynamic effect that could not be possible in a traditional cinematic experience.</p><p>电影的创意是，让观众置身于一艘由人类驾驶的、能够缩至微观大小的潜艇内，并将潜艇注射进濒死病人的血流中。随着情节的展开，观众仿佛亲自坐在潜艇的驾驶舱内，透过舷窗向前看，周围环绕着潜艇内部的控制面板和设备。本片通过这样的设计确立了观影过程中的第一人称视角，同时不仅局限于潜艇内的体验，还巧妙地转换到潜艇外的第三人称视角，让观众既能在场景内部感受故事，又能从外部观察。这种视角的变换让剪辑过程更加流畅，使得观众可以轻松地在不同的视角之间切换。正是这种在场景中持续不断的临场感，营造出了一种动态的视觉效果，这在传统影院体验中是难以实现的。</p><ul><li><strong>Microcosm: Stars of the Pharaohs:</strong> (Murtagh &amp; Daut, 2004). This film broke ground with its stunning recreations of temples and tombs of ancient Egypt including the temple of Denderah (built in 3D as a photorealistic representation of how it exists today in its partially ruined state) and the temple of Luxor (built in 3D as a depiction of how it may have looked 3,000 years ago). By establishing a first person POV, the audience was allowed to travel inside these amazing locations in such a way that they felt transported not only to Egypt, but also back in time on a walk-through of these astonishing destinations. Traditional cinema does not allow this sensation of transportation inside virtual worlds.</li></ul><p><strong>《微观宇宙：法老之星》</strong> (Murtagh &amp; Daut, 2004)。这部作品通过精致再现古埃及的寺庙和墓穴，如丹德拉寺庙（用 3D 打造，呈现其今日残破的真实面貌）和卢克索寺庙（用 3D 展现其 3000 年前的可能样貌），开辟了球幕影像的新境界。通过采用第一人称视角，观众仿佛被带到了埃及，不仅跨越了空间，更穿越了时间，亲历了这些令人叹为观止的地点。这种仿佛置身虚拟世界的感受，是传统电影无法提供的。</p><ul><li><strong>Dawn of the Space Age:</strong> (Sip, 2007). Telling the story of mankind’s efforts to take the first steps into space, the competition between the USA and the Soviet Union, the moon landing, and humanity’s future in space, this show uses the third person POV throughout the entire film. This is a perfectly appropriate technique for this particular narrative, since the filmmaker invites the audience to become a bystander inside defining moments of the space race, but not to take the first-person perspective of those pioneers who changed mankind’s destiny in the universe. The audience was never allowed to become the historic space pioneers, but only to be with these pioneers to experience these seminal moments with them as never before. This third person perspective allowed freedom of editing from one shot and one scene to another, since the audience never perceived that they were the people in the story, but only very close observers.</li></ul><p><strong>《太空纪元的曙光》</strong> (Sip, 2007)。这部影片讲述了人类首次迈向太空的努力、美苏太空竞赛、登月壮举，以及人类在太空的未来愿景。全片并没有采用那些改变人类命运的先锋的视角，而是贯穿使用第三人称视角，这一叙事手法恰到好处地使观众成为太空竞赛关键时刻的见证者。观众并未亲身成为那些开创历史的太空探险家，而是作为他们的同行者，以前所未有的方式共同经历这些开创性的瞬间。第三人称视角的运用使得剧情能够自由跳转，因为观众并不认为自己是故事中的人物，而是作为紧密的观察者体验这一切。</p><ul><li><strong>Dream to Fly:</strong> (Heavens of Copernicus &amp; Majda, 2013). Just before the midpoint of this film, the filmmakers place the audience inside a conventional theater facing a curtained proscenium that towers in front of them. This motif riffs on the theatrical nature of fulldome immersion, previously discussed in this chapter, and then pulls set pieces off the stage and moves them around the audience space, everything from sketches on parchment paper and aerodynamic equations to prototype planes that fly around the interior of the theater. This sense of theatrical immersion does not directly translate into flat screen cinema experience, and is therefore unique and completely fitting for use in the fulldome medium.</li></ul><p><strong>《追梦飞行》</strong> (Heavens of Copernicus &amp; Majda, 2013)。在影片的中段之前，制作者巧妙地将观众置于一个传统剧院之中，面朝一个挂着帷幕的巨大舞台。这种设计巧妙地回应了全景球幕沉浸体验的戏剧性质，接着将舞台上的道具——从羊皮纸上的素描，到空气动力学公式，再到围绕剧场内飞行的飞机原型——移至观众周围，使之成为场景的一部分。这种戏剧化的沉浸体验是传统的平面电影所无法直接复制的，在全景球幕媒介中展现了其独特且完美适配的特性。</p><ul><li><strong>Expedition Reef:</strong> (California Academy of Sciences &amp; Wyatt, 2018). The film begins with a scene inside an aquarium facing a large floor-to-ceiling glass tank containing a coral reef environment. The audience is in the building looking at the aquarium, an interesting play on “looking at” versus “being in” a scene. As the camera moves toward the glass on tank, the interior of the aquarium melts away and blends into the coral reef, placing the audience in the middle of the open ocean on a journey of exploration into the biodiversity of the coral reef. This is a powerful immersive storytelling technique that would not be possible in traditional cinema.</li></ul><p><strong>《珊瑚礁探险》</strong> (California Academy of Sciences &amp; Wyatt, 2018)。影片开场是在一个水族馆内，观众面对着一面巨大的、从地面延伸到天花板的玻璃水族箱，里面仿佛包含了一个珊瑚礁的小宇宙。这里展示了一种独特的视角游戏：观众是在建筑内部观察水族馆，形成了一种“观看”与“置身场景中”的对比。随着镜头逐渐推近水箱玻璃，水族馆的界限开始模糊，最终与珊瑚礁景观融为一体，观众仿佛被带入了无垠海洋的深处，开启了对珊瑚礁生态多样性的探索之旅。这种沉浸式的叙述方式，在传统电影里是难以实现的。</p><p>The show continues with long-duration shots featuring complex camera moves sweeping through the reef, pausing to introduce new creatures and story points to the audience, anchoring them in a first-person POV with a highly choreographed camera paths that efficiently move from one story point to the next with very infrequent cuts and scene transitions. The opening shot lasts nearly five minutes, starting underwater, breeching the surface, hovering over the shoreline, then flying out into space to look at the Earth holistically. This type of sweeping, complex shot would not have the same sense of presence in traditional cinema and would likely need more edits to preserve the pacing for the flat screen experience.</p><p>随着影片的展开，通过一系列长时间的镜头和复杂的摄影机动作，观众被带着在珊瑚礁中穿梭，每次停下来都是为了向观众介绍新的生物和故事情节。这些场景通过精心设计的摄影机路线，将观众定位在第一人称视角，流畅地连接着一个又一个的故事节点，几乎不需要剪辑和场景转换。影片的开篇镜头持续了将近五分钟，从水下的世界开始，穿透海面，飘浮在海岸线上方，然后飞出地球，从太空俯瞰这个蓝色星球。这样宏大而细腻的画面，在传统电影中很难复制，也可能需要更频繁的剪辑来适应平面观看的节奏。</p><h2 id="如何在全景球幕上讲故事-HOW-TO-TELL-STORIES-ON-THE-DOME"><a href="#如何在全景球幕上讲故事-HOW-TO-TELL-STORIES-ON-THE-DOME" class="headerlink" title="如何在全景球幕上讲故事 HOW TO TELL STORIES ON THE DOME"></a>如何在全景球幕上讲故事 HOW TO TELL STORIES ON THE DOME</h2><h3 id="让画面说话-Show-Don’t-Tell"><a href="#让画面说话-Show-Don’t-Tell" class="headerlink" title="让画面说话 Show, Don’t Tell"></a>让画面说话 Show, Don’t Tell</h3><p>The fulldome canvas is huge. If a picture is worth a thousand words, then a fulldome picture is worth ten thousand words. Directors should strongly consider designing the visual story first, almost as if crafting a silent film. They should ask what story the visuals are telling and how many words are actually needed to complement the scenes. It is not necessary to use words to state what is obvious in the visual story.</p><p>全景球幕的视觉画布无比宽广。一幅单帧画面能传递千言万语，而全景球幕下的一幅画面，其价值更是不可计量。导演们应该优先考虑从视觉故事出发进行设计，将球幕影片当做一部默片来制作。他们需要深思的是，视觉元素能讲述怎样的故事，以及有哪些地方真正需要用到文字。在视觉叙事中，对于显而易见的内容，没必要用文字重复说明。</p><p>Action, camera movement, blocking, light, color, composition, and the other visual storytelling techniques described should build each shot and sequence to guide the audience through each beat of the story.</p><p>应该通过人物动作、摄影机运动、走位编排、光线、颜色、构图等视觉叙事技术，精心构建每一个镜头和片段，引导观众跟随故事的节奏前进。</p><h3 id="构思客观与主观场景-Design-Objective-and-Subjective-Scenes"><a href="#构思客观与主观场景-Design-Objective-and-Subjective-Scenes" class="headerlink" title="构思客观与主观场景 Design Objective and Subjective Scenes"></a>构思客观与主观场景 Design Objective and Subjective Scenes</h3><p>Choosing whether to design an objective or subjective scene or sequence is most directly analogous to the throttle or gas pedal for immersive storytelling. Subjective scenes, where the audience feels like they scene is happening to them, are the most potent and impactful. Objective scenes where the audience feels like they are close to an event as just an observer or bystander have slightly less impact and offer directors more opportunities to cut.</p><p>在决定要设计一个客观场景还是主观场景时，就像是在选择沉浸式叙事的“油门”还是“加速器”（近义词）。主观场景让观众感觉自己正身临其境，是最具冲击力和影响力的。而客观场景让观众作为近距离的观察者或旁观者，虽然影响力稍逊一筹，但为导演提供了更多的剪辑自由度。</p><p>Subjective scenes, for example place the audience inside a car in the driver’s seat (maximum emotional and kinetic impact), whereas objective scenes place the audience outside the car to witness what another driver is doing (one step removed from personal participation, but still strong involvement). Subjective scenes anchor themselves in real time, since they mimic real experiences. Temporal flow must remain natural and uninterrupted. Objective scenes can jump between places and time can be left out when an edit takes place.</p><p>比如说，主观场景可以把观众放在汽车的驾驶座上（情感和动感影响最大），而客观场景则将观众置于车外，观察另一名驾驶员的行为（虽然与个人参与有所距离，但仍能强烈投入到故事中）。主观场景通过模仿真实体验，使观众固定在实时发生的事件中，时间的流动必须是自然且连贯的。而客观场景则可以在不同的地点间进行跳转，通过剪辑省略时间。</p><p>Structuring a balance between objective and subjective scenes effectively can allow directors to most powerfully guide the audience through a visual story while balancing the thematic arc and emotional impact.</p><p>通过有效平衡客观与主观场景，导演可以在不牺牲情感冲击力的同时，更加有力地引领观众穿越视觉叙事。</p><h3 id="精心设计时长较长、复杂度较高的镜头-Choreograph-Longer-Shots-with-Higher-Degrees-of-Complexity"><a href="#精心设计时长较长、复杂度较高的镜头-Choreograph-Longer-Shots-with-Higher-Degrees-of-Complexity" class="headerlink" title="精心设计时长较长、复杂度较高的镜头 Choreograph Longer Shots with Higher Degrees of Complexity"></a>精心设计时长较长、复杂度较高的镜头 Choreograph Longer Shots with Higher Degrees of Complexity</h3><p>Think of the medium as immersive theater with an audience that can move around the theater to a limited degree. In digital fulldome, when the perspective moves, the audience moves. Rather than rely on editing to structure and build a sequence, the dome more natively wants to present shots that are highly choreographed from camera movement, to blocking, to art direction, to the arrangement of items in the frame, to the dynamic, unfolding interest generated by a longer shot that is constantly changing and developing as the audience moves through the scene.</p><p>可以将全景球幕媒介想象为一个沉浸式剧场，观众可以在剧场里有限地移动。在数字全景球幕影院中，随着视角的转换，观众仿佛也随之在空间中移动。与其依赖剪辑来构建镜头序列，不如让全景球幕以其天性展示那些精心编排的镜头——从摄影机运动、走位编排、艺术指导、画面内物体的排布，到通过长镜头的持续变化发展而产生动态兴趣，让观众随着镜头穿梭于场景之中。</p><p>The more complex the scene, the more it holds the audience’s interest, and the longer it can be sustained without a cut. This is an extraordinarily important technique to learn and implement.</p><p>场景的复杂度越高，就越能吸引观众的注意力；剪辑次数越少，这种注意力就越能持续。这是一项至关重要的技巧，需要熟练掌握并应用。</p><h3 id="以媒介特性和观众体验为核心进行剪辑-Edit-with-the-Medium-and-Audience-in-Mind"><a href="#以媒介特性和观众体验为核心进行剪辑-Edit-with-the-Medium-and-Audience-in-Mind" class="headerlink" title="以媒介特性和观众体验为核心进行剪辑 Edit with the Medium and Audience in Mind"></a>以媒介特性和观众体验为核心进行剪辑 Edit with the Medium and Audience in Mind</h3><p>Don’t rely on editing to build scenes the way it can in traditional cinema.</p><p>不要像在传统电影中那样，依靠剪辑来构建场景。</p><p>Don’t rely on close ups, master shot, medium shot, over the shoulder shots, since the dome is largely frameless, and these shot descriptions can’t apply in the same way. There is no direct correlation to this type of shooting or sequence editing. The scenes are either objective with limited editing or subjective with little or no editing except for transitions from one scene to another. Craft shots that are visually interesting and transform into different looks as the camera moves and as subjects move within the fulldome frame.</p><p>全景球幕本质上是没有边框的，因此应避免使用特写、全景、中景、肩上镜头等传统拍摄手法，这些拍摄或剪辑方式在全景球幕影片中没有直接的等效手法。场景可能是客观的，辅以有限的剪辑；或是主观的，几乎不进行剪辑，只在场景间进行过渡。在全景球幕空间内，创造出随着摄影机和场景主体移动而不断变化视觉效果的镜头，对观众而言更具吸引力。</p><h3 id="发挥球幕变化自身的能力-Leverage-the-Dome’s-Ability-to-Transform-Itself"><a href="#发挥球幕变化自身的能力-Leverage-the-Dome’s-Ability-to-Transform-Itself" class="headerlink" title="发挥球幕变化自身的能力 Leverage the Dome’s Ability to Transform Itself"></a>发挥球幕变化自身的能力 Leverage the Dome’s Ability to Transform Itself</h3><p>The canvas itself is very big. Make it smaller when needed or let it be giant. The shape of the dome mimics the sky or infinite space. Its geometry does not make itself obvious to the audience; instead, it seems to transform its shape and size to perfectly match and reproduce any environment projected onto its surface. That makes the dome somewhat magical, when it can use these “superpowers” to mold itself into a tiny passageway through an underground cavern or a giant cathedral with 60’ vaulted ceilings. Both are entirely possible as is everything in between. The aesthetic feeling of each space can also help shape and convey the story.</p><p>全景球幕画布本身是非常大的，应该根据需要让它缩小，或保持其巨大的规模。球幕的形状仿佛天空或无限的空间，它的几何构造对观众而言并不显眼；相反，它似乎能够变换自己的形状和大小，完美地匹配和再现任何投射在其表面的环境。这让球幕有了某种魔法般的能力，它可以将自身变形为一条穿越地下洞穴的狭窄通道，或是一个拥有 60 英尺拱顶的宏大教堂。这些都是完全可以实现的，而且每种空间的美学感受都能帮助塑造和传达故事。</p><h3 id="最重要的事-Most-Important"><a href="#最重要的事-Most-Important" class="headerlink" title="最重要的事 Most Important"></a>最重要的事 Most Important</h3><p>Don’t tell fulldome stories: tell stories. Don’t let the medium itself force story choices that don’t best serve the story’s intent. This means that the story may require live actors inside the dome theater that interact with moments on the dome. This may mean that set pieces, props, a preshow, or seamless branching between story segments may be required. Let the story shape the experience NOT the medium. Definitely consider all the medium’s uniqueness qualities, but don’t be confined by the restrictions of the medium itself.</p><p>应该讲述“故事”，而非仅仅是“全景球幕故事”。不要让媒介本身的特性限制了能够最好地服务于故事的创作选择。这可能意味着，根据故事的需要，在全景球幕剧场中可能需要现场演员与球幕上的画面互动；这可能意味着，需要布置道具，设计映前秀，或者在故事段落之间进行无缝转换。让故事本身，而非媒介，来塑造观众的体验。当然要考虑利用媒介的所有独特特性，但不应被媒介本身的限制束缚。</p><h3 id="影片示例-Examples"><a href="#影片示例-Examples" class="headerlink" title="影片示例 Examples"></a>影片示例 Examples</h3><p>A number of feature films have begun experimenting with longer, highly choreographed shots that illustrate sensibilities that work perfectly for fulldome production.</p><p>一些剧情长片已经开始尝试采用时间更长的、编排程度更高的镜头，这些镜头所呈现的感觉，非常适合在全景球幕中展现。</p><p>Here are just a few:</p><p>以下列举其中的几个例子：</p><ul><li><strong>Gravity:</strong> Directed by Alfonso Cuarón - 2013</li></ul><p><strong>《地心引力》</strong>（导演：阿方索·卡隆，2013 年）</p><p>The film opens with a single shot that runs for 13 minutes and 7 seconds with no cuts. This shot is exquisitely choreographed with camera movements, actor blocking, staging of the spacecraft in the scene. This groundbreaking shot is extremely dynamic and provides masterful pacing and remarkable storytelling (Cuáron &amp; Heyman, 2013).</p><p>该片以一个无剪接、持续 13 分钟 7 秒的长镜头开场，精巧地安排了摄影机的移动、演员的位置，以及宇宙飞船在场景中的布置。这一开创性的长镜头极为生动，展现了精湛的节奏感和出色的叙事技巧（Cuáron &amp; Heyman, 2013）。</p><ul><li><strong>Creed:</strong> Directed by Ryan Coogler - 2015</li></ul><p><strong>《奎迪》</strong>（导演：瑞安·库格勒，2015 年）</p><p>The first boxing match in the film is shot with a moving camera and no cuts at all. Once again, the shot never loses energy and does not suffer from a lack of fast edits. The scene constantly changes (Winkler, et al., 2015).</p><p>该片中的首场拳击赛是通过运动机位拍摄的，整个过程没有任何剪辑。这个镜头充满活力，完全不因缺少快速剪辑而失色，场景内容也在不断变化（Winkler 等，2015）。</p><ul><li><strong>Black Panther:</strong> Directed by Ryan Coogler - 2018</li></ul><p><strong>《黑豹》</strong>（导演：瑞安·库格勒，2018 年）</p><p>The director employs a long uninterrupted shot in the middle of the film where a battle breaks out at a casino where unsavory activities are taking place. Another excellent example of camera and actor choreography in a sustained, dynamic shot (Fiege &amp; Coogler, 2018).</p><p>导演在该片中段采用了一个长时间不间断的镜头，记录了一场在赌场内发生的战斗，那里正进行着一些不正当的活动。这又是一个关于摄影机和演员在连续动态场景中精彩编排的例证（Fiege &amp; Coogler, 2018）。</p><ul><li><strong>Birdman:</strong> Directed by Alejandro G. Iñárritu - 2014</li></ul><p><strong>《鸟人》</strong>（导演：亚利桑德罗·冈萨雷斯·伊纳里图，2014 年）</p><p>Much of this film’s entire running time is one single shot with no observable edits (but of course the film was not shot in one take). Clever edits are hidden as the camera moves across a neutral background. More inspiration for choreography on the dome (Iñárritu et al., 2014).</p><p>该片在绝大多数时间都采用了单机拍摄，没有明显的剪辑（但显然不是一镜到底完成的）。影片巧妙地通过在中性背景前移动摄影机来隐藏剪辑点，这为场景编排提供了更多的灵感（Iñárritu 等，2014）。</p><h3 id="技巧与建议-Tricks-and-Tips"><a href="#技巧与建议-Tricks-and-Tips" class="headerlink" title="技巧与建议 Tricks and Tips"></a>技巧与建议 Tricks and Tips</h3><ul><li><p>Don’t lead with the technology</p></li><li><p>Don’t move too quickly</p></li><li><p>Don’t rush your shots. Give the audience time to experience the scene. Base shot duration on complexity of the scene</p></li><li><p>Don’t forget to move the camera</p></li><li><p>Don’t forget the audience moves with you. Guide them through the experience like an expert docent at a museum or historical site</p></li><li><p>不应让技术主导剧情；</p></li><li><p>不要移动太快；</p></li><li><p>镜头不要太急，让观众有时间沉浸在场景中，镜头的长度应由场景的复杂度决定；</p></li><li><p>记得移动摄影机；</p></li><li><p>记住，观众会随着你的镜头移动。假装你是博物馆或历史场所的资深讲解员，引领他们深入体验。</p></li></ul><h2 id="结论-CONCLUSION"><a href="#结论-CONCLUSION" class="headerlink" title="结论 CONCLUSION"></a>结论 CONCLUSION</h2><p>Cinema and dome cinema grew up in very different ways. Their technology and their origins have led to their current maturity and the depth of content that is possible in each medium. Similar tools exist in both mediums, but their use is very different. Education, not entertainment, was the origin of digital fulldome; whereas, cinema could educate, entertain, and explore any genre from its inception. Storytelling and entertainment experiences are not only possible, but game-changing in digital fulldome, and effective storytelling techniques and best practices exist and are continuing to expand.</p><p>传统电影与球幕电影的发展轨迹截然不同。它们的技术基础和历史发展决定了各自的成熟度，以及可能达到的内容深度。尽管两种媒介中存在相似的创作工具，但其应用方式大相径庭。数字全景球幕最初以教育为目的，而传统电影自诞生之日起就涵盖了教育、娱乐以及各种类型的内容探索。在数字全景球幕领域，讲述故事和提供娱乐体验不仅是可行的，更有着改变游戏规则的潜力，而有效的叙事技巧和实践方法也在不断被开发和完善着。</p><p>The fulldome medium has the potential to attract large audiences and to deliver a mind-blowing VR shared theater experience for audiences of all ages and even eclipse the storytelling capabilities of Hollywood films, potentially kicking off a revolution in fulldome filmmaking and even the establishment of a dome theater network across the world. The future of fulldome is yet to be written, but its potential is absolutely unlimited.</p><p>全景球幕这一媒介拥有吸引大量观众的巨大潜力，能为不同年龄段的观众提供震撼的虚拟现实共享影院体验。在未来，这一媒介有可能超越好莱坞电影的叙事手法，引领全景球幕电影制作甚至是全世界球幕影院网络的革命。全景球幕的未来尚待我们书写，而它的潜能是无穷无尽的。</p><h2 id="参考文献-REFERENCES"><a href="#参考文献-REFERENCES" class="headerlink" title="参考文献 REFERENCES"></a>参考文献 REFERENCES</h2><ol><li>California Academy of Sciences. (Producer), &amp; Wyatt, R. (Director). (2018). Expedition Reef [Fulldome Film]. United States: California Academy of Sciences.</li><li>Cuar ó n, A., &amp; Heyman, D. (Producers), &amp; Cuar ó n, A. (Director). (2013). Gravity [Motion Picture]. United Kingdom, United States: Warner Bros. Pictures.</li><li>Ehrman, M. (2002). The Last Laser Show Laserium, once playing at an observatory near you, has gone the way of the pet rock. Mark Ehrman tracks the history—and future? —of the light fantastic. CNN Money. Retrieved from <a href="https://money.cnn.com/magazines/fortune/fortune_archive/2002/02/18/318144/index.htm">https://money.cnn.com/magazines/fortune/fortune_archive/2002/02/18/318144/index.htm</a></li><li>Feige, K. (Producer), &amp; Coogler, R. (Director). (2018). Black Panther [Motion Picture]. United States. Marvel Studios.</li><li>Heavens of Copernicus Productions (Producer), Majda, P. (Director). (2013). Dream to Fly [Fulldome Film]. Poland: Heavens of Copernicus Productions.</li><li>I ñá rritu, A. G., Lesher, J., Milchan, A., &amp; Skotchdopole, J. W. (Producers), I ñá rritu, A. G., (Director). (2014). Birdman [Motion Picture]. United States. Fox Searchlight Pictures.</li><li>Lambert, N., &amp; Phillips, M. (2012). Introduction: Fulldome. Digital Creativity, 23(1), 1–4. doi: 10.108 0&#x2F;14626268.2012.666980</li><li>Library of Congress. (n.d.). Early Motion Picture Productions. Retrieved from <a href="https://www.loc.gov/collections/edison-company-motion-pictures-and-sound-recordings/articles-and-essays/history-of-edison-motion-pictures/early-motion-picture-productions/">https://www.loc.gov/collections/edison-company-motion-pictures-and-sound-recordings/articles-and-essays/history-of-edison-motion-pictures/early-motion-picture-productions/</a></li><li>Marche, J. (2005). Theaters of Time and Space: American Planetaria, 1930-1970. New Brunswick, NJ: Rutgers University Press.</li><li>Michael, D. (Producer), &amp; Michael, D. (Director). (2002). Microcosm: The Adventure Within [Fulldome Film]. United States: Evans &amp; Sutherland.</li><li>Murtagh, T., &amp; Daut, M. (Producers &amp; Directors). (2004). Stars of the Pharaohs [Fulldome Film]. United States: Evans &amp; Sutherland.</li><li>Sip, R. (Producer &amp; Director). (2007). Dawn of the Space Age [Fulldome Film]. Netherlands: Mirage3D.</li><li>Winkler, I., Chartoff, B., Winkler, C., Winkler, D., King-Templeton, K., &amp; Stallone, S. (Producers), &amp; Coogler, R. (Director). (2015). Creed. [Motion Picture]. United States: Warner Bros. Pictures.</li></ol>]]></content>
    
    
      
      
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  <entry>
    <title>自译 | 沉浸式球幕：下一代艺术与娱乐场馆</title>
    <link href="https://www.lumenghe.com/2024/03/22/immersion-domes-next-generation-arts-and-entertainment-venues/"/>
    <id>https://www.lumenghe.com/2024/03/22/immersion-domes-next-generation-arts-and-entertainment-venues/</id>
    <published>2024-03-22T07:43:46.000Z</published>
    <updated>2024-03-25T12:56:03.432Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>出处：《Handbook of Research on the Global Impacts and Roles of Immersive Media》<br>标题：Immersion Domes: Next-Generation Arts and Entertainment Venues<br>作者：Edward Lantz，Vortex Immersion Media，USA<br>翻译：Horace Lu</p></blockquote><p>（注：键盘快捷键“w”或左侧菜单右上角按钮，可切换文章列表视图与大纲视图）</p><p>[TOC]</p><h2 id="摘要-ABSTRACT"><a href="#摘要-ABSTRACT" class="headerlink" title="摘要 ABSTRACT"></a>摘要 ABSTRACT</h2><p>Large-scale immersion domes are specialized embodiments of spatial augmented reality allowing large groups to be immersed in real-time animated or cinematic virtual worlds with strong sense-of-presence. Also called fulldome theaters, these spaces currently serve as giant screen cinemas, planetariums, themed entertainment attractions, and immersive classrooms. This chapter presents case studies for emerging applications of digital domes, reviews dome theater design basics, and suggests that these venues are on track to become mainstream arts and entertainment centers delivering global impact at scale. Standard venue designs will be necessary to realize the full potential of an immersive media arts and entertainment distribution network. This chapter provides rationale for standardization of immersion domes for multi-use events spaces, immersive cinemas, and live performing arts theaters.</p><p>大型沉浸式球幕是空间增强现实（Spatial Augmented Reality, SAR）的一种独特表现形式，它使得大量观众能够实时沉浸在动画或电影般的虚拟世界中，感受到强烈的临场感。这些空间，也被称作 Fulldome 影院，目前被广泛用于巨幕电影院、天文馆、主题娱乐场所以及沉浸式教室等多种场合。本章节将介绍数字球幕的新兴应用案例，回顾球幕影院的设计基础，并展望这些场所如何逐渐发展成为主流的艺术和娱乐中心，以规模化的方式产生全球性的影响。为了充分发挥沉浸式媒体艺术和娱乐分销网络的潜力，场所设计的标准化显得尤为重要。本章还将阐述为何需要标准化沉浸式球幕，以及它们在多用途活动空间、沉浸式电影院和现场表演艺术剧院中的应用。</p><h2 id="简介-INTRODUCTION"><a href="#简介-INTRODUCTION" class="headerlink" title="简介 INTRODUCTION"></a>简介 INTRODUCTION</h2><p>Spatial augmented reality (SAR) maps pixels onto physical objects to produce visually immersive or digitally augmented experiences. SAR embodiments include architectural projection mapping and digital domes (fulldome theaters) which are general-purpose immersive visualization environments capable of accommodating large groups without the need for VR headsets, glasses or goggles. Digital domes can incorporate a variety of extended reality (XR) modalities including the incorporation of live performers with interactive tracking, stage and prop projection mapping, and real-time display of cyber worlds and metaverse environments.</p><p>空间增强现实通过将像素映射到物理对象上，创造出视觉上沉浸式或数字增强的体验。SAR 的具体实现包括建筑投影映射（architectural projection mapping）和数字球幕（Fulldome 影院），这些环境提供了通用的沉浸式可视化体验，能够容纳众多观众，无需依赖虚拟现实头显、眼镜或护目镜。数字球幕能够整合各种扩展现实（Extended Reality, XR）的模式，包括将现场表演者与交互式跟踪、舞台和道具投影映射、网络世界和元宇宙环境的实时展示等结合起来。</p><p>Because of their large capacity, high throughput and ease of use (no wearables or controllers), digital domes have the potential to become a mass medium for XR similar to cinemas. Domes and other SAR environments cannot replace VR—they are a medium in their own right. They are advanced storytelling environments capable of touring audiences through virtual worlds, scientific datasets cinematic environments and more. Walk-through and stand-up SAR environments can also be highly interactive. Digital dome venues do have a number of limitations when compared to VR. For instance, dome theaters accommodating large audiences are typically limited to a hemispheric field of view—half the visual field of VR—because large standing or seated audiences block a large portion of the audience’s visual field-of-view. And with large audiences the sense of personal agency is muted, with the experience being more akin to a tour bus ride or a large window into virtual worlds.</p><p>得益于其能够容纳大量观众、高吞吐量和易用性（无需穿戴设备或控制器），数字球幕展现出成为类似电影院那样的 XR 大众媒介的潜力。球幕和其他 SAR 环境并非要取代 VR，而是作为一种独立的媒介存在。它们提供了先进的叙事环境，能够引导观众穿越虚拟世界、科学数据集、电影环境等。步行穿越和站立式的 SAR 环境同样具有高度的互动性。然而，与 VR 相比，数字球幕在容纳大量观众时存在一定的局限性。例如，大型观众群体的球幕影院通常只能提供半球形视野——这是 VR 视野范围的一半——因为观众站立或坐着时，大量人群会阻挡其他观众的大部分视野。此外，在众多观众面前，个人的主导感会减弱，体验更像是乘坐旅游巴士或通过大窗户观察虚拟世界。</p><p>The tour bus analogy accurately describes contemporary immersion dome experiences in planetariums, giant screen cinemas and IMAX ® Domes. It would be tempting to classify dome theaters as passive group immersive cinema displays, or group immersive portals into cyberspace. However, our recent work involves the merging of live performers into real-time rendered environments, allowing performers to command and interact with the immersive world. This moves digital domes more firmly into the realm of mixed reality.</p><p>将球幕影院比作旅游巴士，准确地描述了当代天文馆、巨幕电影院和 IMAX ®球幕中的沉浸式球幕体验。虽然人们可能倾向于将球幕影院视为一种被动的群体沉浸式电影展示，或是通往网络空间的群体沉浸式门户，但最近的工作中，我们开始探索将现场表演者融入实时渲染的环境中，使表演者能够与沉浸式世界进行互动和指挥。这将数字球幕推向了混合现实的新领域。</p><p>The integration of stadium seating for optimal immersion, a projection-mapped stage and foreground props utilizing SAR techniques, in combination with 360 scenes projected on the dome create a unique format that we call CineTheater ™. In addition, multipurpose dome venues without seating can serve as community hubs for connecting, creative placemaking, black box theaters, and special event venues. It is suggested that both designs will find utility and should be pursued in the development of next-generation, location-based arts and entertainment venues.</p><p>我们将针对沉浸式体验优化的体育场座椅，与利用 SAR 技术进行投影映射的舞台和前景道具，以及投影在球幕上的 360 度场景整合起来，创造了称为 CineTheater ™的独特格式。此外，这种多功能的球幕场馆在不设座椅的情况下，可以灵活转变为社区的聚集地，用于促进交流、创意场所营造*、黑匣子剧院和特殊活动场所。建议在开发下一代基于位置的艺术和娱乐场所时，应当充分考虑这两种设计，它们都将发挥其效用。</p><blockquote><p>创意场所营造（Creative Placemaking）是一个城市规划和发展的概念，它强调通过艺术和文化活动来提升和活化社区空间，从而增强社区的身份感、吸引力和活力。这个概念认为，创造性的场所营造不仅仅是物理空间的改造，而是一个涉及社区参与、经济活力、社会资本和文化身份的综合过程。</p></blockquote><h2 id="背景-BACKGROUND"><a href="#背景-BACKGROUND" class="headerlink" title="背景 BACKGROUND"></a>背景 BACKGROUND</h2><p>Immersion domes typically map 360 visuals onto spherical, hemispheric, or ovoid screens to deliver visual experiences similar to VR headsets but without the need for glasses or goggles (Lantz, 1997). It’s like putting a giant VR headset on a large group of people. The resulting wide field-of-view imagery can trigger brain states not usually accessible via film or other digital media such as sense-of-motion (vection), presence, scale, awe, and have been shown to communicate concepts better, create a greater interest in learning, and are more effective than a movie screen or television at conveying certain scientific concepts (Lantz, 2011).</p><p>沉浸式球幕通常将 360 度视觉效果映射到球形、半球形或卵形屏幕上，提供类似于虚拟显示头显的视觉体验，但无需眼镜或护目镜（Lantz, 1997）。这就像是给一大群人戴上了一个巨大的虚拟现实头显。由此产生的宽视野图像可以触发通常无法通过电影或其他数字媒体获得的大脑状态，如运动感（sense-of-motion / vection）、临场感、规模感、敬畏感，并且已被证明能更好地传达概念，激发学习兴趣，并且在传达某些科学概念方面比电影银幕或电视更为有效（Lantz, 2011）。</p><p>Digital domes can provide a greater instantaneous visual field-of-view than consumer VR headsets, nearly encompassing the viewer’s entire peripheral vision. Peripheral vision is associated with vection, spatial learning, and navigation skills (Yamamoto &amp; Philbeck, 2013). Because the audience is free to use head motion to observe immersive scenes without the need for head tracking, higher frame rates are not strictly required. Anecdotal experience with audiences indicates that VR experiences presented in digital domes are preferred by many who otherwise feel confined, experience vertigo, or have other difficulties with VR headsets.</p><p>数字球幕能够提供比消费级虚拟现实头显更大的即时视野（instantaneous visual field-of-view），几乎涵盖了观众的整个周边视觉。周边视觉与运动感、空间学习和导航技能有关（Yamamoto &amp; Philbeck, 2013）。因为观众可以自由地通过头部运动来观察沉浸式场景，而无需头部跟踪，所以并不严格要求高帧率。根据观众的轶事经验表明，许多在使用虚拟现实头显时感到受限（confined）、经历眩晕（vertigo），或有其他困难的人，更喜欢数字球幕中呈现的虚拟现实体验。</p><p>The first digital domes were pioneered for military vehicle simulation and training, but it is the planetariums that first embraced video projection in domes for public exhibitions. At last count over 1,665 digital domes—mostly planetariums, science centers, giant screen theaters and portable domes—are documented worldwide, with nearly half in the U.S. (Petersen, 2019a). And over 335 titles have been produced for this market ranging from astronomy and space science, earth science, and more (Petersen 2019b).</p><p>最早的数字球幕是为军事车辆模拟和训练而开发的，但首先是天文馆开始在球幕上采用视频投影进行公共展览。根据最新统计，全球有超过 1,665 个数字球幕——主要是天文馆、科学中心、巨幕剧院和便携式球幕，其中近一半位于美国（Petersen, 2019a）。同时，针对这个市场已经制作了超过 335 部影片，题材范围包括天文学、空间科学、地球科学等（Petersen 2019b）。</p><p>While narrative storytelling has long been a mainstay of planetarium programming, with the advent of laser graphics in the 1970s and now 360 “fulldome” video graphics and VR content creation, arts and entertainment programming has increasingly found a home in planetarium programming (Lantz, 2009; Lantz, 2018).</p><p>虽然叙事性故事讲述（narrative storytelling）长期以来一直是天文馆节目的主要组成部分，但随着 1970 年代激光图形（laser graphics）的出现，以及现在的 360 度“Fulldome”视频图形和虚拟现实内容创作，艺术和娱乐节目越来越多地在天文馆节目中找到了自己的位置（Lantz, 2009; Lantz, 2018）。</p><h2 id="数字球幕设计-DIGITAL-DOME-DESIGN"><a href="#数字球幕设计-DIGITAL-DOME-DESIGN" class="headerlink" title="数字球幕设计 DIGITAL DOME DESIGN"></a>数字球幕设计 DIGITAL DOME DESIGN</h2><p>Digital dome theaters include portable (inflatable) planetariums, smaller classroom planetariums in universities and school districts, public or private institutional digital domes largely in museums and science centers, giant screen film theaters which have converted to digital including, most recently, IMAX ® Domes. In addition, a number of theme park rides employ domes and other wide FOV screens (Fraser, 2018).</p><p>数字球幕影院包括可移动（充气式）天文馆、大学和学区的小型教室天文馆、主要位于博物馆和科学中心的公共或私立机构数字球幕，以及最近转换为数字放映的巨幕电影院，包括最新的 IMAX ®球幕。此外，许多主题公园的游乐设施也采用了球幕和其他宽视野屏幕（Fraser, 2018）。</p><p>While there are now 1,665 digital domes in the world, there are only a small number of pioneering arts and entertainment dome theaters that have emerged in the past decade. It is a now a good time to establish industry standards for the coming generation of arts and entertainment domes.</p><p>尽管现在全球有 1,665 个数字球幕，但在过去十年中，只有少数先锋艺术和娱乐球幕影院出现。现在是为即将到来的艺术和娱乐球幕建立行业标准的好时机。</p><p>There are existing industry standards that can apply to arts and entertainment domes (Lantz, Wyatt, Bruno, &amp; Neafus 2004). The Dome Master Specification, first drafted in 2004 at the Fulldome Standards Summit in Valencia, Spain, has allowed the free exchange of cinematic digital dome programming between digital planetariums, and continues to be updated by the trade association IMERSA: Immersive Media, Entertainment, Research, Science, Arts (2014) which was founded in 2008 to foster the fulldome video format. This format was subsequently incorporated into the Digital Immersive Giant Screen Specifications, developed by the Giant Screen Cinema Association for the conversion of 70mm film theaters to giant screen digital cinema (DIGSS, 2018).</p><p>有一些现有的行业标准可以适用于艺术和娱乐球幕（Lantz, Wyatt, Bruno, &amp; Neafus 2004）。2004 年在西班牙瓦伦西亚举行的 Fulldome 标准峰会上首次起草的《球幕母版规范》（Dome Master Specification），使得数字天文馆之间能够自由交换电影数字球幕节目，并且由成立于 2008 年的贸易协会 IMERSA（Immersive Media, Entertainment, Research, Science, Arts）继续更新，该协会旨在促进 Fulldome 视频格式。随后，这一格式被纳入由巨幕电影协会开发的数字沉浸式巨幕规范中，用于将 70mm 电影剧院转换为巨幕数字电影（DIGSS, 2018）。</p><p>If immersion domes are to become a recognized mainstream entertainment format at scale—allowing mass distribution of immersive experiences—basic design principles must be adopted, and specific design features must be chosen and adhered to by the industry. This section focuses on some of the more critical design parameters and principles that must come into play when designing next generation immersive venues.</p><p>如果沉浸式球幕要成为一种公认的规模化主流娱乐格式——允许沉浸式体验的大规模分发——那么必须采纳基本的设计原则，并且必须由行业选择并遵循特定的设计特征。本节重点介绍了在设计下一代沉浸式场所时必须考虑的一些更关键的设计参数和原则。</p><p>In general, immersive theaters typically utilize one or more video projectors to cover the entire surface of a dome screen. LED domes are also emerging but are currently limited to specialized applications such as theme parks by their high cost. Therefore, the focus of this chapter is on projection domes, with an eye towards future emissive screens such as LED. Audio systems are more flexible and do not dictate theater design to the same degree as display systems so they will not be covered in as much detail.</p><p>一般来说，沉浸式剧院通常使用一个或多个视频投影机来覆盖整个球幕屏幕的表面。LED 球幕也在不断涌现，但由于成本高昂，目前仅限于主题公园等特殊应用。因此，本章的重点是投影球幕，同时也关注未来可能的自发光屏幕，如 LED。音频系统具有较高的灵活性，并不像显示系统那样对剧院设计产生决定性影响，因此，对于音频系统的讨论将不会像显示系统那样深入。</p><h3 id="场所设计-Venue-Design"><a href="#场所设计-Venue-Design" class="headerlink" title="场所设计 Venue Design"></a>场所设计 Venue Design</h3><h4 id="永久性球幕场所-Permanent-Dome-Venues"><a href="#永久性球幕场所-Permanent-Dome-Venues" class="headerlink" title="永久性球幕场所 Permanent Dome Venues"></a>永久性球幕场所 Permanent Dome Venues</h4><p>Most permanent dome theaters utilize one or more video projectors to cover the entire surface of a perforated aluminum dome screen. Perforated aluminum screens are nearly seamless when panels are precisely butt-seamed and are also nearly transparent to sound. This allows sound absorbing material to be placed behind the dome to mitigate unwanted reflections. It also allows speakers to be mounted behind the screen as well as fire sprinklers.</p><p>大多数永久性球幕剧院使用一个或多个视频投影机来覆盖整个穿孔铝制（perforated aluminum）球幕屏幕的表面。当面板精确对接时，穿孔铝屏幕几乎是无缝的，并且几乎完全透声。这允许在球幕后面放置吸声材料以减少不必要的反射，也允许在屏幕后面安装扬声器以及消防喷水器。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-01.png" alt="图1. 带有悬挂乙烯基覆盖物和内部负压屏幕的多面体球幕的剖视图" style="zoom:50%;"><p>Figure 1. Cutaway of geodesic dome with hanging vinyl cover and internal negative-pressure screen<br>Source: © 2019 Pacific Domes, Inc. Used with permission.</p><h4 id="移动球幕场所-Mobile-Dome-Venues"><a href="#移动球幕场所-Mobile-Dome-Venues" class="headerlink" title="移动球幕场所 Mobile Dome Venues"></a>移动球幕场所 Mobile Dome Venues</h4><p>Building digital planetariums and giant screen theaters is an expensive affair. Less expensive prefabricated mobile dome theaters are a popular alternative and can be found at festivals, sporting events, conventions, and more. The most common mobile domes utilize a geodesic frame with vinyl cover and negative pressure internal fabric projection screen supported via a suction fan (Figure 1). With a UV resistant heavy vinyl cover, HVAC and an interior deck or slab, these structures can also be used as semi-permanent theaters up to 37 meters in diameter with a lifetime of 20 years or more. Air-supported domes are also popular for larger venues of 60 meters or more. These structures require positive air pressure requiring revolving doors or airlocks to maintain interior air pressure.</p><p>建设数字天文馆和巨幕电影院通常需要巨额投资。作为一种经济实惠的替代方案，预制的移动式球幕剧院因其成本效益而广受欢迎，常见于节日庆典、体育赛事、会议等多样场合。这类最常见的移动球幕采用多面体框架，覆盖有耐紫外线的重型乙烯基材料，并配备负压内部织物投影屏幕，通过吸气风扇进行支撑（见图 1）。得益于其耐紫外线的乙烯基覆盖层、完善的空调系统以及内部甲板设计，这些结构能够作为直径达 37 米的半永久性剧院使用，使用寿命长达 20 年甚至更久。对于直径 60 米或更大的场地，空气支撑的球幕同样适用，但这些结构需要通过正压系统和旋转门或气闸来保持内部的恒定气压。</p><p>Dome audience viewing and interaction modalities include seated, standing and walkthrough.</p><p>球幕影院的观众观赏和互动模式涵盖了坐着观看、站立体验以及步行穿梭等多种方式。</p><p>Dome imagery can be unidirectional or omnidirectional. Each configuration has its own unique properties.</p><p>球幕影像展示可以是定向的，也可以是全方位的。这两种配置各自拥有其独到的特点。</p><h4 id="观众安排-Audience-Arrangements"><a href="#观众安排-Audience-Arrangements" class="headerlink" title="观众安排 Audience Arrangements"></a>观众安排 Audience Arrangements</h4><p>There are two primary viewing configurations in immersion domes—unidirectional, where all audience members face the same direction—and omnidirectional or concentric, where audience members all face the center of the theater like sitting or standing around a campfire (Figure 2). Standing configurations often use handrails to guide visitors since the strong sense of vection can cause a standing audience to lose balance if exclusively focused on a dome presentation.</p><p>在沉浸式球幕中有两种主要的观看配置——单向的，即所有观众都面向同一方向——以及全向的或同心的，即观众都面向剧院中心，就像坐在篝火周围或站着一样（图 2）。站立配置通常使用扶手来引导游客，因为强烈的运动感可能会使站立的观众只专注于球幕展示而失去平衡。</p><p>For concentric seating (a) the dome screen equator or “springline” is almost always level to the ground—typically raised just above the audience’s heads. Unidirectional seating (b) allows the dome to be tilted in the front to provide foreground. Stadium seating takes full advantage of the dome tilt to further improve viewer sight lines. More on this shortly.</p><p>同心座位（a）的设计中，球幕屏幕的赤道线，也称为“弹簧线”（springline），始终保持与地面平行，其高度通常略高于观众头顶。而单向座位（b）的设计则允许球幕的前端向下倾斜，以此创造出视觉上的前景效果。体育场座位则巧妙利用球幕的倾斜角度，进一步优化观众的观看体验。后续内容将对这一设计进行更详尽的阐释。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-02.png" alt="图 2. 球幕座位/站立配置" style="zoom:50%;"><p>Figure 2. Dome seating/standing configurations</p><p>Unidirectional viewing is especially advantageous for storytelling because:</p><ul><li>The entire audience is looking in the same direction towards a “sweet spot” on the dome</li><li>Single point of focus facilitates character-based storytelling, informational text</li><li>Audience can be flown through or over terrain with everyone flying in same direction</li><li>Audience attention can easily be captured and directed to the left or right</li><li>Provides the most consistent and controlled audience experience</li><li>Stage lighting is simplified – elevated lights can be placed behind the audience</li></ul><p>单向观看在叙述故事时具有显著优势，主要体现在以下几个方面：</p><ul><li>所有观众的目光都集中于球幕上的“最佳视点”</li><li>统一的焦点使得角色驱动的叙事和信息性文本的传递变得更加高效</li><li>观众能够共同体验飞行或穿越地形的感觉，每个人都朝着相同的方向前进</li><li>观众的注意力能够轻松地被集中并引导至特定的左侧或右侧</li><li>这种设置提供了最为一致和受控的观众体验</li><li>舞台照明的安排也因这种布局而得到简化，因为提升的灯光可以方便地放置在观众的后方</li></ul><p>Concentric viewing presents a number of challenges especially when delivering a cinematic experience, but there are some interesting possibilities as well:</p><ul><li>In concentric seating the audience could be looking in any direction</li><li>The zenith (top) of the dome screen is the only common area of focus</li><li>Flying audience up towards sky or falling are powerful omnidirectional experiences</li><li>Image orientation on the zenith depends on seat location<ul><li>Nearly half of the audience will see zenith image upside down</li><li>Especially problematic with text, faces and other objects dependent on orientation</li></ul></li><li>Text and characters on dome generally need to be repeated around dome for all to see<ul><li>Limits use of full dome images (which are the most powerful)</li></ul></li><li>When flying audiences over landscapes, half of the audience will be flying backwards</li><li>Stadium seating is not possible without raising the entire dome image which reduces the dome image field-of-view for the audience.</li><li>Easily accommodates random standing audience such as cocktail party or networking</li><li>Omnidirectional seating generally results in greater audience capacity</li></ul><p>同心式观看在提供电影体验时虽然存在一些挑战，但也带来了一些独特的可能性：</p><ul><li>同心式座位中，观众的视线可以自由朝向任意方向</li><li>球幕屏幕的天顶部分成为观众唯一的共享焦点区域</li><li>引导观众向上飞翔或向下坠落的体验，在全向式观影中具有强烈的沉浸感</li><li>天顶上的图像方向会根据观众的座位位置而变化<ul><li>大约一半的观众可能会看到倒置的天顶图像</li><li>对于文本、面部以及其他方向敏感的物体，尤其具有挑战性</li></ul></li><li>为了确保每个观众都能看到，球幕上的文本和角色通常需要在屏幕周围重复显示<ul><li>限制了 Fulldome 图像最为有力的使用方式</li></ul></li><li>当带领观众飞越景观时，一半的观众将会体验到倒飞的效果</li><li>如果不提升整个球幕图像，就无法实现体育场式座位，这将减少观众的球幕图像视野</li><li>这种布局易于容纳随意站立的观众，适合举办鸡尾酒会或社交活动等场合</li><li>全向式座位通常能够容纳更多的观众</li></ul><h4 id="剧院座位-Theater-Seating"><a href="#剧院座位-Theater-Seating" class="headerlink" title="剧院座位 Theater Seating"></a>剧院座位 Theater Seating</h4><p>Theater seats are a key component in sit-down environments. As will be seen, it is important to assure that the seat tilt provides audiences with an optimal view of the dome screen. In general, seat backs should tilt back further the closer they are to the front of the screen. Removable seats are desirable in multipurpose domes. A number of multisensory “4D” special effects can also be built into theater seats including vibroacoustic “bass shakers,” personal sound environments, seat cushion pokers and air bladders that inflate and deflate in sequence, mist, buzzers, neck and leg ticklers and motion seats.</p><p>剧院座位在坐下式观影环境中扮演着至关重要的角色。为了确保观众能够享受到最佳的球幕屏幕视野，座位的设计和倾斜角度至关重要。一般而言，座位的背部倾斜程度应随着离屏幕前方的距离增加而增加。在多功能球幕影院中，选择可移动座位是一个理想的解决方案。剧院座位的设计还可以集成多种多感官“4D”特效，以增强观众的沉浸式体验，包括：振动声学“低音炮”，个人声音环境，座位垫刺激器和按顺序充气放气的气垫，雾化，蜂鸣器，颈部和腿部刺激器，以及动感座位。</p><h4 id="视线与球幕倾斜-Sight-Lines-and-Dome-Tilt"><a href="#视线与球幕倾斜-Sight-Lines-and-Dome-Tilt" class="headerlink" title="视线与球幕倾斜 Sight Lines and Dome Tilt"></a>视线与球幕倾斜 Sight Lines and Dome Tilt</h4><p>In dome theater design we assess the degree of audience immersion by measuring the image field-of-view (FOV). The FOV is defined by the horizontal and vertical angles over which the dome image extends in a typical viewers eye when seated or standing naturally. FOV is a function of where the person is seated or standing in the dome. We use standard ergonomic field-of-view angles for both (a) seated (leaning back) and (b) standing configurations (Figure 3).</p><p>在球幕剧院的设计过程中，我们通过计算图像视野（Field-of-View, FOV）来衡量观众的沉浸体验。FOV 是指在标准坐姿或站姿下，球幕图像在观众视野中所占据的水平和垂直角度范围。这一视野角度是根据观众在球幕中的坐立位置来确定的。我们针对（a）坐姿（向后倾斜）和（b）站姿配置，采用了符合人体工学标准的视野角度（见图 3）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-03.png" alt="图 3. 对于 a) 坐姿（向后倾斜）以及 b) 站立的观众，其标准的人体工学视野范围" style="zoom:50%;"><p>Figure 3. Standard ergonomic field-of-vision for a) seated and reclined and b) standing</p><p>We can assess the degree of visual immersion by projecting these “sight lines” from a typical viewer’s eye and measuring the vertical and horizontal angle covered by the dome image. Since the horizontal FOV is almost always at least 180 degrees, the vertical FOV is typically the limiting factor in creating a powerful sense of immersion. Ideally, the entire surface area of every viewer’s retinas would be completely mapped with pixels.</p><p>为了评估视觉沉浸的程度，我们可以通过模拟典型观众的“视线”，并测量这些视线在球幕图像上所覆盖的垂直和水平角度来实现。由于水平视野范围（FOV）通常至少为 180 度，垂直视野范围往往是创造深度沉浸感的关键限制因素。理想情况下，观众视网膜的整个面积都应被球幕上的像素完全覆盖。</p><p>The (4a) standing configuration (Figure 4) provides the narrowest vertical FOV in natural standing head position. Viewers must look up to maximize their sense of immersion. Slightly reclining seats (4b) provide viewers with an improved FOV. Note that the front seats would ideally be reclined at a greater angle to maximize immersion. Tilting the dome as shown in (4c) improves immersion, especially for viewers towards the front of the theater. Increasing dome tilt and adding stadium seating as shown in (4d) maximizes vertical FOV and is an optimal design for immersive theater where it is desired to deliver a collective audience experience. Optimal immersion is also attained when floating or reclining in a level dome as shown in (4e), or when rows are vertically stacked in a 90-degree tilted dome as shown in (4f).</p><p>在站立配置（图 4a）中，观众在自然站立时的头部位置提供了最窄的垂直视野范围。为了增强沉浸感，观众需要向上看。稍微倾斜的座位（4b）能够为观众带来更宽广的视野范围。值得注意的是，前排座位应以更大的角度倾斜，以实现最佳的沉浸体验。如图（4c）所示，球幕的倾斜设计能够提升沉浸感，尤其是对剧院前排观众而言。增加球幕的倾斜角度并引入体育场式座位（4d），能够最大化垂直视野范围，这是沉浸式剧院设计中的最优选择，尤其适合希望为集体观众提供统一体验的场合。此外，在水平球幕中采用漂浮或倾斜的座位配置（4e），或者在 90 度倾斜的球幕中采用垂直堆叠的座位（4f），也能够达到极高的沉浸感。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-04.png" alt="图 4. 单向球幕设计，包括 a) 站立观看，b) 坐着观看，c) 坐着且球幕倾斜，d) 球幕倾斜的体育场座位，e) 漂浮或倾斜观看， f) 垂直座位" style="zoom:50%;"><p>Figure 4. Unidirectional dome designs including a) standing, b) seated, c) seated with dome tilt, d) stadium seating with dome tilt, e) floating or reclined viewing and f) vertical seating</p><p>Floating and vertical designs provide greater isolation from other audience members which is not desirable in a shared theater environment but is ideal for special applications such as digital wellness environment (floating design), flying theater or theme park dark ride (vertical design).</p><p>浮动和垂直座位设计提供了更高程度的隔离，这在共享的剧院环境中可能不是最佳选择，但对于特殊应用，如数字健康环境（浮动设计）、飞行影院或主题公园黑暗骑乘设施（垂直设计）来说，是理想的。</p><p>Note that tilting the dome towards the front of the theater allows the projection of foreground under the average viewer’s virtual “gravity horizon” line (Figure 5). In a level dome the spring line is the same as the horizon line. As the dome is tilted, foreground imagery under the horizon is revealed. In practice this virtual horizon can actually be placed anywhere to achieve a desired aesthetic and does not need to follow the audience’s gravity horizon, although the experience is the least disorienting when the two coincide. Since most of the audience is seated behind dome center, the “design eyepoint” can be lifted into the center of the seating deck, thereby lifting the horizon higher up onto the dome.</p><p>请注意，当球幕向剧院前方倾斜时，它允许在观众的虚拟“重力水平线”之下投影图像，从而创造出前景效果（见图 5）。在水平球幕中，这个水平线与地平线是一致的。随着球幕倾斜，原本位于地平线以下的图像内容得以展现在观众面前。实际上，这个虚拟的水平线可以根据美学需求放置在任意位置，不必严格遵循观众的重力水平线。尽管当两者一致时，观众的体验会更加稳定，不易感到迷失方向。由于大多数观众坐在球幕中心的后方，“设计视点”可以提升至座位甲板的中心位置，这样地平线就可以被提升至球幕的更高区域。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-05.png" alt="图 5. 球幕倾斜变化和虚拟“重力水平线”的形成" style="zoom:50%;"><p>Figure 5. Variations in dome tilt and formation of a virtual “gravity horizon”</p><h4 id="球幕仰角-Dome-Elevation-Angle"><a href="#球幕仰角-Dome-Elevation-Angle" class="headerlink" title="球幕仰角 Dome Elevation Angle"></a>球幕仰角 Dome Elevation Angle</h4><p>Another variable in screen design is the vertical elevation of the dome with respect to dome center (sometimes called “sweep” or “aperture angle”). Most planetarium domes are perfect hemispheres (180-degree vertical elevation) for legacy reasons. There are, however, advantages to constructing domes that are less than (6a) a hemisphere (Figure 6). Hypohemispheric dome screens have less surface area and thus tend to cost less, are easier to project onto using multiple projectors, and result in improved contrast as we shall see. The 165-degree dome (6b) was originally chosen by IMAX Corp. since it dropped the spherical center closer to the audience’s eye plane which minimizes geometric distortion as viewers move off-axis.</p><p>屏幕设计中的另一个重要因素是球幕相对于其中心的垂直仰角（有时称为“扫掠角”或“光圈角”）。根据传统，多数天文馆的球幕是完整的半球面，即具有 180 度的垂直仰角。然而，选择建造小于半球面的球幕（如图 6 中的 6a）也有其独特的优势。低半球球幕的屏幕面积较小，这不仅意味着成本更加经济，而且使用多个投影机进行投影也更为便捷，并且如后文所述，能够带来更佳的对比度效果。165 度的球幕（6b）最初由 IMAX 公司采用，其原因在于这种设计将球面中心降至接近观众视平面的位置，从而在观众的视线偏离中心轴线时，能够最大程度地减少几何畸变。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-06.png" alt="图 6. 球幕垂直仰角的变化" style="zoom:50%;"><p>Figure 6. Variations in dome vertical elevation or aperture angle</p><h4 id="弹簧线高度-Springline-Height"><a href="#弹簧线高度-Springline-Height" class="headerlink" title="弹簧线高度 Springline Height"></a>弹簧线高度 Springline Height</h4><p>Finally, we look at image field-of-view and placement of audiences within immersive spaces and placement of the springline. It is certainly possible to completely surround a viewer with complete sphere with no springline at all. Full-sphere theaters have been built for research such as the AlloSphere (KucheraMorin, et al., 2014), and have found applications in exhibitions and museums (Maceda, 2015; GOTO, 2016; Proctor, 2017).</p><p>最后，在沉浸式空间设计中，图像视野、观众的布局以及弹簧线（即球幕上与观众眼睛水平的虚拟线）的位置是关键因素。实际上，可以设计出完全没有弹簧线的球体，以完全包围观众，创造出全方位的沉浸体验。“全球”（full-sphere）剧院就是这样的例子，如 AlloSphere（Kuchera-Morin 等，2014 年），它已经在研究、展览和博物馆中得到了应用（Maceda，2015 年；GOTO，2016 年；Proctor，2017 年）。</p><p>However, the presence of a fully populated audience—whether seated or standing—limits a typical viewer’s unobstructed field of view to approximately a hemisphere. That is because, in a densely populated space, there are audience members sitting or standing in front of, behind, and to the sides of us which obscures our field of view. So, while we could extend the dome screen to the floor level or below, sightlines to these pixels—which are costly—are blocked for most audience members and do not appreciably add to the audience experience. Note that this primarily applies to performing arts theaters, concert venues and other densely populated venues.</p><p>然而，在观众完全坐满的场合——无论是坐着还是站着——观众的无障碍视野通常受限于半球面。这是因为在观众密集的空间中，前后左右都有观众，这限制了我们的视野。因此，尽管可以将球幕屏幕扩展到地板水平面或以下，但这些区域的像素对大多数观众来说是看不见的，而且增加这些像素的成本很高，对观众体验的提升并不显著。这一点尤其适用于表演艺术剧院、音乐会场所等观众密集的场所。</p><p>(Figure 7) shows the lowest sight lines for a seated audience terminate slightly above the heads of the audience (7a)—often referred to as the “eye plane.” This suggests placement of the springline no lower than what is visible for a majority of the audience.</p><p>图 7 展示了坐席观众的最低视线通常在头顶上方略微终止，这通常被称为“视平面”。这意味着弹簧线的位置不应低于观众可见的最低位置。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-07.png" alt="图 7. 弹簧线和舞台放置的视线标准" style="zoom:50%;"><p>Figure 7. Sightline criteria for placement of springline and stage</p><p>A tilted dome demands a tilted eye-plane which is satisfied by stadium seating as shown in (7b). And when a stage is placed in the theater, if it is desirable for the audience to see the surface of the stage, then the front surface of the stage should not be much lower than the lowest visible springline as shown in (7c).</p><p>对于倾斜的球幕，需要一个与之相匹配的倾斜视平面，这可以通过设置体育场式座位来实现，如图 7b 所示。当剧院内设置有舞台时，如果希望观众能够看到舞台表面，那么舞台的前表面应不低于最低可见弹簧线，如图 7c 所示。</p><h3 id="显示系统设计-Display-System-Design"><a href="#显示系统设计-Display-System-Design" class="headerlink" title="显示系统设计 Display System Design"></a>显示系统设计 Display System Design</h3><p>Most dome theaters utilize one or more projectors illuminating a perforated aluminum or fabric dome screen. The projection system must seamlessly map a 1:1 aspect ratio Dome Master frame over the entire surface of the dome. Various projection display configurations are outlined below.</p><p>大多数球幕剧院依赖于一个或多个投影机来照亮具有穿孔设计的铝制或织物球幕屏幕。为了在球幕上呈现出无缝的视觉效果，投影系统必须能够将具有 1:1 宽高比的球幕母版帧精确映射到整个球幕屏幕上。以下是对不同投影显示配置的概述。</p><h4 id="单投影机系统-Single-Projector-Systems"><a href="#单投影机系统-Single-Projector-Systems" class="headerlink" title="单投影机系统 Single Projector Systems"></a>单投影机系统 Single Projector Systems</h4><p>Single-projector systems utilize ultra-wide angle “fisheye” lenses to illuminate all or most of the dome screen. While high-brightness single-projector systems have been introduced for large domes including IMAX ® Dome, the limited resolution and brightness of a single projector can be an issue. Most high-resolution projectors have a 1.6:1, 1.78 or 1.9:1 aspect ratio which does not match the 1:1 fisheye fulldome format. This either requires vertically truncating the projection in the back of the theater or limiting the full fisheye frame to the vertical resolution (Figure 8).</p><p>单投影机系统采用超广角的“鱼眼镜头”来照亮整个或大部分的球幕屏幕。尽管已经出现了为大型球幕如 IMAX ®设计的高亮度单投影机系统，但单个投影机在分辨率和亮度上的限制有时仍可能成为问题。由于大多数高分辨率投影机的宽高比为 1.6:1、1.78 或 1.9:1，这与 1:1 的鱼眼 Fulldome 格式并不匹配。这可能导致需要在剧院后方垂直截断投影，或者限制鱼眼帧仅使用垂直分辨率（见图 8）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-08.png" alt="图 8. 单投影机 1.9:1 宽高比的鱼眼镜头投影选项" style="zoom:50%;"><p>Figure 8. Fisheye projection options for single projector with 1.9:1 aspect ratio</p><p>In general, most single-projector systems are found in smaller domes up to 10-12m in diameter and require 4K or 8K pixel resolution projectors for best results (Figure 9). The projector is ideally placed in the center of the dome (9a) but may be placed towards the front or rear of the dome with appropriate digital remapping and intensity gradient compensation. Single projector systems are simpler to setup and align and are therefore much better suited to portable dome applications. Dual fisheye configurations are also possible that use a second projector to fill in the truncated area as shown in (9b). A single edge-blend between two projectors is accomplished using geometric warping and soft-edge masking. Navitar (2019) publishes an excellent tutorial on single and dual projector dome systems.</p><p>通常，单投影机系统适用于直径在 10-12 米以下的较小球幕，并且为了达到最佳效果，通常需要配备 4K 或 8K 像素分辨率的投影机（见图 9）。理想情况下，投影机应放置在球幕的中心（9a），但也可以根据需要放置在球幕的前部或后部，并通过适当的数字重映射和强度梯度补偿来调整。单投影机系统的设置和对齐相对简单，因此它更适合便携式球幕的应用。如图（9b）所示，还可以采用双鱼眼配置，通过第二个投影机来补充被截断的区域。两个投影机之间的边缘混合通常是通过几何变形和软边遮罩技术实现的。Navitar（2019）提供了一份详尽的教程，涵盖了单投影机和双投影机球幕系统的相关知识。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-09.png" alt="图 9. 单投影机、双投影机和六投影机边缘混合投影布局" style="zoom:50%;"><p>Figure 9. Single, dual &amp; six-projector edge-blended projector layout</p><h4 id="多投影机边缘融合系统-Multi-Projector-Edge-Blended-Systems"><a href="#多投影机边缘融合系统-Multi-Projector-Edge-Blended-Systems" class="headerlink" title="多投影机边缘融合系统 Multi-Projector Edge-Blended Systems"></a>多投影机边缘融合系统 Multi-Projector Edge-Blended Systems</h4><p>Larger systems typically require multiple projectors to allow scaling of brightness and resolution. The majority of larger domes use multiple video projectors—up to two dozen or more in large-scale domes or specialized simulator applications. The projectors must sufficiently overlap to allow geometric alignment and soft-edge-blending to create a single seamless image covering the entire surface of the dome screen. Auto-alignment systems use one or more cameras in conjunction with structured light grids to compute u/v warping and blending maps to create a single seamless image from multiple overlapped projectors. Projectors are typically mounted around the periphery of the dome, projecting across the dome diameter (9c).</p><p>在大型系统中，为了提升亮度和分辨率，通常需要部署多个投影机。在大型球幕或专业模拟器的应用中，可能会使用多达 12 个甚至更多的视频投影机。为了在球幕屏幕上创建一个无缝的单一图像，这些投影机必须有足够的重叠区域，以便进行精确的几何对齐和软边混合。自动对齐系统通过结合一个或多个摄像头和结构化光栅，计算出必要的 U/V 变形和混合图，从而将多个重叠的投影机图像融合成一个统一的图像。这些投影机通常安装在球幕的周围，并跨越球幕直径进行投影（见图 9c）。</p><p>Note that the projector black level in blend regions is additive which introduces a distracting hard-edged fixed pattern in the black level which effectively reduces the sequential (on/off) system contrast. There are two solutions to restore black level uniformity. The first is to simply raise the black level outside of the blend regions—a simple solution for auto-edge-blend systems. This reduces black-level contrast to a lesser—but uniform—value across the frame. This approach works particularly well with projectors that have high sequential contrast (ideally without the use of dynamic contrast). But most large-venue projectors are limited to 2000:1 to 5000:1 sequential contrast a best, resulting in discernable loss of contrast. The second solution applies a physical optical mask somewhere in the optical train (outside of the projection lens in some systems) to create physical blends that function at all light levels. This is not an ideal solution however it can work very effectively. Emerging HDR (high-dynamic range) projectors promise to alleviate the need for masks or black-level boosting altogether.</p><p>需要注意的是，在混合区域中，不同投影机的黑位水平会发生累加，这会在黑色区域产生一个分散注意力的硬边固定图案，从而降低了顺序（开/关）系统的对比度。为了恢复黑位水平的均匀性，可以采取两种方法：</p><ul><li><p>提高混合区域外的黑位水平，这是一种简单解决方案，用于自动边缘混合系统。这种方法会将整帧画面的对比度降低到一个较小但均匀的值。它特别适合于那些具有较高的顺序对比度（理想状态下不使用动态对比度）的投影机。然而，对于大多数大型场所的投影机而言，其顺序对比度通常限制在 2000:1 到 5000:1 之间，这会导致对比度的显著降低。</p></li><li><p>在光路中的某个位置应用物理光学掩模（在某些系统中位于投影镜头外），以实现在所有光照水平下都有效的物理混合。虽然这并非理想的解决方案，但它可以非常有效地工作。</p></li></ul><p>新兴的 HDR（高动态范围）投影技术承诺将完全消除对掩模或黑色电平提升的需求，为球幕剧院带来更高的图像质量和对比度。</p><h4 id="投影机和镜头-Projectors-and-Lenses"><a href="#投影机和镜头-Projectors-and-Lenses" class="headerlink" title="投影机和镜头 Projectors and Lenses"></a>投影机和镜头 Projectors and Lenses</h4><p>There are numerous choices for video projectors and lenses. The most popular choices of projection technology are single-chip or three-chip DLP (Texas Instrument’s Digital Light Processor), LCOS (liquid crystal on silicon) or organic LCD (liquid crystal display) spatial light modulators (SLMs), with DLP technology clearly leading in high-end projectors. Projectors with up to 4K horizontal pixels have been manufactured with some 8K projectors entering the market. Lower cost versions use “wobulators” to optically displace pixels by a fraction of a pixel into several positions per frame—each position a fraction of a pixel—to attain higher virtual frame rates.</p><p>在选择视频投影机和镜头时，有多种技术可供选择。目前市场上最受欢迎的投影技术包括单芯片或三芯片 DLP（数字光处理器，由德州仪器开发）、LCOS（硅上液晶）以及有机 LCD（液晶显示器）空间光调制器（SLMs）。在高端投影机市场中，DLP 技术占据了主导地位。市面上已经出现了具有高达 4K 水平像素的投影机，一些甚至达到了 8K 分辨率。而成本较低的版本则采用“摆动器”技术，通过光学手段将像素在每个帧的多个位置之间移动，每个位置显示像素的一部分，从而实现更高的虚拟帧速率。</p><p>Projector lenses are rated according to throw ratio. The throw ratio specifies the ratio between image width and throw distance. A 1.5:1 throw ratio, for instance, will produce an image one unit wide when the projector is placed 1.5 units of distance from the screen. Ultra-short throw lenses are now available with throw ratios of 0.3:1 or less. Precautions must be taken, however, to assure that the lens will properly focus across the curvature of the dome. It is rare that projector manufacturers publish this data—empirical testing is a must.</p><p>投影镜头的性能根据投射比率（throw ratio）来评定，投射比率定义了图像宽度与投影距离之间的比例关系。例如，1.5:1 的投射比率意味着当投影机距离屏幕 1.5 个单位距离时，能够投射出一个单位宽的图像。目前市场上已经出现了投射比率为 0.3:1 甚至更低的超短投镜头。然而，为了确保镜头能够在整个球幕的曲率上正确聚焦，必须采取适当的措施。由于很少有投影机制造商公布这些数据，因此实证测试变得尤为重要。</p><p>Sequential contrast is another parameter that must now be tested empirically. In recent years manufacturers have universally abandoned the ANSI intra-frame (checkerboard) contrast specification in favor of dynamic contrast specification. Dynamic contrast uses variable iris to throttle down projector brightness in low light scenes, achieving dynamic contrast ratios of 20,000:1 or more. Dynamic contrast cannot be used on multi-projector systems unless the dynamic parameters of all projectors are synchronized. And, because of the very wide field of view, dome imagery does not lend itself to dynamic contrast over the entire display. Most projectors allow dynamic contrast to be disabled, and some allow detailed control over parameters or synchronization of multiple projectors. Without dynamic contrast activated some projectors are left with sequential contrast of 500:1 or worse, so empirical evaluation of contrast is recommended.</p><p>顺序对比度是另一个需要通过实证测试来评估的参数。近年来，制造商们普遍放弃了 ANSI 帧内（棋盘格）对比度规范，转而使用动态对比度规范。动态对比度通过在低光场景中调整可变光圈来降低投影机的亮度，从而实现 20,000:1 或更高的对比度比率。然而，除非所有投影机的动态参数都同步，否则动态对比度不适用于多投影机系统。此外，由于球幕的视场非常宽，因此不适合在整个显示上使用动态对比度。大多数投影机允许关闭动态对比度，一些投影机甚至允许对参数进行详细控制，或同步多个投影机的动态参数。如果没有启用动态对比度，一些投影机的顺序对比度可能只有 500:1 或更低，因此进行对比度的实证评估是非常推荐的。</p><h4 id="立体-3D-Stereoscopic-3D"><a href="#立体-3D-Stereoscopic-3D" class="headerlink" title="立体 3D Stereoscopic 3D"></a>立体 3D Stereoscopic 3D</h4><p>Stereoscopic 3D is also possible in digital domes; however, it is difficult to fabricate large polarizationpreserving projection screens with sufficient precision. Instead, active sequential LCD shutter glasses or optical wavelength multiplex imaging technology such as INFITEC ® (used by Dolby and others) is typically required for eye separation. There are also geometric compromises in 3D stereo imagery in domes with a large off-axis viewing volume that make it more difficult for audiences to fuse stereo images from obtuse viewing angles.</p><p>立体 3D 技术在数字球幕影院的应用是可行的，然而，制作大型且精度足够的偏振投影屏幕存在挑战。相反，通常因此，通常采用主动顺序液晶快门眼镜或光学波长复用成像技术，例如 INFITEC ®（被 Dolby 等公司采用），来实现左右眼的图像分离。在具有大偏轴观看体积的球幕中，立体 3D 图像可能会面临几何上的妥协，这使得观众从钝角视角融合立体图像变得更加困难。</p><h4 id="图形服务器-Graphics-Server"><a href="#图形服务器-Graphics-Server" class="headerlink" title="图形服务器 Graphics Server"></a>图形服务器 Graphics Server</h4><p>A basic multiprojector digital dome system is shown in (Figure 10). One or more central media servers takes dome master frames, breaks them into sub-frames with proper warping and feeds the sub-frames to multiple video projectors. Image source can either be realtime 3D rendered visuals or pre-rendered video streaming from SSD drives in high-speed RAID configuration. An outboard digital audio processor takes synchronized audio stems or multiple audio tracks in virtually any surround or 3D audio format and remaps them into the theater’s speaker array. A separate audio channel is provided for vibroacoustic transducers on the chairs, seating deck or floor.</p><p>图 10 展示了一个基础的多投影机数字球幕系统配置。中央媒体服务器接收球幕母版帧，将其分解成经过适当变形处理的子帧，并将这些子帧发送到多个视频投影机。图像源可以是实时 3D 渲染的视觉效果，或者是从高速 RAID 配置的 SSD 驱动器中流式传输的预渲染视频。外部数字音频处理器接收同步音频分轨组（stems）或多个音频轨道，并将其重新映射到剧院的扬声器阵列中，同时为椅子、座位甲板或地板上的振动声学换能器提供单独的音频通道。</p><p>The system includes an auto-alignment camera or array of cameras to capture projected structured light allowing the display to be geometrically aligned and automatically edge-blended using one of several commercial algorithms. Another array of cameras allows tracking of performers on the stage. The server plays video clips and 3D interactive scenes according to a cue list or timeline.</p><p>该系统包括一个自动对齐相机或相机阵列，用于捕捉投影的结构光，实现几何对齐，并使用商业算法自动进行边缘混合。另一个相机阵列用于跟踪舞台上的表演者，服务器根据提示列表（cue list）或时间线（timeline）播放视频剪辑和 3D 交互场景。</p><p>Multiple auxiliary video inputs fed by a video switcher allowing external video sources to access the display. The server accepts any planar or 360 format (rectangular, equirectangular 360, equipolar dome masters, cubic etc.) and remaps it into dome coordinates with low latency using 2D or 3D mapping. External inputs may be layered or mixed with internal realtime 3D or pre-rendered 360 video. In this manner the dome server becomes a dedicated remapping server allowing multiple outboard image generators including stage mapping computer, audience interactive computer, digital lighting server, GPU supercomputer, multiple VJ servers, live immersive camera feeds and other third-party sources to be seamlessly orchestrated to deliver powerful audience experiences.</p><p>视频切换器提供多个辅助视频输入，允许外部视频源接入显示系统。服务器能够接收任何平面或 360 度格式的输入（如矩形、等距圆柱 360 度投影、等极球幕母版、立方体等），并使用 2D 或 3D 映射技术以低延迟将其重新映射到球幕坐标。外部输入可以与内部的实时 3D 或预渲染 360 视频层叠或混合。这样，球幕服务器充当了一个专用的重映射服务器，使得多个外部图像生成器（包括舞台映射计算机、观众交互计算机、数字照明服务器、GPU 超级计算机、多个 VJ 服务器、实时沉浸式摄影机流和其他第三方源）能够无缝协同工作，共同创造出色的观众体验。</p><p>A show control interface allows coordination with lighting, motion control rigging, stage props, musical instruments, audio mixers, sensors and other peripheral devices through SMPTE timecode, MIDI, DMX and related control interfaces.</p><p>一个演出控制界面允许通过 SMPTE 时间码、MIDI、DMX 和相关控制接口，与照明、运动控制系统、舞台道具、乐器、音频混音器、传感器和其他外围设备进行协同控制。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-10.png" alt="图 10. 现场演出球幕剧院的多投影机显示系统基础配置" style="zoom:50%;"><p>Figure 10. Basic multiprojector display system for live-performance dome theater</p><h4 id="图像亮度-Image-Brightness"><a href="#图像亮度-Image-Brightness" class="headerlink" title="图像亮度 Image Brightness"></a>图像亮度 Image Brightness</h4><p>With their large surface areas, digital dome projection screens are hungry for light. In cinema systems image “brightness” or luminance is often measured in US units of foot-Lamberts (fL). The corresponding SI units for luminance are candela/m2 and are often referred to as nits (1.0 fL = 3.426 candela/m2). The SMPTE standard ST 431-1: 2006 for digital cinema requires screen luminance of 14 fL or 48 nits for full white (SMPTE, 2006). Projection domes, whether film or digital, rarely achieve these brightness levels. The Giant Screen Cinema Association’s DIGSS 2.0 requirements for giant screen theaters requires at least 3 fL for full white with an aspirational goal of 6 fL (DIGSS, 2018). Table 1 lists required projector luminous flux (in lumens) to achieve various luminance values (in both fL and nits) for a range of dome diameters.</p><p>数字球幕投影屏幕因其庞大的面积，对光输出的需求非常高。在电影系统中，图像的亮度通常以英尺朗伯（fL）为单位进行测量，而其对应的国际单位是坎德拉每平方米，即尼特（1.0 fL 等于 3.426 尼特）。根据 SMPTE 标准 ST 431-1: 2006，数字电影的屏幕亮度应达到 14 fL 或 48 尼特（全白）。然而，无论是电影还是数字投影，球幕很少达到这些亮度水平。巨幕电影协会的 DIGSS 2.0 标准对巨幕剧院的要求是全白至少 3 fL，期望目标是 6 fL。为了实现一系列球幕直径所需的各种亮度值，表 1 列出了所需的投影机光通量（以流明计）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Table-1.png" alt="表 1. 不同球幕直径下投影机光通量（流明）与屏幕亮度（fL）的关系。假设屏幕反射率为 0.2，球幕仰角为 165 度，投影机重叠因子为 0.8" style="zoom:50%;"><p>Table 1. Projector luminous flux (in lumens) versus screen luminance (fL) for various dome diameters. Assumes screen reflectance of 0.2, dome elevation 165 degrees and projector overlap factor 0.8</p><p>For live performance with stage lights and other ambient lighting it is highly recommended to have a minimum luminance of 4 fL. While higher luminance is always desirable, it is often not economically feasible. For instance, achieving 4 fL in a relatively small 15m dome (seating capacity 120) can be accomplished using three 30k lumen projectors. However, achieving the same light level in a 60m dome (seating capacity 2500) requires 44 ea. of those same projectors. Even using the brightest commercially available projector (75,000 lumens) still requires 18 ea. projectors. It is easy to see the temptation to economize by a) reducing the number of projectors and decreasing image luminance, b) reducing the number of projectors and using a higher screen reflectance to maintain the same image luminance (which sacrifices contrast as we shall see) or c) reducing the vertical elevation (aperture angle) of the screen thereby allowing a reduction in the number of projectors without sacrificing either luminance or contrast (although there may be loss in vertical resolution depending on projection geometry).</p><p>在现场表演中，尤其是有舞台灯光和其他环境照明的情况下，强烈建议至少有 4 fL 的最低亮度。尽管更高的亮度总是更受欢迎，但往往因成本考虑而不可行。例如，在一个较小的可容纳 120 人的 15 米球幕中实现 4 fL 的亮度，可以使用三台 30,000 流明的投影机。然而，在一个容纳 2500 人的 60 米球幕中实现相同的亮度水平，则需要 44 台这样的的投影机。即使使用最亮的商用投影机（75,000 流明），仍然需要 18 台。很容易看出，人们会因为以下原因而诱惑于节省开支：a) 减少投影仪的数量并降低图像亮度；b) 减少投影仪的数量，同时使用更高反射率的屏幕来保持相同的图像亮度（这会牺牲对比度，正如下文所述）；或者 c) 减少屏幕的垂直仰角（光圈角度），从而在不牺牲亮度或对比度的情况下减少投影仪的数量（尽管根据投影几何学，可能会损失垂直分辨率）。</p><p>Note that projectors can be double-stacked and aligned using internal warping, thereby halving the required number of unique server channels. Double-stacking is common in the industry and most projectionists can quickly manually align projector stacks.</p><p>值得注意的是，投影机可以通过内部变形对齐进行双层堆叠，这样可以将所需的独特服务器通道数量减半。双层堆叠在行业中很常见，大多数放映员都能够快速手动对准投影机堆叠。</p><h4 id="图像分辨率-Image-Resolution"><a href="#图像分辨率-Image-Resolution" class="headerlink" title="图像分辨率 Image Resolution"></a>图像分辨率 Image Resolution</h4><p>Image resolution is another critical measure when designing dome displays (or any display, for that matter). Note that, since the introduction of digital projection, display application engineers now typically express resolution in resolvable pixels (pixel resolution) rather than the optical engineering definition of resolution which is based on resolvable line-pairs. Resolution in digital domes is expressed in pixels per degree or—quite often—in the number of pixels per 180 degrees. This is because the standard image map for domes—known as the Dome Master—is an equidistant polar (fisheye) frame with vertical and horizontal axes both representing 180 degrees (from springline to springline). The same 180-degree dome master frame is mapped to the entire dome, regardless of dome elevation (aperture) or dome tilt. Digital domes have an interesting property. If one stands at dome center, domes with the same number of pixels will appear to have the same pixel resolution regardless of scale. Resolution is measured by pixels per degree, a factor that remains constant with dome diameter. Of course, the pixel size itself does scale with dome diameter, since the number of pixels around the circumference remains fixed as the circumference increases. If we design theaters with seating or standing areas measured in fractions of dome radius, then our pixel resolution design criteria will also scale with dome diameter.</p><p>图像分辨率是设计球幕显示器（或任何类型的显示器）时的一个至关重要的考量因素。随着数字投影技术的普及，显示应用工程师通常使用可分辨像素数（像素分辨率）来描述分辨率，而不是传统的基于可分辨线对数的光学工程定义。在数字球幕中，分辨率通常以每度像素数（或经常以每 180 度像素数）来表示。这是因为球幕的标准图像映射格式——称为球幕母版——是一个等距极坐标（鱼眼）帧，其中垂直和水平轴都代表 180 度的视野范围（从弹簧线到弹簧线）。在这种映射方式下，相同的 180 度球幕母版帧被投射到整个球幕上，不论球幕的仰角（光圈）或倾斜角度如何。数字球幕的一个独特特性是，如果观众站在球幕中心，那么具有相同像素数的不同规模的球幕在视觉上会呈现出相同的像素分辨率。这是因为分辨率是以每度像素数来衡量的，而这一因素会随着球幕直径的增加而保持恒定。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-11.png" alt="图 11.以球幕半径的分数表示的不同视点的视觉极限分辨率，这一指标随着球幕尺寸的扩大而变化，并展示了不同直径下像素宽度的结果" style="zoom:50%;"><p>Figure 11. Eye-limited resolution as a driver for pixel resolution at various viewing locations expressed as a fraction of dome radius (scales with dome size), with resultant pixel width for various diameters</p><p>The acuity of the human eye with 20/20 vision is approximately one arcminute. Dome resolutions resulting from requirement of eye-limited resolution at four different viewing locations (Figure 11). These viewing locations (front seat, dome center, rear center and rear seat) are expressed in units of dome radius, therefore the resolution requirements are scale-invariant with respect to dome diameter.</p><p>拥有正常视力 20/20 的人眼敏锐度大约为一个弧分。球幕的分辨率是根据四个不同的观看位置（如图 11 所示）的视觉极限分辨率要求来确定的。这些观看位置包括前排座位、球幕中心、后排中心和后排座位，它们都是以球幕半径的单位来表示的，因此分辨率的要求与球幕直径的比例是恒定的。</p><p>Large-scale digital planetariums and giant screen domes typically employ an industry standard of 4K x 4K dome master resolution with a small number of 8K x 8K systems deployed. As shown, a resolution of 5.4K is required to match the resolution of the human eye from the rear-most seat. An 8K dome display falls below eye-limited resolution just behind dome center. And if eye-limited resolution is desired at the front row—assumed to be 0.5 radii in front of dome center—a 22k dome master is required.</p><p>大型数字天文馆和巨幕球幕普遍采用行业标准的 4K x 4K 分辨率作为球幕母版，同时也部署了少量 8K x 8K 系统。如图所示，为了与最远座位观众的人眼分辨率相匹配，需要的分辨率是 5.4K。而在球幕中心后方，一个 8K 球幕显示器的分辨率略低于视觉极限分辨率。如果想要在前排——假设在球幕中心前方 0.5 半径的位置——达到视觉极限分辨率，那么所需的球幕母版分辨率将是 22K。</p><p>This raises the question of the need for eye-limited resolution. Projection systems have evolved to have very high pixel fill factors—up to 92% which minimizes the “screen door” effect when viewing the projected image at closer distance than the eye-limited resolution limit. From experience, the eye is very tolerant to a factor of two (or more) drop in pixel resolution below eye-limited resolution. So an 8K dome master will likely be sufficient into the foreseeable future. Such is not the case with LED displays which have a very low fill factor, allowing the eye to easily discern individual pixels when under the eye-limited resolution threshold. So, even in the case where 8K content is being projected on an LED screen, the pixel resolution will want to be near eye-limited resolution to prevent screen-door artifacts.</p><p>随着投影系统的发展，它们已经能够实现非常高的像素填充因子，最高可达 92%。这一进步在接近视觉极限分辨率的距离观看投影图像时，显著减少了“屏门”效应的影响。实际上，人眼对于低于视觉极限分辨率两个（或更多）数量级的像素分辨率下降表现出了很高的容忍度。因此，一个 8K 球幕母版在可预见的未来应该已经足够满足需求。然而，对于 LED 显示器来说，情况就有所不同了。它们的像素填充因子相对较低，当分辨率低于人眼的分辨率阈值时，人眼可以轻易地分辨出单个像素。因此，即使在 LED 屏幕上播放 8K 内容，也期望像素分辨率尽可能接近视觉极限分辨率，以防止出现屏门伪影，确保观众获得最佳的观看体验。</p><h4 id="交叉反射对比度-Crossbounce-Contrast"><a href="#交叉反射对比度-Crossbounce-Contrast" class="headerlink" title="交叉反射对比度 Crossbounce Contrast"></a>交叉反射对比度 Crossbounce Contrast</h4><p>An often-overlooked factor in dome theater design is the effect of scattered light or “crossbounce” (also called inter-reflection)—that is, light from projected images that scatters back onto the dome instead of into the eyes of the audience causing loss of contrast. This is one of the most common, difficult to solve and often most misunderstood limitations of projection dome image quality. Unlike standard cinema screens that are substantially flat, dome screens are concave, allowing them to reflect not only projected light which forms the primary image, but light from the primary image that scatters back onto the dome itself. The effect is a reduction of image contrast due to an increase in ambient light that limits the blackest black that can be obtained.</p><p>在球幕剧院设计中，一个常被忽视的因素是散射光或“交叉反射”（也称为互反射）的影响。这种效应指的是，光线不是直接进入观众的眼睛，而是从投影图像中散射回球幕，这会导致对比度的损失。这是影响投影球幕图像质量的一个常见、难以解决且经常被误解的问题。与基本上是平面的标准电影院屏幕不同，球幕屏幕是凹面的，这使得它们不仅能反射形成主要图像的投影光线，还能反射从主要图像本身散射回球幕的光线。这种效果会因为环境光的增加而导致可获得的最黑黑色减少，进而降低图像的对比度。</p><p>Interestingly, crossbounce contrast is highly dependent upon the nature of the projected dome imagery. Bright images such as white clouds – as one might expect when looking up at a daytime sky—can substantially raise the black level over the entire dome screen. Should such an image also contain dark areas, such as looking into the mouth of a cave or dark shadows under trees or rocks, these dark areas of the image will appear quite washed out. On the other hand, sparse imagery against black—such as a starry night sky—produces very little scattered light. In this case contrast is likely limited by the projector’s sequential contrast (on/off black level) or ANSI contrast (typically limited by scatter in lens and optics) and not contrast loss due to crossbounce.</p><p>值得注意的是，交叉反射对比度与投影球幕图像的性质高度相关。明亮的图像，如白云，能够显著提高整个球幕屏幕上的黑位水平，这正是人们在白天仰望天空时所期望的效果。但如果这样的图像中包含暗区，比如洞穴入口、树下或岩石下的暗阴影，这些暗区会显得很有褪色（washed out）感。相反，黑色背景下的稀疏图像，如繁星点点的夜空，产生的散射光非常少。在这种情况下，对比度可能更多地受到投影机的顺序对比度（开/关黑位水平）或 ANSI 对比度（通常受到镜头和光学元件散射的限制）的影响，而不是由于交叉反射导致的对比度损失。</p><p>In (Figure 12) we illustrate crossbounce by tracing a single ray of light with illuminance L. This ray strikes a grey Lambertian screen (which scatters equally in all directions) with reflectance r. The resulting image illuminance seen by an observer is therefore proportional to r. Crossbounce light is attenuated a second time relative to the primary reflected image. Therefore, the intensity of a crossbounce ray varies proportional to r2 as r is varied. The overall crossbounce contrast ratio (r / r2) varies approximately as 1/r. So as the reflectance is lowered, crossbounce contrast, which is inversely proportional, increases.</p><p>在图 12 中，我们通过追踪具有照度 L 的单束光线来说明交叉反射现象。这束光线击中了一个具有反射率 r 的灰色朗伯体屏幕（该屏幕在所有方向上均匀散射光线）。因此，观察者看到的图像照度与 r 成正比。交叉反射光相对于主要反射图像再次减弱。随着 r 的变化，交叉反射光的强度与 r ²成比例变化。整体交叉反射对比度比率（r / r ²）大约与 1/r 成反比。因此，随着反射率的降低，与之成反比的交叉反射对比度会增加。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-12.png" alt="图 12. 入射光束的亮度（L）与具有反射率（r）的屏幕之间的交叉反射" style="zoom:50%;"><p>Figure 12. Crossbounce of incident light ray with luminance (L) onto screen with reflectance (r)</p><p>This simple model neglects image shape and intensity variation and more complex specular properties of dome screens. The real-world factors contributing to crossbounce on arbitrary images are complex and can be solved through numeric modeling (Hazleton, 2016).</p><p>这个简单模型忽略了图像形状和强度变化，以及球幕屏幕更复杂的镜面特性。在实际情况中，影响任意图像上交叉反射的因素是复杂的，可以通过数值建模解决（Hazleton, 2016）。</p><p>In practice a standard method for measuring the crossbounce contrast ratio is to project a black and white checkerboard over the entire dome surface and measure the ratio of luminance between the white squares and the black squares (Lantz, 2004).</p><p>在实践中，测量交叉反射对比度比率的标准方法是在整个球幕表面上投影黑白棋盘格，并测量白色方块与黑色方块之间的亮度比率（Lantz, 2004）。</p><p>Checkerboard contrast can be derived using integrating sphere theory (Ganter, 2012) and is given by:</p><p>C = 2 (1 + A/2) / A</p><p>Where A is the amplification factor given by A = 1 / (1 – r/2 * (1-cos(Ø/2))− 1</p><p>Where r is the dome screen reflectance (also called gain) and Ø is the vertical dome elevation.</p><p>棋盘格对比度可以用积分球理论（Ganter，2012）推导出来，如下：<br><mjx-container class="MathJax" jax="SVG" display="true"><svg 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transform="translate(5927.4,0)"><path data-c="1D434" d="M208 74Q208 50 254 46Q272 46 272 35Q272 34 270 22Q267 8 264 4T251 0Q249 0 239 0T205 1T141 2Q70 2 50 0H42Q35 7 35 11Q37 38 48 46H62Q132 49 164 96Q170 102 345 401T523 704Q530 716 547 716H555H572Q578 707 578 706L606 383Q634 60 636 57Q641 46 701 46Q726 46 726 36Q726 34 723 22Q720 7 718 4T704 0Q701 0 690 0T651 1T578 2Q484 2 455 0H443Q437 6 437 9T439 27Q443 40 445 43L449 46H469Q523 49 533 63L521 213H283L249 155Q208 86 208 74ZM516 260Q516 271 504 416T490 562L463 519Q447 492 400 412L310 260L413 259Q516 259 516 260Z"/></g><g data-mml-node="TeXAtom" data-mjx-texclass="ORD" transform="translate(6677.4,0)"><g data-mml-node="mo"><path data-c="2F" d="M423 750Q432 750 438 744T444 730Q444 725 271 248T92 -240Q85 -250 75 -250Q68 -250 62 -245T56 -231Q56 -221 230 257T407 740Q411 750 423 750Z"/></g></g><g data-mml-node="mn" transform="translate(7177.4,0)"><path data-c="32" d="M109 429Q82 429 66 447T50 491Q50 562 103 614T235 666Q326 666 387 610T449 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46Q272 46 272 35Q272 34 270 22Q267 8 264 4T251 0Q249 0 239 0T205 1T141 2Q70 2 50 0H42Q35 7 35 11Q37 38 48 46H62Q132 49 164 96Q170 102 345 401T523 704Q530 716 547 716H555H572Q578 707 578 706L606 383Q634 60 636 57Q641 46 701 46Q726 46 726 36Q726 34 723 22Q720 7 718 4T704 0Q701 0 690 0T651 1T578 2Q484 2 455 0H443Q437 6 437 9T439 27Q443 40 445 43L449 46H469Q523 49 533 63L521 213H283L249 155Q208 86 208 74ZM516 260Q516 271 504 416T490 562L463 519Q447 492 400 412L310 260L413 259Q516 259 516 260Z"/></g></g></g></svg></mjx-container> 是放大系数，公式为：<br><mjx-container class="MathJax" jax="SVG" display="true"><svg style="vertical-align: -0.566ex;" xmlns="http://www.w3.org/2000/svg" width="28.733ex" height="2.262ex" role="img" focusable="false" viewbox="0 -750 12700 1000"><g stroke="currentColor" fill="currentColor" stroke-width="0" transform="scale(1,-1)"><g data-mml-node="math"><g data-mml-node="mi"><path data-c="1D434" d="M208 74Q208 50 254 46Q272 46 272 35Q272 34 270 22Q267 8 264 4T251 0Q249 0 239 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transform="translate(10033,0)"><g data-mml-node="mo"><path data-c="2F" d="M423 750Q432 750 438 744T444 730Q444 725 271 248T92 -240Q85 -250 75 -250Q68 -250 62 -245T56 -231Q56 -221 230 257T407 740Q411 750 423 750Z"/></g></g><g data-mml-node="mn" transform="translate(10533,0)"><path data-c="32" d="M109 429Q82 429 66 447T50 491Q50 562 103 614T235 666Q326 666 387 610T449 465Q449 422 429 383T381 315T301 241Q265 210 201 149L142 93L218 92Q375 92 385 97Q392 99 409 186V189H449V186Q448 183 436 95T421 3V0H50V19V31Q50 38 56 46T86 81Q115 113 136 137Q145 147 170 174T204 211T233 244T261 278T284 308T305 340T320 369T333 401T340 431T343 464Q343 527 309 573T212 619Q179 619 154 602T119 569T109 550Q109 549 114 549Q132 549 151 535T170 489Q170 464 154 447T109 429Z"/></g><g data-mml-node="mo" transform="translate(11033,0)"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="mo" transform="translate(11422,0)"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="mo" transform="translate(11811,0)"><path data-c="29" d="M60 749L64 750Q69 750 74 750H86L114 726Q208 641 251 514T294 250Q294 182 284 119T261 12T224 -76T186 -143T145 -194T113 -227T90 -246Q87 -249 86 -250H74Q66 -250 63 -250T58 -247T55 -238Q56 -237 66 -225Q221 -64 221 250T66 725Q56 737 55 738Q55 746 60 749Z"/></g><g data-mml-node="mn" transform="translate(12200,0)"><path data-c="31" d="M213 578L200 573Q186 568 160 563T102 556H83V602H102Q149 604 189 617T245 641T273 663Q275 666 285 666Q294 666 302 660V361L303 61Q310 54 315 52T339 48T401 46H427V0H416Q395 3 257 3Q121 3 100 0H88V46H114Q136 46 152 46T177 47T193 50T201 52T207 57T213 61V578Z"/></g></g></g></svg></mjx-container><br>Checkerboard contrast as a function of dome gain and vertical elevation is shown in Table 2. Many traditional planetariums utilize hemispheric screens (elevation of 180 degrees) with a gain of 0.65 which works well for star projection where the imagery is mostly black with pinpoint stars and planets. However, this results in a checkerboard contrast of less than 4:1 which is concerning for cinematic content creators as it severely limits image quality for brighter content. In comparison, digital cinema systems are generally expected to maintain checkerboard contrast of 100:1 or more.</p><p>表 2 显示了棋盘格对比度作为球幕增益和垂直仰角的函数。许多传统天文馆使用半球形屏幕（仰角为 180 度）和 0.65 的增益，这种配置对于星象投影十分理想，因为图像主要由黑色背景上的星星和行星组成。然而，这种配置的棋盘格对比度通常不到 4:1，对于电影内容创作者来说，这限制了更亮内容的图像质量，而数字电影系统通常期望保持 100:1 或更高的棋盘格对比度。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Table-2.png" alt="表 2. 球幕增益、球幕垂直仰角、棋盘格对比度的关系" style="zoom:50%;"><p>Table 2. Checkerboard contrast vs dome gain and vertical dome elevation</p><p>Lowering screen gain and decreasing elevation angle can drastically improve the crossbounce contrast ratio. Halving the screen reflectance approximately doubles checkerboard contrast. IMAX ® Dome screens designed for cinema have typical reflectance of 0.28 or less. The Vulcan Holodome, a spherical theater designed by Vortex Immersion Media, Inc., used a screen with reflectance of 0.13. This dark grey screen decreased image brightness nearly by a factor of eight requiring much brighter projectors to compensate for the optical loss. Unfortunately, many existing digital domes were originally constructed for star projection with a screen reflectance exceeding 0.6 which is entirely unsuitable for cinematic content. Even the best projection dome screens would be hard pressed to achieve 100:1 checkerboard contrast.</p><p>为了显著改善交叉反射对比度比率，可以降低屏幕增益和减小仰角。例如，将屏幕的反射率减半，大约可以将棋盘格对比度提高一倍。专为电影设计的 IMAX ®球幕屏幕通常具有 0.28 或更低的反射率。由 Vortex Immersion Media, Inc.设计的球形剧院 Vulcan Holodome 使用了反射率为 0.13 的屏幕。这种深灰色屏幕将图像亮度降低了近八倍，需要更亮的投影机来补偿光学损失。然而，许多现有的数字球幕最初是为星象投影而建造的，屏幕反射率超过 0.6，这完全不适合电影内容的展示。即使是性能最好的投影球幕屏幕，也很难达到 100:1 的棋盘格对比度。</p><p>A dome with elevation angel of 155 degrees would need to have a reflectance of 0.025 to achieve 100:1 contrast which would attenuate projected light by a factor of 40. Clearly, if digital domes are to achieve their full potential to faithfully reproduce real or simulated imagery, another solution must ultimately be found.</p><p>对于一个仰角为 155 度的球幕来说，为了实现 100:1 的对比度，需要有 0.025 的反射率，这将导致投影光减弱 40 倍。显然，如果要让数字球幕充分发挥其再现真实或模拟图像的全部潜力，需要寻找其他的解决方案。</p><p>Another method for increasing crossbounce contrast is to increase screen gain. Basically, a high-gain screen concentrates reflected light into the specular direction rather than scattering light equally in all directions. If the projector is a single-lens design placed near dome center, a high-gain dome screen will concentrate reflected light back down towards the projector—and thus, concentrate reflected light into the audience seating area. High gain dome screens have been manufactured for IMAX ® Ridefilm and specialty simulator systems. However, while this approach works for smaller single-projector systems it does not scale up to multi-projector edge-blended systems in theaters since image brightness of overlapped projectors in blend regions varies according to viewer position within the theater. Simulator systems have a single viewer with a small “viewing volume” and therefore can compensate for viewer position.</p><p>提高交叉反射对比度的另一种策略是增加屏幕增益。高增益屏幕将反射光集中到镜面方向，而不是在所有方向上均匀散射。在单镜头设计的投影系统中，如果投影机放置在球幕中心附近，高增益球幕屏幕可以将反射光集中回投影机，从而将光线集中到观众区域。为 IMAX ® Ridefilm 和专业模拟器系统制造了高增益球幕屏幕。然而，尽管这种方法适用于较小的单投影机系统，但它并不适合剧院中使用多投影机边缘混合的系统，因为在剧院内不同观众位置的重叠投影机的图像亮度会有所不同。模拟器系统由于只有一个观众和一个较小的“观察体积”，因此可以对观众位置进行补偿。而大型球幕剧院则需要多个投影机来扩展亮度和分辨率，以满足观众的需求。</p><p>Larger dome theaters require multiple projectors to scale up brightness and resolution.<br>Novel approaches to compensating for crossbounce have been summarized by R öß ner, Christensen, and Ganter (2016) and include real-time computational “reverse radiometry” (Bimber, Grundhofer, Zeidler, Danch &amp; Kapakos, 2006), dome screens with microstructures to provide selective gain (Bublitz, D. 2011), camera based approaches (Habe 2007) or photochromic screens that can selectively subtract light (Takeda, 2016). These approaches have not been applied to large-scale digital domes as they are either highly computationally intensive, expensive to manufacture or not suitable for large-scale dome theaters.</p><p>R öß ner、Christensen 和 Ganter（2016）总结了补偿交叉反射的新方法，包括实时计算“逆辐射度学”（Bimber, Grundhofer, Zeidler, Danch &amp; Kapakos, 2006），采用微结构以提供选择性增益的球幕屏幕（Bublitz, D. 2011），基于相机的方法（Habe 2007），或可以有选择地减光的光致变色屏幕（Takeda, 2016）。这些方法尚未应用于大型数字球幕，因为它们要么计算强度高，要么制造成本高，要么不适合大型球幕剧院。</p><p>The ultimate digital dome display will likely require a departure away from projected display technology altogether.</p><p>最终，数字球幕显示器可能需要完全脱离投影显示技术。</p><h4 id="LED-显示系统-LED-Display-Systems"><a href="#LED-显示系统-LED-Display-Systems" class="headerlink" title="LED 显示系统 LED Display Systems"></a>LED 显示系统 LED Display Systems</h4><p>The use of discrete LED panels has the potential advantage of greatly reducing cross-dome scatter, opening the door to high-dynamic range (HDR) dome theaters (Kleiman, 2019; Campos, 2019; Brennesholtz, 2019). LED’s are also brighter, easily exceeding the 55 nits requirement for digital cinema resulting in better perceived color saturation. Recent innovations in LED domes include perforated panels for sound transmissivity and custom fabricated panels for spatial pixel uniformity over the spherical surface.</p><p>使用独立式 LED 面板有潜力显著降低球幕内的散射现象，这一技术进步为高动态范围（HDR）球幕影院的实现铺平了道路（Kleiman, 2019; Campos, 2019; Brennesholtz, 2019）。LED 光源的亮度更高，轻松达到数字电影所要求的 55 尼特以上亮度标准，进而提升色彩饱和度的感知效果。近期在 LED 球幕技术上的创新包括：开发了带有穿孔设计以实现声音传输的面板，以及用于确保球形表面空间像素分布均匀的定制面板。</p><p>The primary barrier to entry for LED domes is cost, which is bound to come down as LED technology advances. LED screens and other emissive surfaces (OLED, printed polymers) are likely the future of this format. Dome theaters should be designed to be future-proof and accommodate potential upgrade to emissive screens.</p><p>LED 球幕技术的普及面临的主要障碍在于其成本。随着 LED 技术的不断进步，预计这一成本将会逐渐降低。LED 屏幕以及其他自发光显示技术（如 OLED、印刷聚合物）有望成为球幕影院未来的发展趋势。因此，球幕影院的设计应当具备前瞻性，以便未来能够适应可能的自发光屏幕技术升级。</p><p>As shown in Figure 10, a 60m diameter 22k pixel dome requires 4.4mm pixel pitch to be eye-limited resolution—well within the capabilities of current discrete LED panel design.</p><p>如图 10 所示，一个直径 60 米的 22K 像素球幕需要 4.4mm 像素间距才能达到视觉极限分辨率——这完全在当前独立 LED 面板设计的能力范围内。</p><h4 id="舞台投影映射-Stage-Projection-Mapping"><a href="#舞台投影映射-Stage-Projection-Mapping" class="headerlink" title="舞台投影映射 Stage Projection Mapping"></a>舞台投影映射 Stage Projection Mapping</h4><p>Projection mapping is a powerful tool to transform any spatial environment where ambient light levels can be controlled. Textures can be projected onto walls, floors, furniture, and more. In the case of a live stage performance, large digital sets can be computer cut or 3D printed to exactly resemble objects projected within the immersive dome scene.</p><p>投影映射技术是一种强大的工具，能够对任何可以控制环境光线水平的空间进行转换。这项技术允许我们将纹理投影到墙壁、地板、家具等表面上。在实时的舞台表演中，大型的数字布景可以通过计算机切割或 3D 打印技术制作出来，这与在沉浸式球幕场景中投影的对象有着异曲同工之妙。</p><p>The “holy grail” of live performance immersive design is where a vast spatial scene on the dome comes seamlessly into the room and onto an LED or projection-mapped stage. The effect is working when the eye cannot tell where the dome ends and the stage begins. This effectively opens a portal bridging the virtual cyber world and the real physical world (Zhang, Shen, Zhang, Zhu &amp; Ma, 2019).</p><p>当球幕上展示的宏大空间场景无缝地延伸至房间内，并投影到使用 LED 或投影映射技术的舞台时，现场表演沉浸式设计的“圣杯”就实现了。当观众无法区分球幕的边界与舞台的起点时，这种效果便得以完美呈现。这不仅创造了一种视觉上的奇迹，也象征着虚拟网络世界与现实物理世界之间的界限被打破（Zhang, Shen, Zhang, Zhu &amp; Ma, 2019）。</p><p>These two worlds become seamlessly stitched together when, for instance, a sun (projected onto the dome) arcs across the sky and the shadows of stage props (projected onto the stage) shift position, tracking the sun. A performer then lifts a glowing orb and the light rays illuminate 3D objects in the cyber world (projected onto the dome), seemingly emanating from the orb which is being tracked across the stage. The performer then walks on a treadmill while the 3D projected imagery on the dome scrolls past. Another powerful effect is the tracking of performers and use of video projectors as stage lights. By placing light onto the performers only we can avoid spillage of ambient stage lighting onto projected<br>scenes. We can also project textures onto moving performers.</p><p>例如，当球幕上投影的太阳仿佛在天空中移动，而投影到舞台上的道具阴影也随之改变位置时，这两个世界便实现了无缝的融合。表演者随后举起一个发光的球体，其光线照亮了投影在球幕上的 3D 物体，而这些光线似乎正是来自于舞台上实际追踪的球体。接着，表演者在跑步机上行走，而球幕上的 3D 投影图像则随之滚动，创造出一种动态的视觉效果。此外，将视频投影技术用作舞台灯光也是一种强大的效果。通过仅将光线投射到表演者身上，我们可以避免环境舞台照明对投影场景的干扰。我们甚至可以将纹理投影到移动的表演者身上，进一步增强表演的沉浸感和视觉冲击力。</p><h3 id="音频系统-Audio-Systems"><a href="#音频系统-Audio-Systems" class="headerlink" title="音频系统 Audio Systems"></a>音频系统 Audio Systems</h3><p>There are numerous surround sound configurations utilized in dome theaters, from 5.1 surround, 7.1 and 11.1 to custom 23.2 systems and beyond (Gaston, 2008). Three-dimensional audio processing is also coming into vogue. Standard commercial systems may conform to THX, be modeled after open source formats such as ambisonics or proprietary formats such as Dolby Atmos, Auro 3D and DTS. It is highly desirable to place audio in spatial configurations to match immersive visuals. More sophisticated wavefield synthesis techniques such as IOSONO and Auro 3D Max offer holographic sound reproduction allowing virtual audio sources to appear anywhere within the dome space.</p><p>球幕剧院的音频系统设计采用了多种环绕声配置，从传统的 5.1 环绕声、7.1 和 11.1 系统，到更为定制化的 23.2 声道系统等（Gaston, 2008）。三维音频处理技术也变得越来越流行。标准的商业音频系统可能会遵循 THX 标准，或者采用开源格式如 Ambisonics，或者使用专有格式如 Dolby Atmos、Auro 3D 和 DTS。理想情况下，音频应该被放置在一个与沉浸式视觉效果相匹配的空间配置中。更高级的波场合成技术，例如 IOSONO 和 Auro 3D Max，能够提供全息声音再现，使得虚拟音频源能够在球幕空间的任何位置出现。</p><p>The primary goal of a modern digital dome audio system should be the ability to accept nearly any set of audio stems with directional information or any set of surround channels and re-map the audio to the venue’s speaker configuration. Vibroacoustic transducers on the floor or chairs can also transmit low frequency vibration through the sense of touch. This is best provided by a separately mixed channel rather than deriving it from the sub bass channel.</p><p>现代数字球幕音频系统的主要目标应该是，能够接受几乎任何带有方向信息的音频分轨组（stems）或任何环绕声通道集，并将音频重新映射到场馆的扬声器配置中。此外，地板或椅子上的振动声学换能器可以提供触觉上的低频振动，这种效果最好是通过单独混合的音频通道来实现，而不是从次低音通道派生。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-13.png" alt="图 13. 多用途活动穹顶配置" style="zoom:50%;"><p>Figure 13. Multipurpose event dome configurations. © 2019 Vortex Immersion Media, Inc. Used with permission</p><h2 id="数字球幕的应用形式-DIGITAL-DOME-APPLICATIONS"><a href="#数字球幕的应用形式-DIGITAL-DOME-APPLICATIONS" class="headerlink" title="数字球幕的应用形式 DIGITAL DOME APPLICATIONS"></a>数字球幕的应用形式 DIGITAL DOME APPLICATIONS</h2><h3 id="剧院类型-Theater-Types"><a href="#剧院类型-Theater-Types" class="headerlink" title="剧院类型  Theater Types"></a>剧院类型  Theater Types</h3><p>Two primary theater types are recommended for standardization as arts and entertainment venues: Multipurpose domes and CineTheater ™ domes.</p><p>作为艺术和娱乐场所标准化，推荐两种主要的剧院类型：多功能球幕和 CineTheater ™球幕。</p><h4 id="多功能球幕-Multipurpose-Domes"><a href="#多功能球幕-Multipurpose-Domes" class="headerlink" title="多功能球幕 Multipurpose Domes"></a>多功能球幕 Multipurpose Domes</h4><p>The first and most popular design for mobile domes is a simple non-tilted dome with level floor and removable seats. This architecture is a multipurpose design that serves as a digitally themed ballroom or event center and is suitable for banquets, dance parties, concerts and simple theatrical productions (Figure 13). Provisions must be made for storage of chairs, tables bars and other equipment that may be swapped in and out according to event type.</p><p>移动球幕的最经典且广受欢迎的设计是采用非倾斜球幕的形式，配备平坦的地板和可移动的座位。这种建筑是一个多功能设计，可以作为数字化主题的舞厅，也可以作为活动中心，适用于各种场合，如宴会、舞会、音乐会以及基础的戏剧制作（见图 13）。为了适应不同类型的活动，必须为椅子、桌子、酒吧以及其他可能需要根据活动性质进行更换的设备提供充足的存储空间。</p><h4 id="CineTheater-™"><a href="#CineTheater-™" class="headerlink" title="CineTheater ™"></a>CineTheater ™</h4><p>The optimal design for shared theatrical productions is the CineTheater ™ with tilted springline, stadium seating deck and projection mapped (or LED) stage (Figure 14). Such a theater can maximize the illusion of a seamless merging of real and virtual worlds.</p><p>对于追求最佳共享戏剧制作体验的设计，CineTheater ™是一个理想的选择。它具备倾斜的弹簧线设计、类似体育场的座位布局以及投影映射（或 LED）舞台（见图 14）。这样的剧院设计能够最大化实现真实世界与虚拟世界的无缝融合。</p><p>There are substantial challenges to the seamless integration of video backdrops and set pieces in dome theaters since there is no theatrical proscenium to hide lights or drop scrims, set backdrops, props and rigging. These effects must instead be raised from underneath the stage or dropped from overhead through moving ports in the dome screen. A number of innovations in theatrical staging are now being developed and standardized allowing productions to be easily distributed to a network of CineTheaters ™.</p><p>在球幕剧院中，将视频背景和布景道具无缝集成是一项挑战，因为缺乏传统戏剧舞台的框架来隐藏灯光设备或进行幕布的升降、背景和道具的设置。这些效果需要通过舞台下方的机械装置升起，或者通过球幕屏幕上的移动端口从上方降下。目前，许多创新的戏剧舞台技术正在开发和标准化中，这些技术将使得戏剧制作能够轻松地分发到 CineTheaters ™网络中的各个剧院。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-14.png" alt="图 14. 移动式 Vortex CineTheater ™ 设计" style="zoom:50%;"><p>Figure 14. Mobile Vortex CineTheater ™ design. © 2019 Vortex Immersion Media, Inc. Used with permission</p><h3 id="沉浸式体验-Immersive-Experiences"><a href="#沉浸式体验-Immersive-Experiences" class="headerlink" title="沉浸式体验 Immersive Experiences"></a>沉浸式体验 Immersive Experiences</h3><p>Digital domes are general purpose immersive environment that are extremely flexible and can be used in a variety of ways to deliver sit-down, stand-up and walk-through experiences.</p><p>数字球幕是一种通用的沉浸式环境，非常灵活，可以用多种方式提供坐下、站立和步行穿越的体验。</p><h4 id="360-度电影体验-360-Cinema-Experiences"><a href="#360-度电影体验-360-Cinema-Experiences" class="headerlink" title="360 度电影体验 360 Cinema Experiences"></a>360 度电影体验 360 Cinema Experiences</h4><p>Domes are best known for delivering amazing 360 cinematic journeys, from IMAX films to thrill rides and visual music entertainment. Like VR, 360 cinemas can evoke deep empathy and create breathtaking spectacles.</p><p>球幕最为人所知的是提供令人惊叹的 360 度电影之旅，其类别包括 IMAX 电影、惊险游乐设施、视觉音乐娱乐等。与虚拟现实（VR）一样，360 度电影院可以唤起深刻的共鸣。并创造令人叹为观止的壮观场面。</p><h4 id="现场-CineTheater-™表演-Live-CineTheater-™-Performances"><a href="#现场-CineTheater-™表演-Live-CineTheater-™-Performances" class="headerlink" title="现场 CineTheater ™表演 Live CineTheater ™ Performances"></a>现场 CineTheater ™表演 Live CineTheater ™ Performances</h4><p>Live performers can step into and interact with projected immersive environments which can serve as digital sets. CineTheaters ™ have features that support live performances including projection mapped stage and props, video-based lighting, talent facilities, and more.</p><p>现场表演者可以步入投影的沉浸式环境并与之互动，这些环境可以作为数字布景。CineTheaters ™具有支持现场表演的特点，包括投影映射的舞台和道具、基于视频的照明、演员设施等。</p><p>Broadway, Cirque and large-scale theatrical stage shows rely on extensive physical sets, props, and expensive stages to create massive spectacles for attendees. 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274T330 259Q396 230 396 163Q396 135 385 107T352 51T289 7T195 -10Q118 -10 86 19T53 87Q53 126 74 143T118 160Q133 160 146 151T160 120Q160 94 142 76T111 58Q109 57 108 57T107 55Q108 52 115 47T146 34T201 27Q237 27 263 38T301 66T318 97T323 122Q323 150 302 164T254 181T195 196T148 231Q131 256 131 289Z"/></g><g data-mml-node="mi" transform="translate(33763.7,0)"><path data-c="1D461" d="M26 385Q19 392 19 395Q19 399 22 411T27 425Q29 430 36 430T87 431H140L159 511Q162 522 166 540T173 566T179 586T187 603T197 615T211 624T229 626Q247 625 254 615T261 596Q261 589 252 549T232 470L222 433Q222 431 272 431H323Q330 424 330 420Q330 398 317 385H210L174 240Q135 80 135 68Q135 26 162 26Q197 26 230 60T283 144Q285 150 288 151T303 153H307Q322 153 322 145Q322 142 319 133Q314 117 301 95T267 48T216 6T155 -11Q125 -11 98 4T59 56Q57 64 57 83V101L92 241Q127 382 128 383Q128 385 77 385H26Z"/></g></g></g></svg></mjx-container> 30 million to produce (Fink, 2004).</p><p>百老汇、太阳马戏团以及大型戏剧舞台表演以其宏伟的物理布景、道具和昂贵的舞台设计而闻名，这些元素共同为观众打造了一场视觉盛宴。正如 Passy（2013）所指出的，举办一场百老汇演出的成本通常在 500 万到 2500 万美元之间。而在高端表演中，例如太阳马戏团的 KA 表演，他们投资了 1.35 亿美元建造了一个定制剧院，并拥有移动舞台。该演出本身动用了 72 名表演者，制作成本高达 3000 万美元（Fink, 2004）。</p><p>CineTheaters ™ require a one-time investment in AV equipment which—similar to cinema— utilize live-action cinematography or visual effects to create the illusion of nearly any scene imaginable. But instead of viewing the scene within a rectangular frame on a wall, the digital dome wraps the environment around audiences to evoke a strong sense-of-presence. Live characters can enter the virtual environment and command it, effectively commanding the nervous systems of the audience.</p><p>CineTheaters ™则采用一次性投资的音视频设备，类似于电影院，利用实景摄影或视觉效果来创造几乎任何可以想象的场景的幻觉。但与在墙上的矩形框架内观看场景不同，数字球幕技术将观众包裹在一个全景的环境中，创造出强烈的沉浸感和临场感。现场演员可以进入这个虚拟环境并与之作交互，从而有效地引导观众的感官体验。</p><p>While visual effects can be expensive, once produced, a CineTheater ™ show can be rapidly and inexpensively mounted from a hard drive along with a handful of simple projection-mapped set pieces and minimal rigging. The cast is reduced because some of the performers can be rendered into pixels instead of being physically present for each performance.</p><p>虽然视觉效果的制作可能成本高昂，但一旦完成，CineTheater ™的表演可以从硬盘上快速且经济地安装，仅需一些简单的投影映射布景和最少的舞台设备。由于部分表演者可以以像素的形式呈现，而不是每次都亲自到场，因此演员阵容可以相应减少。</p><p>The CineTheater ™ brings cirque-scale spectacle into regional dome performing arts theaters with relatively inexpensive show mounting costs.</p><p>CineTheater ™以其相对较低的演出安装成本，为地区性的球幕表演艺术剧院带来了太阳马戏团级别的视觉奇观。</p><h4 id="环境视觉效果-Ambient-Visuals"><a href="#环境视觉效果-Ambient-Visuals" class="headerlink" title="环境视觉效果 Ambient Visuals"></a>环境视觉效果 Ambient Visuals</h4><p>A wide variety of events can be enhanced using 360 environmental backdrops. Cocktail parties, banquets, and gatherings of all kinds can benefit from abstract immersive scenes such as starry night sky, beaches, palaces, cityscapes, popular art and more. Scenes can be static or slowly changing with looping visuals (i.e. moving clouds, trees blowing in wind, birds soaring overhead). This is sometimes referred to as “digital wallpaper.”</p><p>360 度的环境背景能够显著提升各种活动的体验。无论是鸡尾酒会、宴会还是各类聚会，都能从沉浸式的抽象场景中获益，这些场景可能包括繁星闪烁的夜空、沙滩海岸、宏伟宫殿、城市天际线、流行艺术等。这些场景可以是静态的，也可以是缓慢变化的循环视觉，例如移动的云彩、随风摇曳的树木、或是头顶飞过的鸟群。这种动态的视觉体验有时被称为“数字壁纸”。</p><h4 id="互动体验-Interactive-Experiences"><a href="#互动体验-Interactive-Experiences" class="headerlink" title="互动体验 Interactive Experiences"></a>互动体验 Interactive Experiences</h4><p>The dome can serve as a group immersive portal into virtual worlds including interactive games, esports, and metaverse-based events. Walk-through immersive environments can be created that include projection mapping gesture-based textures onto real-world sets and objects.</p><p>球幕技术还可以作为集体沉浸式门户，带领用户进入包括互动游戏、电子竞技和基于元宇宙的虚拟活动的世界。它可以创造出可步行穿越的沉浸式环境，通过将基于手势的纹理投影映射到现实世界的布景和物体上，增强现实世界的体验。</p><h4 id="虚拟世界体验-Virtual-World-Experiences"><a href="#虚拟世界体验-Virtual-World-Experiences" class="headerlink" title="虚拟世界体验 Virtual World Experiences"></a>虚拟世界体验 Virtual World Experiences</h4><p>Massively multi-user online virtual environments and games (MMO’s) such as Second Life, Fortnite and World of Warcraft have attracted millions of users. Virtual world participants don avatar personalities and navigate through 3D shopping malls, nightclubs, games, and other user-generated virtual worlds. Avatars can work, eat, sleep, meet one another, make love, get married, raise children, purchase real estate, attend game shows, change gender, and act out fantasies. Users of MMO’s build personalities, skills and attributes over time, just as in the real world.</p><p>大型多人在线虚拟环境和游戏（MMOs），如《模拟人生》《堡垒之夜》《魔兽世界》，已经吸引了数百万用户。在这些虚拟世界中，参与者扮演虚拟角色，他们在 3D 购物中心、夜总会、游戏和其他用户生成的虚拟空间中导航。虚拟角色可以体验到工作、吃饭、睡觉、社交、恋爱、结婚、抚养孩子、购买房地产、参与游戏节目、改变性别和实现各种幻想。随着时间的推移，MMO 的用户会在游戏中建立自己的个性、技能和属性，就如同在现实世界中一样。</p><p>Virtual worlds including user generated environments created in MMO’s can ported into physical worlds as walk-through SAR environments using 3D-printed objects from the virtual world.</p><p>包括 MMO 中用户生成的环境在内的虚拟世界，可以通过使用虚拟世界中的 3D 打印物体，作为步行穿越的空间增强现实（SAR）环境导入到物理世界中。</p><h4 id="讲座和演示-Lectures-and-Presentations"><a href="#讲座和演示-Lectures-and-Presentations" class="headerlink" title="讲座和演示 Lectures and Presentations"></a>讲座和演示 Lectures and Presentations</h4><p>Slide-show presentations cannot compete with the power of immersive intelligent spaces. Panelists and presenters can teleport audiences into virtually any place on Earth or beyond, including rare ecosystems, astronomical datasets, microscopic domains, or virtual worlds. Executive presentations can command vast amount of information and visual simulations. Self-help speakers can add dramatizations and experiential elements.</p><p>传统的幻灯片演示在沉浸式智能空间所带来的体验面前显得苍白无力。在这样的环境中，小组成员和演讲者可以带领观众穿越时空，探索地球上的稀有生态系统、天文数据集、微观世界甚至是虚拟世界。这种沉浸式的体验使得高管演示能够以前所未有的方式呈现大量信息和视觉模拟，而自助演讲者则可以通过增加戏剧性和体验元素来吸引观众。</p><h4 id="戏剧体验-Theatrical-Experiences"><a href="#戏剧体验-Theatrical-Experiences" class="headerlink" title="戏剧体验 Theatrical Experiences"></a>戏剧体验 Theatrical Experiences</h4><p>Performers or dancers can create live interactive art on the dome and audiences can interact with dome content with user interfaces such as mobile phones, wands, game controllers, motion-captured gestures, or speech. The resulting “digital Cirque” performances can simulate massive theatrical spectacles that would otherwise be costly to fabricate. Virtual characters and sets can transcend reality as they are not bound by physical limitation. AI-driven “synthespians” can access personal data to personalize the audience experience for those who opt in.</p><p>表演者或舞者可以在球幕上创作现场互动艺术，观众可以通过各种用户界面，如移动电话、魔杖、游戏控制器、动作捕捉手势或语音，与球幕内容进行互动。这种“数字马戏团”式的表演能够模拟大规模的戏剧奇观，而成本却远低于传统方式。虚拟角色和布景能够超越现实世界的物理限制，而 AI 驱动的“合成演员”甚至可以根据个人数据为观众提供个性化的体验。</p><h4 id="现场音乐会和舞蹈音乐活动-Live-Concerts-and-Dance-Music-Events"><a href="#现场音乐会和舞蹈音乐活动-Live-Concerts-and-Dance-Music-Events" class="headerlink" title="现场音乐会和舞蹈音乐活动 Live Concerts and Dance Music Events"></a>现场音乐会和舞蹈音乐活动 Live Concerts and Dance Music Events</h4><p>Video jockeys (VJ’s) can take over the dome and perform to live music, bringing stand-up concerts and dance music events to an entirely new level. Advanced dome re-mapping servers support real-time frame capture and re-mapping allowing VJ’s to directly drive the dome using their own VJ server and content. Advanced AI image generation allows real-time style transfer and other artistic effects. The powerful nature of 360 visuals elevates the VJ to equal status with the DJ. Gesture-driven “dome jockey” interfaces go further to allow a single performer to command both musical and visual performance from a single console.</p><p>影像骑师（VJ）可以利用球幕技术，将现场音乐表演、站立式音乐会、舞蹈音乐活动提升到一个全新的层次。先进的球幕重映射服务器支持实时帧捕捉和重映射，使得 VJ 能够使用自己的服务器和内容直接控制球幕。AI 图像生成技术的进步，如实时风格迁移和其他艺术效果，进一步增强了 VJ 的表演能力。360 度视觉效果的强大影响力使得 VJ 的地位与 DJ 不相上下。而手势驱动的“球幕骑师”界面则允许单个表演者从单一控制台指挥音乐和视觉表演。</p><h4 id="球幕广播和-360-度多播-Domecasting-and-360-Multicasting"><a href="#球幕广播和-360-度多播-Domecasting-and-360-Multicasting" class="headerlink" title="球幕广播和 360 度多播 Domecasting and 360 Multicasting"></a>球幕广播和 360 度多播 Domecasting and 360 Multicasting</h4><p>Global audiences can be engaged in live events (Figure 15) through 360 multicasting (15a) and domecasting (15b). In these scenarios a 360 camera captures a scene, either within an immersion dome – such as a concert performance—or other live event and streams the event into other domes or headsets. In domecasting, the remote domes can enhance the experience with the addition of a local moderator or “shoutcaster” and additional video streams and information channels which can be displayed around the dome to augment the 360 “God’s eye” view.</p><p>通过 360 度多播（图 15a）和球幕广播（图 15b），全球观众可以参与到现场活动中来。在这些场景中，360 度摄像机捕捉一个场景，无论是在沉浸式球幕内举行的音乐会表演还是其他现场活动，并将活动流式传输到其他球幕或头显中。在球幕广播中，远程球幕可以通过增加本地主持人或“喊话者”以及额外的视频流和信息频道来增强体验，这些内容可以显示在球幕周围，为观众提供一个 360 度的“上帝视角”。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-15-new.png" alt="图 15. 直播沉浸式媒体体验的流式传播选项" style="zoom:50%;"><p>Figure 15. Streaming options for live immersive media experiences<br>Source: © 2019 Vortex Immersion Media, Inc. Used with permission</p><h2 id="案例研究-CASE-STUDIES"><a href="#案例研究-CASE-STUDIES" class="headerlink" title="案例研究 CASE STUDIES"></a>案例研究 CASE STUDIES</h2><p>To illustrate trends and state-of-the art in the industry here are a handful of real-world case studies across several application areas from pioneering companies making strides in this field.</p><p>为了阐述这一行业中的趋势和最新进展，以下是来自几家在该领域取得突破的先锋公司的几个实际案例研究，涵盖了多个应用领域。</p><h3 id="体验营销-Experiential-Marketing"><a href="#体验营销-Experiential-Marketing" class="headerlink" title="体验营销 Experiential Marketing"></a>体验营销 Experiential Marketing</h3><p>Big brands want to dazzle audiences with memorable experiences and are willing to pay handsomely for it. Experiential marketing continues to be an on-ramp for newcomers in immersive media and an important proving ground for new tech coming out of the labs. These case studies demonstrate the power of immersive media to deliver unique and compelling brand experiences.</p><p>大品牌致力于通过难忘的体验来吸引观众，并为此不惜支付高额费用。体验营销不仅是沉浸式媒体新手的入门途径，也是新技术实验的重要平台。以下案例研究展示了沉浸式媒体如何提供独特且吸引人的品牌体验。</p><h4 id="诺基亚实验室球幕-Nokia-Lab-Dome"><a href="#诺基亚实验室球幕-Nokia-Lab-Dome" class="headerlink" title="诺基亚实验室球幕 Nokia Lab Dome"></a>诺基亚实验室球幕 Nokia Lab Dome</h4><p>The Nokia Lab immersion dome and digital projections were created by VIM for the 2012 SXSW festival in association with High Beam Events and featured a tri-dome translucent air-supported design with three 12m diameter dome sections. Air-supported structures require revolving doors or air-locks for ingress and egress that maintain the required positive inflation pressure. This project used an unusual projection architecture with a dome server built upon an interactive engine by Derivative called TouchDesigner which provided real-time 3D animation capability. Experiences included a variety of immersive environments created in cooperation with Pixomondo (water, igloo blocks, rotating brand elements, and a “Tron-like” world), slowly rotating real-time 3D models of Nokia’s new phone and real-time simulated northern lights that users could interact with using a touch table. Live moderated Twitter feeds were also projected onto the dome and a VJ performed visuals in real-time with live band. The VJ visuals initially filled the entire dome but induced vertigo in some attendees, so the art was scaled down and projected onto the screen of the 3D phone model which was positioned to appear floating above the band.</p><p>诺基亚实验室的沉浸式球幕和数字投影是由 Vortex Immersion Media (VIM) 为 2012 年 SXSW 音乐节与 High Beam Events 合作创建的。该项目特色是一个三球幕半透明气动设计，每个球幕直径达 12 米。为了维持所需的正压充气压力，气动结构需要设置旋转门或气闸。该项目采用了一种非传统的投影架构，球幕服务器建立在 Derivative 公司的 TouchDesigner 交互引擎之上，该引擎提供了实时 3D 动画的能力。体验包括与 Pixomondo 合作创造的多种沉浸式环境（如水域、圆顶小屋、旋转的品牌元素和一个类似“电子世界争霸”的世界），以及缓慢旋转的诺基亚新款手机的实时 3D 模型。用户还可以通过触摸桌与之互动，体验实时模拟的北极光。现场主持的 Twitter feed 也被投影在球幕上，VJ 与现场乐队实时表演视觉效果。最初，VJ 视觉效果填满了整个球幕，但这在一些参与者中引起了眩晕，因此艺术作品的尺寸被缩小，并投影到 3D 手机模型的屏幕上，该模型被放置在乐队上方，给人一种漂浮的视觉效果。</p><h4 id="Twitter-Feeds"><a href="#Twitter-Feeds" class="headerlink" title="Twitter Feeds"></a>Twitter Feeds</h4><p>This and other translucent dome projects identified the need to both reduce ambient light inside and outside the structure and increase projector brightness (Figure 16). In (16a), the luminous bar washed out projections from the interior, while (16b) shows how exterior street lights (along with automobile headlights) interfered with the experience inside the dome. Text on the dome also had to be constantly rotated so it appeared correctly to viewers both inside and outside the dome.</p><p>这个半透明球幕以及其他类似项目，揭示了需要减少内部和外部结构环境光并增加投影机亮度的需求（见图 16）。图 16a 中，发光的酒吧从内部“洗掉”了投影效果，而图 16b 显示了外部街道灯光（及汽车前灯）如何干扰球幕内的体验。球幕上的文本也必须不断旋转，以便对球幕内外的观众正确显示。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-16-new.png" alt="图 16. 诺基亚实验室三球幕设计，其中包含实时 3D 图像、带 VJ 和表演的现场音乐舞台" style="zoom:50%;"><p>Figure 16. Nokia Lab tri-dome featuring real-time 3D graphics, live music stage with VJ and live<br>Source: © 2019 Vortex Immersion Media, Inc. Used with permission</p><h4 id="超级碗-Super-Bowl"><a href="#超级碗-Super-Bowl" class="headerlink" title="超级碗 Super Bowl"></a>超级碗 Super Bowl</h4><p>The NFL Super Bowl Host Committee commissioned an 18m inflatable “Stratosphere” dome structure in 2012 to serve the nearly one million visitors anticipated at the Super Bowl Village, a temporary entertainment zone in downtown Indianapolis. Microsoft’s Xbox came in and sponsored the dome. 3D animated visuals were projected onto the dome interior and exterior.</p><p>2012 年，NFL 超级碗主办委员会委托制作了一个 18 米高的充气“Stratosphere”球幕结构，用于在印第安纳波利斯市中心的超级碗村临时娱乐区服务预计近一百万游客。微软的 Xbox 赞助了这个球幕，3D 动画视觉效果被投影到球幕的内部和外部。</p><p>A second Xbox dome venue was commissioned for Super Bowl 2013 (Figure 17). The interior included a Kinect interaction station allowing visitors to throw simulated Mardi Gras beads, levitate a playing field with running football players or spin Xbox brand elements around on the dome. The 15 m opaque vinyl covered negative pressure dome was seamlessly projection-mapped on both the exterior and interior. The exterior featured rotating brand elements and provided visibility from many points along the Mississippi river. Snorkel doors reduced the amount of ambient sunlight entering the dome as audiences entered allowing a more controlled ambient light environment. Lighting on interior signage was also delivered using projection mapping to reduce interior ambient light. A smaller 7m dome was attached to the main structure which housed a photo booth experience as visitors exited the venue. Approximately 10,000 visitors passed through the dome over several days.</p><p>2013 年超级碗再次委托制作了第二个 Xbox 球幕场馆（见图 17）。内部包括了一个 Kinect 互动站，让游客可以扔模拟的狂欢节珠子，使一个有球员在跑步的足球场悬浮在空中，或在球幕上旋转 Xbox 品牌元素。这个 15 米高的不透明乙烯基覆盖的负压球幕在内外都进行了无缝的投影映射。外部特色是旋转的品牌元素，在密西西比河沿岸的许多位置都能看到。潜望门（snorkel doors）减少了进入球幕时的环境光量，使观众进入时能够更好地控制环境光线。内部标识的照明也使用投影映射来减少内部环境光。一个较小的 7 米球幕连接在主体结构上，作为游客离开场馆时的拍照体验区。大约有 10,000 名游客在几天内进入球幕内部体验。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-17-new.png" alt="图 17. 在第四十八届超级碗中，位于新奥尔良的 Xbox 球幕" style="zoom:50%;"><p>Figure 17. Xbox Dome at Super Bowl XLVIII in New Orleans<br>Source: © 2019 Vortex Immersion Media, Inc. Used with permission</p><h3 id="4D-叙事-4D-Storytelling"><a href="#4D-叙事-4D-Storytelling" class="headerlink" title="4D 叙事 4D Storytelling"></a>4D 叙事 4D Storytelling</h3><p>Storytelling journeys use immersive media to amplify the experience.</p><p>叙事之旅使用沉浸式媒体来放大体验。</p><h4 id="EMC-世界球幕-EMC-World-Domes"><a href="#EMC-世界球幕-EMC-World-Domes" class="headerlink" title="EMC 世界球幕 EMC World Domes"></a>EMC 世界球幕 EMC World Domes</h4><p>EMC ² commissioned an 11-meter tilted tradeshow dome and a series of 5-minute “thrill rides” into the world of electronic information (Figure 18).</p><p>EMC ² 定制了一个 11 米高的倾斜贸易展览球幕和一系列 5 分钟的“惊险之旅”，使观众进入电子信息的世界（图 18）。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-18-new.png" alt="图18. EMC World 2013 外部和内部球幕" style="zoom:50%;"><p>Figure 18. EMC World 2013 exterior and interior dome<br>Source: © 2019 Vortex Immersion Media, Inc. Used with permission</p><p>In 2012 VIM worked with EMC brand managers to craft a story to fly audiences through a “dataverse” showing how private and public clouds could be trusted to serve corporations. In 2013 the same team created a Tron-like world that we navigated in a “dataship” while that illustrated tools for IT security and governance. Both pieces included animation with live-action elements and visual effects produced with support from Pixomondo, an Academy award-winning visual effects house that won three Emmys for their dragon animations on HBO’s Game of Thrones (2011-2019) and an Oscar for its work on Martin Scorsese’s Hugo (2011).</p><p>在 2012 年，Vortex Immersion Media (VIM) 与 EMC 品牌经理携手合作，打造了一个引人入胜的故事，带领观众飞越一个充满“数据宇宙”的环境，展示了私人和公共云服务如何为公司提供可靠的服务。2013 年，同一个团队再次创造了一个类似电影《Tron》的沉浸式世界，观众在一艘“数据船”上航行，体验了 IT 安全和治理工具的强大功能。这两个作品都包括了动画和实景元素，以及由 Pixomondo 支持的视觉特效。Pixomondo 是一家屡获殊荣的视觉特效公司，因其在 HBO 的《权力的游戏》（2011-2019）中的龙动画赢得了三个艾美奖，并因其在马丁·斯科塞斯的《雨果》（2011）中的卓越工作而获得奥斯卡奖。</p><h4 id="康斯坦丁球幕-Constantine-Dome"><a href="#康斯坦丁球幕-Constantine-Dome" class="headerlink" title="康斯坦丁球幕 Constantine Dome"></a>康斯坦丁球幕 Constantine Dome</h4><p>NBC Universal commissioned the creation of an original experience for the launch of Constantine (2014), a TV series based on the DC Comics character and 2005 film starring Keanu Reeves. The 3.5 minute animated themed experience was produced in six weeks and included a flythrough of a creepy sanatorium and collision with a ghost train while combating demons. Synchronized 4D effects included wind and strobes. The show was screened 1,200 times over five days.</p><p>到了 2014 年，NBC 环球委托 VIM 为基于 DC 漫画角色和 2005 年基努·里维斯主演电影改编的电视系列剧《康斯坦丁》创造一个原创体验。这个 3.5 分钟的动画主题体验在短短六周内制作完成，让观众体验了一次飞越恐怖疗养院的旅程，并在与鬼火车相撞的同时与恶魔战斗。为了增强沉浸感，体验中还加入了同步的 4D 效果，如风效和频闪灯。这个节目在五天的活动期间共放映了 1,200 次，展示了 VIM 在紧迫时间表下创造高质量沉浸式体验的能力。</p><h3 id="沉浸式餐饮-Immersive-Dining"><a href="#沉浸式餐饮-Immersive-Dining" class="headerlink" title="沉浸式餐饮 Immersive Dining"></a>沉浸式餐饮 Immersive Dining</h3><p>The Stella Artois’ Sensorium immersive pop-up dining experience in Toronto, Canada featured a sense of taste, sight, smell, sound and touch throughout a five-course meal by celebrated chef Richie Farina. Show in in Figure 20, the event sold out an entire month of servings at $125/plate prior to opening.</p><p>在加拿大多伦多，Stella Artois 的 Sensorium 沉浸式快闪餐饮体验通过由著名厨师 Richie Farina 精心准备的五道菜，为顾客带来了一场全方位的感官盛宴，包括味觉、视觉、嗅觉、听觉和触觉的沉浸体验。如图 20 所示，该活动在开业前一个月的所有座位便以 125 美元一份的价格销售一空。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-19-new.png" alt="图19. 位于加拿大多伦多的 Stella Sensorium" style="zoom:50%;"><p>Figure 19. Stella Sensorium in Toronto, Canada<br>Source: © 2019 Vortex Immersion Media, Inc. Used with permission</p><h3 id="艺术与娱乐-Arts-and-Entertainment"><a href="#艺术与娱乐-Arts-and-Entertainment" class="headerlink" title="艺术与娱乐 Arts and Entertainment"></a>艺术与娱乐 Arts and Entertainment</h3><p>A number of immersive arts and entertainment projects have been pioneered in digital planetariums over the years (Lantz, 2009). However, only a small number of dedicated arts and entertainment immersion dome venues exist at this time.</p><p>多年来，在数字天文馆中已经开创了许多沉浸式艺术和娱乐项目（Lantz, 2009）。然而，目前存在的专门用于艺术和娱乐的沉浸式球幕场馆还是少数。</p><h4 id="Vortex-Dome-LA"><a href="#Vortex-Dome-LA" class="headerlink" title="Vortex Dome LA"></a>Vortex Dome LA</h4><p>The Vortex Dome, established in 2010 at Los Angeles Center Studios in downtown Los Angeles has served as a public showcase and testbed for immersive mixed-media productions including; 360 ballet, live painting, musicals, EDM experiences, concerts, solo performances, 360 cinema and more (Lantz, 2018). The 15m dome accommodates up to 130 seated or 240 standing and continues to serve as an immersive media development, R&amp;D lab, and showcase studio.</p><p>2010 年在洛杉矶市中心成立的 Vortex Dome，已经成为包括 360 度芭蕾、现场绘画、音乐剧、EDM 体验、音乐会、独奏表演、360 度电影等沉浸式多媒体制作的公共展示和试验场（Lantz, 2018）。这个 15 米高的球幕能够容纳多达 130 个坐着的或 240 个站立的观众，并且持续作为一个沉浸式媒体开发、研发实验室和展示工作室的角色。</p><p>Productions at the Vortex Dome include; Migrations (2011) with visual artist Audri Phillips and composer Winter Lazerus, Blue Apple ballet with visuals by Audri Phillips and choreographer Stefan Wenta, BollyDoll by artist and singer Amrita Sen and composer Anthony Marinelli, Deep, Deeper Deepest with visuals by Audri Phillips and space music artist Steve Roach, Refractor Piano performed by Peter Manning Robinson with visuals by Hana Kim and Klaus Hoch (multicast in 360 VR), a performance by the band Braves with visuals by Brianna Amore, and Ceremony and Mesmerica visual music performances with musician, James Hood.</p><p>Vortex Dome 的制作涵盖了多种艺术形式，包括与视觉艺术家 Audri Phillips 和作曲家 Winter Lazerus 合作的 Migrations（2011）、由 Audri Phillips 提供视觉效果的 Blue Apple 芭蕾、由艺术家和歌手 Amrita Sen 和作曲家 Anthony Marinelli 创作的 BollyDoll、由 Audri Phillips 提供视觉效果，太空音乐家 Steve Roach 创作的 Deep, Deeper Deepest、由 Peter Manning Robinson 演奏，Hana Kim 和 Klaus Hoch 提供视觉效果的 Refractor Piano（在 360 VR 中多播）、由 Brianna Amore 提供视觉效果的乐队 Braves 的表演，以及与音乐家 James Hood 合作的 Ceremony 和 Mesmerica 视觉音乐表演。</p><p>Other productions explored in the Vortex Dome including traditional film screenings, performance art, EDM events, poetry readings, experimental art, sound and light meditations, workshops, panels, symposia, immersive film festivals, immersive dining experiences, a Teletubbies premiere party for Nickelodean and more. Next-generation interactive performances are now in production including Audri Phillip’s Robot Prayers.</p><p>Vortex Dome 还探索了包括传统电影放映、表演艺术、EDM 活动、诗歌朗诵、实验艺术、声音和光线冥想、研讨会、小组讨论、研讨会、沉浸式电影节、沉浸式餐饮体验、尼克频道的 Teletubbies 首映派对等多种形式的活动。下一代互动表演目前正在制作中，包括 Audri Phillip 的 Robot Prayers。</p><p>Video shoots in The Votex Dome include an MTV pilot for a global multicast dance party, two 60 Minutes episodes, a scene from the TV series Castle, an independent sci-fi film, music videos, documentary interviews with legendary jazz musician Wayne Shorter, with rapper Chuck-D from Public Enemy, and most recently a futuristic set for Jay Z’s music video called Family Fued with Beyonc é. Events are regularly live-streamed in 360 video for viewing in VR headsets.</p><p>Vortex Dome 也是视频拍摄的热门地点，包括 MTV 全球多播舞蹈派对的试播、两集《60 分钟》、电视剧《Castle》的一幕、一部独立科幻电影、音乐视频、与传奇爵士音乐家 Wayne Shorter 的纪录片采访、与来自 Public Enemy 的说唱歌手 Chuck-D 的采访，最近则是为 Jay Z 与 Beyonc é的音乐视频 Family Fued 制作的未来主义场景。活动定期以 360 视频直播，供在 VR 头显中观看。</p><h4 id="SAT"><a href="#SAT" class="headerlink" title="SAT"></a>SAT</h4><p>Montreal’s SAT (Soci é t é des arts technologiques) in CANADA features the Satosph è re, an 18 m projection dome with unique multipurpose design dedicated to artistic creation and visualization events (Husband &amp; Barsalo, 2005). The theater opened in October 2011 and has hosted numerous fine arts performances. SAT is one of the world’s first permanent dedicated arts and entertainment dome theaters. The successful business model includes an innovation lab, restaurant and bar making it a frequented local destination in addition to a successful immersive theater.</p><p>位于加拿大蒙特利尔的 SAT（Soci é t é des arts technologiques）拥有一个名为 Satosph è re 的 18 米投影球幕，这是一个专为艺术创作和可视化活动设计的多功能场所（Husband &amp; Barsalo，2005）。自 2011 年 10 月开业以来，该剧院已经举办了众多的美术表演。SAT 是世界上第一个永久性的专门艺术和娱乐球幕剧院。其成功的商业模式融合了一个创新实验室、餐厅和酒吧，使其成为当地人频繁光顾的目的地，同时也是一个成功的沉浸式剧院。</p><h4 id="Wisdome"><a href="#Wisdome" class="headerlink" title="Wisdome"></a>Wisdome</h4><p>And in late 2018 the Wisdome Immersive Art Park opened in Los Angeles’ Arts District featuring two mobile projection domes and three exhibition domes. The venue is open daily featuring the works of visionary artist Android Jones and holds special events such as tribute bands, sound healing, screenings and more.</p><p>2018 年底，Wisdome 沉浸式艺术公园在洛杉矶艺术区开业，设有两个移动投影球幕和三个展览球幕。该场馆每天开放，展示视觉艺术家 Android Jones 的作品，并举办特别活动，如致敬乐队、声音疗愈、放映等。</p><h4 id="IAIA-Digital-Dome"><a href="#IAIA-Digital-Dome" class="headerlink" title="IAIA Digital Dome"></a>IAIA Digital Dome</h4><p>The Digital Dome at IAIA (Institute for American Indian Art) is dedicated to exploring “new applications for creative expression, scientific and technical exploration, and the merging of art and technology.” It features a 7m suspended dome that can rotate from a level dome to 90-degree tilt, a 15.1 surround sound system and up to 55 removable seats. The dome has featured numerous art installations and screenings.</p><p>IAIA（美国印第安艺术研究所）的数字球幕致力于探索“创意表达、科学技术探索以及艺术与技术的融合的新应用”。它拥有一个 7 米高的悬挂球幕，可以从水平球幕旋转至 90 度倾斜，配备了 15.1 环绕声系统以及多达 55 个可移动座位。该球幕已经举办了众多艺术装置和放映活动。</p><h4 id="Pharos"><a href="#Pharos" class="headerlink" title="Pharos"></a>Pharos</h4><p>Pharos was a temporary mobile dome show featuring Childish Gambino (aka Donald Glover) located in the Joshua Tree desert. Gambino performed five shows over three days in a 49m inflatable dome theater with a 2500-person capacity. The Microsoft-backed production team led by animators Mikael Gustafsson and Alejandro Crow spent two weeks in The Vortex Dome in downtown LA preparing the show which was VJ’d live from dual Unity servers outputting 4K x 4K and re-mapped onto a 12-projector display at 60 fps. Billboard raved that “…the dome was truly the highlight of the night,” and Hip-Hop DX called it “… the most innovative live show this decade.” The second Pharos dome in New Zealand featured five Unreal servers feeding a single re-mapping server, with one rendering the sides of a hemicube.</p><p>Pharos 是一个临时的移动球幕表演，由 Childish Gambino（即唐纳德·格洛弗）在约书亚树沙漠中举办。Gambino 在三天内进行了五场演出，地点是一个 49 米高的充气球幕剧院，可容纳 2500 人。由动画师 Mikael Gustafsson 和 Alejandro Crow 领导的微软支持的制作团队在洛杉矶市中心的 Vortex Dome 花了两周时间准备这场演出，由双 Unity 服务器实时 VJ 输出 4K x 4K，并重新映射到 12 个投影机显示，以 60 fps 的速度播放。Billboard 称赞“……球幕确实是当晚的亮点”，Hip-Hop DX 称之为“……本十年最具创新性的现场演出”。在新西兰的第二个 Pharos 球幕则由五个 Unreal 服务器向单一的重新映射服务器提供内容，其中一个渲染了半立方体的侧面。</p><p>The largest dome VIM has delivered was a 60m inflatable structure at the Los Angeles Coliseum produced by The Production Club for a well-known game designer. Over 3,000 people enjoyed the world’s most immersive EDM party with performances by Skrillex, Diplo and DJ Snake.</p><p>VIM 交付的最大的球幕是一个 60 米高的充气结构，位于洛杉矶纪念体育场，由 The Production Club 为一位知名的游戏设计师制作。超过 3000 人享受了世界上最沉浸的 EDM 派对，演出嘉宾包括 Skrillex、Diplo 和 DJ Snake。</p><h4 id="Mesmerica-360"><a href="#Mesmerica-360" class="headerlink" title="Mesmerica 360"></a>Mesmerica 360</h4><p>Mesmerica is an extremely successful cross-platform production including a live performance with James Hood (still running at the Vortex Dome LA), a fulldome film for distribution (currently playing in over 23 planetariums and IMAX ® Laser Domes) and a companion VR experience. Directed by Michael Saul, it features James Hood’s cheerful music set to world-class fulldome art. The show is expressly designed to activate positive brain states and a sense of wellbeing. Contributors include Jonathan A.N. Fisher, PhD., an Assistant Professor and the Director of the Neurosensory Engineering Lab in the Department of Physiology at New York Medical College who provided brain visualizations from Neurodome ® and Mark Subbarao, PhD from the Adler Planetarium in Chicago who provided a galactic zoom and brain sequence renders. Other artists include Brianna Amore, Ken Scott, John Banks and Tatiana Plakhova.</p><p>Mesmerica 是一个跨平台制作的杰出成就，它包括一场持续在洛杉矶 Vortex Dome 上演的现场表演，一部 Fulldome 电影（目前在 23 个以上的天文馆和 IMAX ®激光球幕上映），以及一个配套的虚拟现实（VR）体验。该作品由 Michael Saul 执导，结合了 James Hood 的欢快音乐和一流的 Fulldome 艺术作品。这个节目专门设计来激发积极的心态和幸福感。项目的贡献者包括 Jonathan A.N. Fisher 博士，他是纽约医学院生理学系的助理教授兼神经感知工程实验室的主任，他通过 Neurodome ®提供了大脑的可视化内容，以及来自芝加哥阿德勒天文馆的 Mark Subbarao 博士，他贡献了银河缩放和大脑序列的渲染。其他艺术家包括 Brianna Amore、Ken Scott、John Banks 和 Tatiana Plakhova。</p><h3 id="其他案例研究-Other-Case-Studies"><a href="#其他案例研究-Other-Case-Studies" class="headerlink" title="其他案例研究 Other Case Studies"></a>其他案例研究 Other Case Studies</h3><h4 id="保罗·艾伦的全息球幕-Paul-Allen’s-Holodome"><a href="#保罗·艾伦的全息球幕-Paul-Allen’s-Holodome" class="headerlink" title="保罗·艾伦的全息球幕 Paul Allen’s Holodome"></a>保罗·艾伦的全息球幕 Paul Allen’s Holodome</h4><p>In late 2015, a Request for Proposals (RFP) from Paul Allen’s Vulcan was released seeking proposals for a “Holodeck.” The resulting system used four each 4K laser projectors aimed into a semi-spherical screen driven by full-sphere equirectangular movies from TouchDesigner playback and remapping server and two separate Unity servers. Vulcan introduced the Holodome into the MoPop museum in Seattle in early 2019 [3].</p><p>2015 年末，保罗·艾伦的 Vulcan 公司发布了一份提案请求（RFP），寻求构建一个“全息甲板”的创意方案。最终选定的系统包括四台 4K 激光投影机，它们对准一个半球形屏幕，放映由 TouchDesigner 播放器、重映射服务器以及两个独立的 Unity 服务器驱动的 Fulldome 等距圆柱映射电影。2019 年初，Vulcan 在西雅图的 MoPop 博物馆引入了这个全息球幕系统。</p><h4 id="环球天地-Universal-Sphere"><a href="#环球天地-Universal-Sphere" class="headerlink" title="环球天地 Universal Sphere"></a>环球天地 Universal Sphere</h4><p>The Universal Sphere opened in April 2019 in the lobby of Philadelphia’s new Comcast Technology Center. The 34’ diameter dome theater features a free 7-minute film called The Power of I about the origin and power of ideas produced by Steven Spielberg in cooperation with DreamWorks Animation, Universal Parks and Resorts and Comcast Labs.</p><p>2019 年 4 月，“环球天地”（Universal Sphere）在费城新 Comcast 技术中心的大堂开业。这个直径为 34 英尺的球幕剧院主要放映的是一部免费的 7 分钟电影《我的力量》，讲述了由史蒂文·斯皮尔伯格与梦工厂动画、环球公园和度假村以及 Comcast 实验室合作制作的关于思想起源和力量的故事。</p><p>The theater, two years in the making, was designed by Foster + Partners, a London-based architectural firm led by architect Norman Foster. It is ADA-compliant with wheelchair access and closed captioning devices. The development team rented the Fels Planetarium at The Franklin Institute Science Museum as part of their show development.</p><p>这个剧院经过两年的精心制作，由伦敦的建筑公司 Foster + Partners 设计，该公司由著名建筑师诺曼·福斯特领导。剧院符合 ADA（美国残疾人法案）标准，设有无障碍轮椅通道和闭路字幕设备。开发团队曾租用富兰克林研究所科学博物馆的 Fels 天文馆作为他们节目开发的一部分。</p><p>Comcast CEO Brian Roberts explained “The first 50 years for our company were about finance and entrepreneurship. If we’re going to thrive for the next 50 years, it’s going to be about innovation, media, and technology” (Stephens, 2019).</p><p>Comcast 首席执行官布莱恩·罗伯茨表示：“我们公司的前 50 年是关于财务和创业的。如果我们想在未来 50 年继续繁荣发展，那么它将关乎创新、媒体和技术”（Stephens，2019）。</p><h2 id="未来-THE-FUTURE"><a href="#未来-THE-FUTURE" class="headerlink" title="未来 THE FUTURE"></a>未来 THE FUTURE</h2><p>Immersion domes have been called the “next big thing” for live immersive performances [Csathy 2018]. Two companies have announced major brick-and-mortar developments that promise to kick off a rapidly expanding ecosystem of immersion dome theaters.</p><p>球幕沉浸式体验被誉为现场沉浸式表演的“下一个大事件”（Csathy 2018）。已有两家公司宣布了重大的实体发展计划，承诺将推动一个快速扩展的沉浸式球幕剧院生态系统。</p><h3 id="Vortex-DomePlex"><a href="#Vortex-DomePlex" class="headerlink" title="Vortex DomePlex"></a>Vortex DomePlex</h3><p>Vortex Immersion Media has announced a new project in development called the Vortex DomePlex (Roettgers, 2019) (Figure 20). This immersive arts and entertainment complex includes a 2500 seat performing arts CineTheater ™, two 1,000-capacity Vortex Dome events domes and smaller dome spaces for retail, experiential lounges and VR arcades. The facility is designed as a major exhibition venue for stand-up, sit-down and walk-through immersive experiences.</p><p>Vortex Immersion Media 宣布了一个名为 Vortex DomePlex 的创新项目（Roettgers, 2019）（见图 20）。这个沉浸式艺术和娱乐的综合设施将包括一个能容纳 2500 人的 CineTheater ™表演艺术剧院，两个能容纳 1000 人的 Vortex Dome 活动球幕，以及多个小型球幕空间，用于零售、体验休息室和 VR 游戏。该设施的目标是成为一个集站立式、坐式和步行穿越的沉浸式体验于一体的主要展览场所。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Figure-20-new.png" alt="图 20. Vortex DomePlex 概念渲染图" style="zoom:50%;"><p>Figure 20. Vortex DomePlex conceptual rendering<br>Source: © 2019 Vortex Immersion Media, Inc. Used with permission</p><p>The CineTheater ™ features an advanced projection-mapped elevator stage, video-tracked theatrical lighting and 3D sound including infrasound and vibroacoustic chairs. The theater will be fitted with a multicamera 360 video capture and streaming system for domecasting and VR multicasting. An MMO metaverse version of the venue will encourage remote preand post-event engagement and community building around a wide range of entertainment themes.</p><p>CineTheater ™将配备先进的投影映射电梯舞台、视频跟踪剧场照明，以及包括次声波和振动声学椅子在内的 3D 音效系统。剧院还将安装多摄像头 360 视频捕捉和流媒体系统，用于球幕广播和 VR 多播。此外，一个 MMO 元宇宙版本的场馆将促进远程的预活动和后活动参与，以及围绕广泛的娱乐主题建立社区。</p><p>One of the Vortex Domes will serve as an after-party venue allowing story extension. It will be equipped with photonic go-go booths, elevator stages for DJ’s (dome jockey), full audience tracking and multi-VJ performance consoles. The open architecture design will allow artists to perform from their own servers which can be installed on site. Another Vortex Dome will serve as flex space to expand storytelling worlds into walk-through immersive experiences, host travelling exhibits and more.</p><p>Vortex DomePlex 的其中一个 Vortex Dome 将作为一个派对场所，允许故事在其中延伸。它将配备光子摇摆舞厅、DJ 的电梯舞台（球幕骑师）、全场跟踪和多 VJ 表演控制台。开放式的架构设计将使艺术家能够通过现场安装的自己的服务器进行表演。另一个 Vortex Dome 将作为一个灵活的空间，将故事世界扩展到步行穿越的沉浸式体验中，用于举办巡回展览等活动。</p><p>Vortex’s business model is designed to be flexible, accommodating an ever-evolving technical, artistic and consumer market. The company seeks to present family programming in the daytime, “digital cirque” entertainment residencies in the evening and interactive electronic entertainment for late night.</p><p>Vortex 的商业模式旨在保持灵活性和多样性，以适应不断变化的技术、艺术和消费市场。该公司计划在日间提供适合家庭的节目，在晚上提供“数字马戏团”风格的娱乐驻地，并在深夜提供互动电子娱乐，以满足不同时间段的观众需求。</p><h3 id="MSG-Sphere"><a href="#MSG-Sphere" class="headerlink" title="MSG Sphere"></a>MSG Sphere</h3><p>Madison Square Garden Entertainment has announced the MSG SPHERE, a 17,500 seat LED-based digital dome to be constructed in Las Vegas and London. The project – currently estimated at $1.7b, features a 152m LED-mapped spherical exterior and an interior LED dome screen. The project is currently under construction in Las Vegas.</p><p>麦迪逊广场花园娱乐公司宣布了 MSG SPHERE，这是一个 17,500 座位的基于 LED 的数字球幕，将在拉斯维加斯和伦敦建造。该项目目前估计耗资 17 亿美元，特色是一个 152 米 LED 映射的球形外观和一个室内 LED 球幕屏幕。该项目目前正在拉斯维加斯建设中。</p><h2 id="未来研究-FUTURE-RESEARCH"><a href="#未来研究-FUTURE-RESEARCH" class="headerlink" title="未来研究 FUTURE RESEARCH"></a>未来研究 FUTURE RESEARCH</h2><p>Immersion domes suggest a wide range of academic and commercial research opportunities spanning neuroscience and cognitive science, computer graphics and interactive techniques.</p><p>沉浸式球幕技术揭示了广泛的学术研究和商业应用的可能性，覆盖了神经科学、认知科学、计算机图形学以及交互技术等多个领域。</p><p>Cognitive research is needed to better understand the effect of immersive media on consciousness and it’s use in storytelling and delivering impact. It is possible that unique brain states such as the pilomotor reflex and the release of pleasurable brain chemicals such a dopamine, serotonin, oxytocin and endorphins could be optimized in highly immersive and interactive experiences (Salimpoor, Benovoy, Larcher, Dagher &amp; Zatorre, 2011; Manninen, et al. 2017). And how can audience biometrics combined with AI be used to optimize these responses?</p><p>为了深入理解沉浸式媒体对意识的影响，以及其在叙事和传递影响力方面的应用，我们需要进行更多认知方面的研究。在高度沉浸和互动的体验中，可能能够优化独特的大脑状态，例如引发毛发直立反射，以及释放多巴胺、血清素、催产素和内啡肽等愉悦的神经化学物质（Salimpoor, Benovoy, Larcher, Dagher &amp; Zatorre, 2011; Manninen, et al. 2017）。结合观众的生物特征数据与人工智能技术，我们如何优化这些反应？</p><p>The economics of dome theaters allows the installation of GPU supercomputers for real-time raytracing and deep learning algorithms. What new experiences can be offered with such computing power? If we can specifically identify audience members and—through their opting in—can access their “big data” social media assets, how can AI use these assets to enhance the audience experience? And how can AI be used to assist the interpretation of music through immersive visuals, or vice versa?</p><p>球幕剧院的经济学使得可以安装 GPU 超级计算机来进行实时光线追踪和运行深度学习算法。这样的计算能力能够为我们提供哪些全新的体验？如果我们能够特别识别观众成员——通过他们的选择——并访问他们的“大数据”社交媒体资产，人工智能如何利用这些资产来增强观众体验？人工智能又如何协助通过沉浸式视觉效果来解释音乐，或者反过来？</p><p>Rendering, animation and computing algorithms are often biased towards planar imagery and cartesian coordinates. What shortcuts might be possible when serving graphics exclusively for spherical environments?</p><p>传统的渲染、动画和计算算法通常偏向于处理平面图像和笛卡尔坐标系统。在仅为球形环境提供图形时，我们能否找到一些简化的方法？</p><p>The dome is effectively a portal into cyberspace. XR technologies can bring cyberspace into the real space of the theater as well. Stage performances within immersive environments are greatly enhanced by tracking both props and performers and altering the immersive environment in response to their movements. Lighting and textures can be mapped onto moving performers, providing avatar-like capabilities to transform. Performers can be volumetrically scanned and placed into MMO metaverses and role-playing games.</p><p>实际上，球幕可以被视为通往网络空间的门户。扩展现实（XR）技术可以将网络空间带入剧院的实体空间。通过跟踪道具和表演者的移动，并根据这些移动来改变沉浸式环境，舞台表演在沉浸式环境中得到了极大的增强。灯光和纹理可以映射到移动的表演者身上，提供类似化身的能力进行转变。表演者可以进行体积扫描，并被放置到 MMO 元宇宙和角色扮演游戏中。</p><p>And what AR/VR/XR/360 interfaces and devices and applications can be developed for in-dome or at-home audience participation? Can a billion people attend a single immersion dome event?</p><p>我们可以开发哪些 AR/VR/XR/360 界面、设备和应用程序，以促进球幕内或家庭观众的参与？是否有可能让十亿人参与同一沉浸式球幕活动？</p><h2 id="结论-CONCLUSION"><a href="#结论-CONCLUSION" class="headerlink" title="结论 CONCLUSION"></a>结论 CONCLUSION</h2><p>Arts and entertainment in digital immersion domes have been steadily growing, first appearing in domes intended for astronomy and space science and giant screen documentary films. Market growth is evidenced by the success of Mesmerica, the Vortex Dome, SAT, IAIA’s Digital Dome and the more recent success of the Wisdome Art Park plus the success of Pharos which received praise from Billboard and Childish Gambino’s many fans. Recent announcements of MSG Sphere and the Vortex DomePlex indicate that arts and entertainment domes are on a growth trajectory.</p><p>数字沉浸式球幕在艺术与娱乐领域的成长持续而稳定，其起源可追溯至天文和空间科学展示，以及大型屏幕纪录片的放映。市场的扩张得到了如 Mesmerica、Vortex Dome、SAT、IAIA 的数字球幕，以及近期 Wisdome 艺术公园取得的成功案例的证实。此外，Pharos 项目也因其受到 Billboard 和 Childish Gambino 粉丝的广泛好评而备受瞩目。MSG Sphere 和 Vortex DomePlex 的最新动态进一步印证了艺术与娱乐球幕正处于上升发展轨道。</p><p>If digital arts and entertainment dome networks are to be established there will need to be standards in dome designs. Two general venue designs have been suggested for standardization efforts; the Multipurpose Dome and the CineTheater ™. A number of relevant design factors were reviewed to support such an effort. It is hoped that industry-wide cooperation will lead to a robust distribution network, allowing artists and producers to benefit from digital distribution of powerful immersive experiences.</p><p>为了构建一个数字艺术与娱乐球幕的网络，制定一系列球幕设计的标准化指南显得尤为关键。为此，我们提出了两种通用的场所设计方案——多功能球幕和 CineTheater ™——作为标准化工作的建议。我们综合考虑了众多设计要素，以支持这一努力，并期望全行业的协同合作能够促成一个强大的分销网络，从而使艺术家和制作人员得以从沉浸式体验的数字化分销中获益。</p><p>It is also hoped that the power of this next-generation immersive format is used mindfully for positive societal impact. Digital domes are part of an immersive media ecosystem that will have profound and far-reaching impact on humanity.</p><p>我们同样期待这种下一代沉浸式格式的力量能被用于产生积极的社会影响。数字球幕作为沉浸式媒体生态系统的一部分，其对人类社会的影响将是深远且广泛的。</p><h2 id="致谢-ACKNOWLEDGMENT"><a href="#致谢-ACKNOWLEDGMENT" class="headerlink" title="致谢 ACKNOWLEDGMENT"></a>致谢 ACKNOWLEDGMENT</h2><p>All images © 2019 Visual Bandwidth, Inc. unless otherwise denoted.</p><p>除非有其他标注，所有图片版权都属于 2019 Visual Bandwidth, Inc. 。</p><h2 id="参考文献-REFERENCES"><a href="#参考文献-REFERENCES" class="headerlink" title="参考文献 REFERENCES"></a>参考文献 REFERENCES</h2><ol><li>Bimber, O., Grundhofer, A., Zeidler, T., Danch, D., &amp; Kapakos, P. (2006). Compensating Indirect Scattering for Immersive and Semi-Immersive Projection Displays. IEEE Virtual Reality Conference (VR 2006). 10.1109/VR.2006.34</li><li>Brennesholtz, M. (2019). NAB’s 2019 Display Awards: DesignLED Technology. Display Daily. 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  <entry>
    <title>自译 | Sora来临，AI视频技术准备迎接新突破</title>
    <link href="https://www.lumenghe.com/2024/03/10/with-sora-ai-video-gets-ready-for-its-close-up/"/>
    <id>https://www.lumenghe.com/2024/03/10/with-sora-ai-video-gets-ready-for-its-close-up/</id>
    <published>2024-03-10T12:00:00.000Z</published>
    <updated>2025-12-01T02:37:43.556Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>原文：<a href="https://dougshapiro.substack.com/p/with-sora-ai-video-gets-ready-for-closeup">https://dougshapiro.substack.com/p/with-sora-ai-video-gets-ready-for-closeup</a><br>时间：2024 年 2 月 26 日<br>作者：道格·夏皮罗（Doug Shapiro），独立顾问&#x2F;咨询专家，BCG 高级顾问，前 Turner&#x2F;WarnerMedia 分析师<br>翻译：Horace Lu</p></blockquote><p>（注：键盘快捷键“w”或左侧菜单右上角按钮，可切换文章列表视图与大纲视图）</p><p>[TOC]</p><p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/still-of-sora-video.jpg" alt="Sora 生成视频的静帧，提示词：“一位 24 岁女性的眼睛在魔幻时刻于马拉喀什眨眼，采用 70 毫米胶片拍摄的电影画面，展现出深度景深和生动色彩，极具电影感”"></p><p>在 2022 年 12 月，我撰写了 <a href="https://medium.com/@dougshapiro/the-four-horsemen-of-the-tv-apocalypse-14b97051544e">《电视启示录的四骑士》</a> 一文，其中提到包括生成式 AI（GenAI）在内的技术可能会在未来 5 至 10 年内模糊独立创作内容与专业制作内容的质量界限，从而导致“无限”质量视频内容的涌现。关于此话题的更多专栏文章，请参阅：<a href="https://medium.com/@dougshapiro/how-will-the-disruption-of-hollywood-play-out-42f724c921e1">《好莱坞的颠覆进程将如何展开？》</a> 及 <a href="https://dougshapiro.medium.com/is-genai-a-sustaining-or-disruptive-innovation-in-hollywood-ab74d930ef6b">《生成式 AI 对好莱坞而言是持续性还是颠覆性创新？》</a></p><p>一年前这还只是一个抽象理论，但随着上周 OpenAI 发布 <a href="https://openai.com/sora">Sora</a>，这一理论变得越来越接近现实，而且原先预估的 5-10 年时间似乎过于保守，科技进步的速度远超预期。</p><p>在这篇文章中，我将探讨为什么 Sora 如此重要，以及它所涉及的关键问题。</p><h2 id="摘要"><a href="#摘要" class="headerlink" title="摘要"></a>摘要</h2><ul><li><p>讨论 AI 颠覆好莱坞的可能性时，重要的是明确“颠覆”与“AI”的具体含义是什么。</p></li><li><p>这里的“颠覆”指的是克莱·克里斯腾森（Clay Christensen）提出的低端颠覆（low-end disruption）理论，该理论提供了一个精确框架，来研究颠覆如何发生及其带来的影响。</p></li><li><p>并非所有的“AI”都一样。一些 AI 工具被用作持续创新，以提高现有工作流程的效率。而像 Runway Gen-2、Pika 1.0 和 Sora 这样的 AI 视频生成器（或称为“X2V”模型）则具有更深远的颠覆潜力，因为它们代表了一种全新的视频制作方式。</p></li><li><p>当前行业正处于风口浪尖。虽然克里斯腾森并未详细说明决定颠覆速度和程度的具体因素，但对于好莱坞来说，这种颠覆可能既快速又深远。</p></li><li><p>这是因为创作者内容已经在从低端市场开始挑战好莱坞的地位（在美国，YouTube 是最受欢迎的电视流媒体服务，CoComelon 和 Mr. Beast 在各自类型中是全球最受欢迎的节目）。因此，X2V 模型可能会加速这一进程；创作者内容的总量已经十分庞大，即便只有极小比例的内容能够达到与好莱坞匹敌的质量水平，也足以改变供需动态；同时，消费者接纳这类技术的技术门槛几乎不存在。</p></li><li><p>尽管在过去的一年中，X2V 模型取得了显著的进步，并具有潜在的颠覆能力，但目前它们尚未达到这一目标。它们存在的问题包括：缺乏时间一致性、动作卡顿、输出视频长度受限、无法捕捉人类情感、不能为创作者提供精细控制、无法实现口型与对话同步等。</p></li><li><p>Sora 之所以给整个行业带来震撼，是因为它一举解决了上述许多问题。根据我对 Sora 技术论文的外行解读，其关键创新在于，结合了 Transformer 模型和 Diffusion 模型（使用视频“补丁”），同时结合了压缩技术，以及 ChatGPT 对于语言的微妙理解。</p></li><li><p>虽然 Sora 并不完美（且当前还未商业化），但它传递的主要信息是，视频生成是一个可解决的问题。鉴于开源研究的广泛性，模型组件的复用性，以及额外数据集规模和算力带来的显然是无尽的好处，这些模型只会越来越好。</p></li><li><p>对于好莱坞而言，Sora 无疑敲响了警钟。对于价值链中的每个人来说，理解这些工具、接纳它们，并弄清楚在高质量资源日益丰富的情况下什么将会变得稀缺，是至关重要的。</p></li></ul><h2 id="精准定义“颠覆”"><a href="#精准定义“颠覆”" class="headerlink" title="精准定义“颠覆”"></a>精准定义“颠覆”</h2><p>在过去的一周里，许多人声称好莱坞即将“被颠覆”，但明确这个术语的确切含义十分重要。</p><p>颠覆一词在日常用语中有广泛的含义，即：根本性的变革。而在克莱·克里斯腾森（Clay Christensen）关于颠覆性创新的理论中，颠覆有着更为具体的定义：颠覆是指新进者通过一款“起初较为劣质，但会逐步改进，并最终挑战现有市场主导者的创新产品”进入市场的过程。</p><p>若将“好莱坞会被颠覆”理解为广义上的彻底改变，那么这种表述过于模糊且缺乏实质意义，就如同气象预报员说“一场大风暴即将到来”。这场风暴有多猛烈？是带伞防小雨的程度，还是必须避免出行、封闭门窗、囤积沙袋、疏散人群，甚至可能导致再也无法获得房屋保险的重大灾害程度？是在明天、下周二、一个月后，还是一年后发生？</p><p>像往常一样，在我使用这个词时，指的正是克里斯腾森更为精确的定义。这一定义为我们提供了一个框架，以评估这一过程是否可能发生，以及可能产生的影响。</p><h2 id="“X-to-Video”模型具有最大的颠覆潜力"><a href="#“X-to-Video”模型具有最大的颠覆潜力" class="headerlink" title="“X-to-Video”模型具有最大的颠覆潜力"></a>“X-to-Video”模型具有最大的颠覆潜力</h2><p>在讨论 AI 对好莱坞的潜在影响时，明确我们正在谈论的是哪种类型的 AI 也至关重要。最具颠覆潜力的是 AI 视频生成器，也被称为文本转视频（T2V）、图像转视频（I2V）和视频转视频（V2V）模型。为了方便，我将它们统称为 X-to-video（X2V）模型。</p><p>克里斯腾森区分了持续性创新和颠覆性创新。前者使现有企业能够更好或更低成本地完成工作（比如剃须刀上的第五片刀片），后者则降低了准入门槛并催化了颠覆过程（比如邮购剃须刀刀片的订阅业务模式）。技术本身并不固有地属于其中任何一种类型，而是取决于其如何被应用，但有些技术比其他技术拥有更大的颠覆潜力。</p><h3 id="用于改进现有制作流程效率的-AI-工具"><a href="#用于改进现有制作流程效率的-AI-工具" class="headerlink" title="用于改进现有制作流程效率的 AI 工具"></a>用于改进现有制作流程效率的 AI 工具</h3><p>正如我在 <a href="https://dougshapiro.medium.com/is-genai-a-sustaining-or-disruptive-innovation-in-hollywood-ab74d930ef6b">生成式 AI 对好莱坞而言是持续性还是颠覆性创新？</a> 中描述的那样，许多 GenAI 工具正被用于改进现有制作流程的效率，这符合持续性创新的定义。例如：</p><ul><li><p><a href="https://www.flawlessai.com/">Flawless</a> 利用 GenAI 技术实现电影级别的高质量“配音”，使得任何演员的声音听起来就像母语一样自然。</p></li><li><p>VFX 工作室 MARZ 引入了 <a href="https://monstersaliensrobotszombies.com/vanityai">Vanity AI</a> 以及其他工具，大大减少了“数字化妆”（去除演员面部瑕疵和衰老迹象）所需的时间和成本。</p></li><li><p><a href="https://cuebric.com/">Cuebric</a> 使用 GenAI 快速生成虚拟拍摄时 LED 面板上显示的背景环境。</p></li><li><p>Adobe 正在将其 GenAI 工具（如 <a href="https://www.adobe.com/products/firefly.html">Firefly</a>）嵌入现有的编辑套件如 Photoshop、Premiere Pro 和 After Effects 中，以自动化并加速现有工作流程。</p></li><li><p>此外，可以利用文本转图像（T2I）生成器，如 Midjourney 或 DALL-E，以更快捷且经济的方式创建故事板或其他概念艺术作品。</p></li></ul><p>当前，制作优质内容的成本高昂且劳动密集度极高，<a href="https://dougshapiro.substack.com/i/137437064/you-spent-million-on-what-exactly">一部电视剧或电影往往需要数百甚至上千名工作人员的合作</a>。根据这些趋势粗略估计，这类工具结合使用后，最终可能将制作一部电影级别的影视作品所需时间压缩 30%至 50%，并且有可能同样程度地减少人力需求。随着时间推移和技术进步，这一改善幅度可能会更大。</p><h3 id="X2V-模型"><a href="#X2V-模型" class="headerlink" title="X2V 模型"></a>X2V 模型</h3><p>X2V 模型，如 <a href="https://runwayml.com/">Runway</a>、<a href="https://pika.art/home">Pika</a>、Genmo（<a href="https://www.genmo.ai/">Replay</a>）、<a href="https://kaiber.ai/">Kaiber</a>、尚未发布的谷歌模型（<a href="https://lumiere-video.github.io/">Lumiere</a>）以及开源模型如 <a href="https://stability.ai/news/stable-video-Diffusion-open-ai-video-model">Stable Video Diffusion</a> 等，代表了一种更具颠覆性的趋势。与持续性创新不同，X2V 模型提供了一种全新的视频制作方式，其成本仅是传统方式的九牛一毛。</p><p>这些模型采用了完全不同的工作流程，不再需要演员、导演、制片人、布景设计师、创意总监、制片助理、灯光师、机械组长等传统角色；只需要一位勤奋、有动力和创造力的个人，配备一台笔记本电脑、少量预算，也许还需要一些剪辑技能。正如 Runway 自豪地宣称：</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/no-light-no-camera-all-action.jpg" alt="No lights. No camera. All action." style="zoom:80%;"><p>因此，与其他 GenAI 视频应用相比，X2V 模型更有潜力大幅降低创作高质量内容的门槛，从而模糊创作者或独立内容与好莱坞制作之间长期以来的质量界限。</p><p>理论上，这种颠覆如图 1 所示。以红色 YouTube 线为代表的独立内容，首先会吸引需求最低端的消费者群体（如儿童），然后随着性能曲线的提升，逐渐吸引次低需求层级的消费者（如真人秀观众）。X2V 模型有望助力创作者内容继续沿着性能曲线向上攀升，挑战好莱坞更高品质的内容制作，并争夺更挑剔的用户群体。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/A%20Visual%20Representation%20of%20the%20Low%20End%20Disruption%20of%20Hollywood.jpg" alt="图1：好莱坞低端市场颠覆的可视化表现（注：此处YouTube代表独立创作者内容；TNT作为有线电视网络的代表；ABC代表广播电视台；而Netflix则是其自身。来源：作者）" style="zoom:80%;"><p>因此，虽然理论上 X2V 模型能让创作者制作出更高品质的内容，但迄今为止它们尚未达到这一水平。生成的视频效果虽有趣，但在字面意义和比喻意义上都还没有准备好在黄金时段播出。你我都不会选择在晚上 8 点坐在沙发上观看 AI 生成的视频。按照定义来说，所有颠覆性创新在起步阶段都是“不够好的”，或者说质量较差的。但反过来并不一定成立，仅仅因为某样东西质量差，并不意味着它注定会成为颠覆性创新。</p><p>关键问题在于：这些模型能否生成人们愿意观看的内容？如同 Diffusion 模型能够对图像进行去噪处理一样，Sora 以及最近其他几项创新成果的发布，使得这个问题的答案更加清晰。</p><h2 id="消费者对-AI-视频的接受速度可能非常快"><a href="#消费者对-AI-视频的接受速度可能非常快" class="headerlink" title="消费者对 AI 视频的接受速度可能非常快"></a>消费者对 AI 视频的接受速度可能非常快</h2><p>在深入探讨 Sora 的影响之前，让我们先回顾一下好莱坞所面临的风险。</p><p>正如我在之前的文章 <a href="https://medium.com/@dougshapiro/how-will-the-disruption-of-hollywood-play-out-42f724c921e1">《好莱坞的颠覆进程将如何展开？》</a> 所述，颠覆的速度和程度可以各有不同，有时快速且彻底（老牌企业被完全或几乎完全挤出市场），有时缓慢而部分发生（老牌企业失去了低端市场，但仍保留有利润丰厚的高端市场）。在那篇文章中，我指出了 <a href="https://dougshapiro.substack.com/i/137437069/what-determines-the-extent-and-speed-of-disruption">几个决定颠覆程度和速度的因素</a>：</p><ul><li><strong>新进入者向高端市场发展的难易度。</strong></li><li><strong>消费者接纳竞品的难易度。</strong></li><li>竞品引入的新特性改变消费者对质量定义的程度。</li><li>老牌企业的惰性程度。</li><li>高端市场的规模和持久性。</li></ul><p>当前情况下，后三点难以立即得出结论。我们尚不清楚 AI 视频将如何改变消费者行为，以及消费者如何重新定义质量；我们还不知道老牌企业会作何反应（尽管 <a href="https://dougshapiro.substack.com/p/what-clay-christensen-missed">我曾写过</a>，我认为他们准备不足，这在很大程度上是由于其运作的复杂生态系统，包括人才、经纪公司、工会等）；我们也不清楚传统专业视频制作的“高端”市场最终能有多大规模或多持久。</p><p>在下文中，我将讨论 Sora 针对第一点，即 AI 生成视频向上游市场发展难易度，所带来的启示。</p><p>不过，我们先花一点时间关注第二点：消费者转向观看 AI 创作或增强视频可能会非常迅速，原因如下：</p><ul><li>创作者内容的对好莱坞的颠覆已经在进行中，GenAI 只是火上浇油；</li><li>创作者内容的总量庞大到令人震惊；</li><li>接受 AI 视频的门槛几乎不存在。</li></ul><h3 id="低端市场颠覆正在进行中"><a href="#低端市场颠覆正在进行中" class="headerlink" title="低端市场颠覆正在进行中"></a>低端市场颠覆正在进行中</h3><p>创作者内容正在从底部颠覆好莱坞行业。以下是尼尔森最新的“Gauge”图表（图 2），我在其他文章中也曾引用过这张图表。图表显示，在美国最大的电视流媒体服务是 YouTube。（值得注意的是，这一数据并未计入移动设备或桌面端的使用量，以及 YouTube TV 的数据）。这意味着美国家庭通过电视观看 YouTube 的时间超过了 Hulu、Disney+、Peacock、Max 和 Paramount+ 的总和。</p><p>多年来，许多人认为或希望 YouTube 不会对传统电视构成威胁，因为它满足的是完全不同的使用场景。但这些数据显示，这种观点被直接否定，因为其应用场景与传统电视完全相同：在电视机上观看。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/YouTube%20is%20the%20Largest%20Streaming%20Service%20on%20TVs%20in%20the%20U.S..jpg" alt="图2：YouTube 是美国电视上最大的流媒体服务（来源：尼尔森）" style="zoom:80%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/The%20Low%20End%20Disruption%20of%20Hollywood%20is%20Already%20Underway.jpg" alt="图3：好莱坞低端市场的颠覆正在进行中（来源：作者)" style="zoom:80%;"><p>图 3 展示了稍作修改的先前图表，正如底部的 CoComelon 和 Mr. Beast 标志及其日期所示的那样，在 X2V 模型出现之前，独立内容已经在性能曲线上不断攀升，并从底层开始对好莱坞产生颠覆性影响。根据观看时长衡量，同时在 YouTube 和 Netflix 上线的“CoComelon”，可能是全球最受欢迎的儿童节目。图 4 引用了尼尔森的数据，显示了去年美国高端流媒体服务上收视率最高的节目；同时也基于 Social Blade 数据，给出了我对 CoComelon 在 YouTube 上国内外总观看分钟数的大致估算。需要注意的是，仅在美国国内，Disney+上的《Bluey》观看量超过了 Netflix 上的 CoComelon，但如果加上美国地区 YouTube 上 CoComelon 的观看量，它就成为了全美观看次数最多的节目，甚至超过《金装律师》（Suits）。据估计，CoComelon 去年在全球范围内被观看了约 800 亿分钟，因此很可能也是全球最受欢迎的儿童节目。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/CoComelon%20is%20the%20Most%20Popular%20Kids%20Show%20in%20the%20World.jpg" alt="图4：CoComelon——全球最受欢迎的儿童节目（来源：尼尔森、Social Blade、作者估算）" style="zoom:80%;"><p>同样地，如果我们把 Mr. Beast 主频道上的视频合集 <sup id="fnref:1"><a href="#fn:1" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="Mr. Beast 经营着几个其他的 YouTube 频道，包括 Mr. Beast 2、Mr. Beast 3、Mr. Beast Gaming 和 Beast Reacts。">[1]</span></a></sup> 视为“一档节目”，那么 <em>Mr. Beast</em> <sup id="fnref:2"><a href="#fn:2" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="当使用斜体时，*Mr. Beast* 代表上传到 Mr. Beast 主频道的所有视频。">[2]</span></a></sup> 则可能是全球最热门的节目。图 5 依据 Netflix 最近发布的《What We Watched》报告，展示了去年 1 月至 6 月全球 Netflix 平台上观看次数最多的节目。（请注意，该图表为了便于比较，合并了所有热播剧集的各季数据。）此外，该图还基于 VidIQ 提供的平均视频长度 18.98 分钟以及预估的 70% 完成率，对同一时期内 <em>Mr. Beast</em> 节目的观看情况进行估算。如图所示，在 2023 年上半年，<em>Mr. Beast</em> 节目的观看量可能接近 Netflix 上观看次数最多的剧集《金妮与乔治娅》（Ginny &amp; Georgia）的两倍。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Mr.%20Beast%20Was%20Probably%20the%20Most%20Popular%20Show%20in%20the%20World%20in%201H23.jpg" alt="图5：2023年上半年，Mr. Beast可能是全球最受欢迎的节目（来源：《What We Watched: A Netflix Engagement Report - Jan-June 2023》、Social Blade、VidIQ、Tim Denning、作者估算）" style="zoom:80%;"><h3 id="创作者视频的颠覆力量势不可挡"><a href="#创作者视频的颠覆力量势不可挡" class="headerlink" title="创作者视频的颠覆力量势不可挡"></a>创作者视频的颠覆力量势不可挡</h3><p>有时，一个行业可能仅被一个成功的颠覆者所改变。例如，我认为付费电视价值链主要由 Netflix 一家公司颠覆。然而，在当前情况下，我们面临的是数以千万计的颠覆者：独立创作者。创作者内容的庞大规模令人震撼。</p><p>我在其他文章中引用过这些数据，但它们值得再次强调。我（慷慨地）估计去年好莱坞制作了大约 15000 小时的原创电视剧和电影。相比之下，YouTube 在 2019 年披露，每分钟有创作者上传 500 小时的视频到该平台（这一数字现在肯定更高），即每年超过 2.5 亿小时。即使只有 0.01%的此类内容被认为与好莱坞制作具有竞争力，这也意味着 30000 小时的内容产出，已经是好莱坞年产量的两倍。如果 0.1%的内容被证明具有竞争力，则是其 20 倍之多。</p><h3 id="消费者接纳-AI-视频的门槛几乎不存在"><a href="#消费者接纳-AI-视频的门槛几乎不存在" class="headerlink" title="消费者接纳 AI 视频的门槛几乎不存在"></a>消费者接纳 AI 视频的门槛几乎不存在</h3><p>没有什么能阻止 AI 视频迅速变得流行。为了比较，我们可以考虑 Netflix 颠覆付费电视所需经历的过程：</p><ul><li>几乎普遍存在的宽带网络。</li><li>消费者对宽带的广泛接入（即接受度）。</li><li>Netflix 需要买入或制作足够吸引消费者订阅的优质内容。</li><li>联网电视（connected TVs）几乎无处不在的普及率。</li><li>消费者行为的转变，即逐渐习惯于将流媒体视频传输到电视上观看。</li></ul><p>与此形成鲜明对比的是，如今所有这些条件已经成熟。如图 2 所示，YouTube 已经成为面向电视的第一大流媒体服务平台；而如图 6 所示，近 90%的美国家庭至少订阅了一项流媒体服务；如图 7 所示，联网电视在美国的普及率也接近 90%。如果有精彩的虚构剧集或喜剧出现在 YouTube 上，它完全有可能在一夜之间成为美国最受欢迎的节目。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/90%25%20of%20U.S.%20Households%20Have%20at%20Least%201%20Streaming%20Subscription.jpg" alt="图6：美国家庭中有90%至少订阅了一项流媒体服务（来源：美国人口普查局、OECD、MoffettNathanson、Parks Associates、作者估算）" style="zoom:80%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Connected%20TV%20Penetration%20is%20Also%20Near%2090%25%20in%20the%20U.S..jpg" alt="图7：在美国，联网电视的渗透率也接近90%（来源：Statista）" style="zoom:80%;"><h2 id="X2V-模型的发展现状"><a href="#X2V-模型的发展现状" class="headerlink" title="X2V 模型的发展现状"></a>X2V 模型的发展现状</h2><p>不言而喻，X2V 模型与 Midjourney 和 DALL-E 等 T2I（文本转图像）模型密切相关。T2I 模型生成单张静态图像，而 X2V 模型则生成一系列连续图像，当这些图像快速连续播放时（标准为每秒 24 帧），就能够模拟出动态效果。我们可以将 X2V 模型视为更复杂、高级的 T2I 模型版本，或者将 T2I 模型视为只输出一帧画面的特殊化 X2V 模型。</p><p>因此，从 AI 图像生成开始探讨是一个不错的选择。在过去的一年里，T2I 模型取得了令人惊叹的进步，正如一篇关于 Midjourney 的文章所强调的那样。以下展示了两组图片，对比了从 V1 版到 V6 版在大约一年内的改进情况。到了 V6 版，几乎无法区分生成的图像与真实照片之间的差别。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Midjourney%20Has%20Made%20Startling%20Progress%20in%20a%20Year.jpg" alt="图8-1：Midjourney在一年内取得显著进展（提示词：“一位拥有红唇和长卷金发的魅力女性，身穿宇航服，手持冰淇淋甜筒”，来源：Henrique Centieiro & Bee Lee）" style="zoom:80%;"><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Midjourney%20Has%20Made%20Startling%20Progress%20in%20a%20Year%202.jpg" alt="图8-2：Midjourney在一年内取得显著进展（提示词：“美食杂志中的披萨照片，上面有融化的奶酪、番茄和迷迭香”，来源：Henrique Centieiro & Bee Lee）" style="zoom:80%;"><p>即使在 Sora 诞生之前，X2V 模型也已经以惊人的速度不断进步。请参考以下两个视频示例。其中，“Pepperoni Hug Spot”广告短片发布于 2023 年 4 月，“The Cold Call”短片则发布于同年 11 月，两者均使用了 Runway Gen-2 技术制作，仅仅相隔七个月的时间差。</p><iframe class="iframe_video" width="560" height="315" src="https://www.youtube.com/embed/qSewd6Iaj6I?si=ATcAU0D-EtTP7uBi" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen> </iframe><iframe class="iframe_video" width="560" height="315" src="https://www.youtube.com/embed/yaIK-7eFN0Y?si=UHcgqbdapfPncNc7" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen> </iframe><p>第一个视频是一个令人不安、如同梦呓的商业广告。第二个视频质量则有了显著提升，但仍然凸显了当前 X2V 模型的一些局限性：</p><ul><li><p><strong>分辨率</strong>：分辨率已经有了很大的改进，Runway Gen-2 能够生成 1080p（1920 x 1080 像素）的输出，但与拍摄 4K（3840 x 2160）或更高清晰度的电影级摄影机相比仍有差距。</p></li><li><p><strong>时间一致性</strong>：在连续帧之间，物体、人物、光照和色彩可能会有不一致的变化。</p></li><li><p><strong>时间连贯性和真实物理效果</strong>：目前市面上可获得的商用 X2V 模型，在动态表现方面存在较大问题，比如人、动物、车辆自然的运动状态，以及更复杂的相互作用如流体动力学等。在 “The Cold Call” 中可以观察到，汽车移动或人物行走时动作尚显生硬。</p></li><li><p><strong>视频长度</strong>：由于较高的计算强度，保持帧间一致性的挑战，以及生成多帧图像所需的内存压力，大多数 X2V 模型输出的视频长度受限，通常只能生成几秒钟的内容（Pika 1.0 版本限制为三秒，而 Runway Gen-2 可以达到最多 18 秒）。</p></li><li><p><strong>人类语音同步及情感表达范围</strong>：现阶段，没有任何一款商用 T2V 模型能够实现音频与口型的准确同步，并且难以捕捉到表情细微变化的微妙之处。在 “The Cold Call” 中，Uncanny Harry 可能使用像 D_ID 这样的工具将角色的嘴型动作动画化。</p></li><li><p><strong>创作者控制力</strong>：尽管 T2V 模型逐渐增加了更多的创作者控制功能，例如 Runway 在去年晚些时候为 Gen-2 添加了 Director Mode 和 Motion Brush，使创作者能够调整摄像头角度和指定图像中的特定元素进行移动（参见图 9），但在大多数情况下，对 X2V 模型进行创意控制仍需要精细调整参考图像或参考视频，或者通过多次迭代不同的提示词这一既笨拙又成本高昂的过程来进行。</p></li></ul><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Runway%20Gen-2%20Product%20Development%20June-November%202023.jpg" alt="图9：Runway Gen-2产品开发进度 - 2023年6月至11月（来源：作者）" style="zoom:80%;"><h2 id="Sora-为何如此出色？"><a href="#Sora-为何如此出色？" class="headerlink" title="Sora 为何如此出色？"></a>Sora 为何如此出色？</h2><p>Sora 之所以令人震惊，是因为它在一次发布中就解决了许多上述局限性，尽管并非全部。</p><p>仅看这一段视频，其中女性角色的真实感、帧间一致性、动作的可信度、1 分钟的长度、街道及太阳镜的光线反射效果，都比市面上现有的模型有了显著提升。</p><iframe class="iframe_video" width="560" height="315" src="https://www.youtube.com/embed/tRSdt5kmeW0?si=gNZvnYLWCxyHxQwM" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe><blockquote><p>提示词：“一位时尚女性走在东京街头，街道充满了温暖的霓虹灯和动态的城市标识。她身穿黑色皮夹克、红色长裙和黑色靴子，手提黑色手袋，戴着墨镜和涂着红色口红。她自信而随意地走着。街道湿润且有反光效果，形成了五彩灯光的镜面效果。周围有许多行人穿梭”（来源：OpenAI）</p></blockquote><p>Sora 的技术论文可以在 <a href="https://openai.com/research/video-generation-models-as-world-simulators#fn-26">这里</a> 找到。我不能声称完全理解整篇论文，但以下是我作为一个非专业人士对 Sora 相较于其他 X2V 模型所实现的主要创新之处的理解：</p><ol><li><strong>通过使用“时空补丁”技术，Sora 将 Transformer 模型与 Diffusion 模型相结合。</strong> Sora 是一种 Diffusion Transformer 模型，理解这一点需要对 Diffusion 模型和 Transformer 模型的工作原理有高级别的认识。</li></ol><p><strong>Diffusion 模型</strong> 是大多数图像和视频生成模型的基础。其基本思想是，从图像开始，通过逐步向图像添加噪声来进行训练，然后学习这个过程的逆操作，即去除噪声以生成清晰可识别的图像。在文本转图像生成器的情况下，模型还必须在文本-图像对或标题上（text-image pairs, or captions）进行训练。</p><p>为了生成新图像，模型接收到文本提示词后，首先将文本编码以便理解其含义，接着从一个高噪声图像开始，逐步去除噪声。在整个去噪过程中，它会利用已编码的文本作为指导，迭代生成相关图像。</p><p>Transformer（如 OpenAI 的 GPT 系列、谷歌 Gemini、Meta 的 Llama 系列，或 Mistral 等开源模型）背后的关楗创新。在 Transformer 模型中，原子单位是“令牌”（token）。</p><p>简单来说，大语言模型将文本（单词、词组组成部分甚至标点符号）转换为令牌，然后赋予这些令牌唯一的多维向量值（这一过程称为嵌入）。例如，GPT-3 为每个令牌分配 2048 个维度，每个维度都是离散值。之后，它们通过大规模数据确定这些令牌之间的语义关系，并基于每个令牌的重要性（通过所谓的“注意力机制”<sup id="fnref:3"><a href="#fn:3" rel="footnote"><span class="hint--top hint--error hint--medium hint--rounded hint--bounce" aria-label="注意力机制的重要性体现在，Google Deepmind 首次提出 Transformer 架构的开创性论文标题为[《注意力就是你所需要的》](https://proceedings.neurips.cc/paper_files/paper/2017/file/3f5ee243547dee91fbd053c1c4a845aa-Paper.pdf)。">[3]</span></a></sup>）分配权重。经过训练过程，模型会细化每个令牌的向量值。举个粗糙的例子，“教师”的向量值可能接近“学校”或“学生”，而远离“金橘”。</p><p>虽然 LLMs 中的令牌是文本，但在 Sora 中，令牌则是视频的“时空补丁”（spacetime patches）。首先，模型将视频分割成补丁，这些补丁是视频帧随时间变化的组成部分（因此称作“时空”）。然后，这些补丁像 LLMs 一样被转换为令牌，并运行类似的训练过程（这次是在大规模视频而非大规模文本上）。这使得模型能够理解补丁之间在时空上的微妙语义关系。这些补丁还通过文本-补丁对（text-patch pairs）关联到相应的文本信息。</p><p>Sora 结合了 Diffusion 模型和 Transformer 模型的概念，从高噪声的补丁开始，在文本提示词的指导下运行扩散过程，最终得到“干净”的补丁。尽管帮助不大，但以下是 OpenAI 提供的可视化表示（图 10）。</p><p><strong>这种方法似乎是实现流畅且逼真的运动效果，以及帧间角色&#x2F;物体&#x2F;光照&#x2F;色彩一致性的关键所在。</strong></p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/The%20Visual%20Representation%20of%20%E2%80%9CSpacetime%20Patches%E2%80%9D.jpg" alt="图10：“时空补丁”的可视化表示（来源：OpenAI)" style="zoom:80%;"><ol start="2"><li><strong>压缩。</strong> 之前我跳过了这一部分，但在作为令牌嵌入之前，时空补丁会先经过压缩处理（可能采用与数字视频几十年来相同的压缩方式，即仅保留帧间或补丁间变化的信息）。扩散过程同样从高噪声的压缩补丁开始，在得到干净的补丁后进行上采样以生成视频。</li></ol><p><strong>这种压缩在计算效率上更高，并且很可能是模型能够输出更长时长视频的关键原因之一。</strong></p><ol start="3"><li><strong>利用 GPT 技术。</strong> OpenAI 在自然语言处理（NLP）领域处于领先地位，这无疑为其提供了更好的优势去理解文本提示词中的细微差别。论文中还提到，Sora 利用 GPT 来扩展用户提供的简短提示词，并添加缺乏的详细信息。</li></ol><p>对语言更细腻的理解使得 Sora 更好地理解用户的意图，从而提高了输出结果的相关性。</p><h2 id="Sora-盖过了近期其他多项进展"><a href="#Sora-盖过了近期其他多项进展" class="headerlink" title="Sora 盖过了近期其他多项进展"></a>Sora 盖过了近期其他多项进展</h2><p>尽管 Sora 在人工智能领域一枝独秀，但最近几周，来自谷歌、字节跳动和英伟达等公司的 X2V 技术也取得了一系列突破性发展。</p><p><strong>Lumiere：</strong> 上个月，谷歌宣布了名为 <a href="https://lumiere-video.github.io/">Lumiere</a> 的技术，它与 Sora 类似，目前尚未商业化。如下面视频所示，它也能生成比市面上已有的 X2V 模型更加自然流畅的运动效果。其主要突破在于一次性创建所有关键帧（视频中最重要的帧），而不同于其他模型按顺序生成关键帧，然后再填充关键帧之间的帧。这种对整个视频更为全面的理解使它能够呈现出更自然的过渡效果。</p><iframe class="iframe_video" width="560" height="315" src="https://www.youtube.com/embed/wxLr02Dz2Sc?si=A1ISO8iMH4PgjKzc" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe><p><strong>Boximator：</strong> 上周，字节跳动的一组研究人员发布了 Boximator，这是一个针对现有视频 Diffusion 模型的插件。如下所示，Boximator 赋予创作者通过绘制方框来标识特定视频元素，并指导它们如何移动的能力。</p><iframe class="iframe_video" width="560" height="315" src="https://www.youtube.com/embed/reto_TYsYyQ?si=Py8b7kFK2k9DAlgO" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen> </iframe><p><strong>ConsiStory：</strong> 两周前，英伟达宣布了 <a href="https://consistory-paper.github.io/">ConsiStory</a>，这是一种在 Stable Diffusion Video 模型中保持帧间角色一致性的方法。基本思想是，模型识别出主体并通过“共享注意力块”（shared attention block）——基于 Transformer 模型中使用的注意力机制扩展而成的模块——确保主体（或多个主体）在帧间保持一致性。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/ConsiStory%20Enables%20Character%20Consistency.jpg" alt="图11：ConsiStory 实现角色一致性（来源：英伟达）" style="zoom:80%;"><h2 id="Sora-的核心启示：视频是一个可解决的问题"><a href="#Sora-的核心启示：视频是一个可解决的问题" class="headerlink" title="Sora 的核心启示：视频是一个可解决的问题"></a>Sora 的核心启示：视频是一个可解决的问题</h2><p>Sora 并不完美，其生成的运动效果有时可能略显生硬甚至违背物理规律，同时它目前还未发布，我们尚不清楚其渲染视频所需的时间与成本，以及除了提示词本身之外，OpenAI 将提供何种程度的创作者控制功能。但相较于其他 X2V 模型，Sora 表明：视频问题是可以被解决的。</p><p>一年多以前，在 <a href="https://medium.com/@dougshapiro/forget-peak-tv-here-comes-infinite-tv-a201856299f0">《告别电视黄金时代，迎接无限电视的时代》</a> 一文中，我曾解释过为什么 AI 视频技术可能会迅速进步：</p><blockquote><p>这些技术的发展主要受限于……算法的复杂性、数据集大小和计算能力——所有这些都是有可能快速进步的因素……</p></blockquote><p>再次引用上述对比：在视频分发领域的颠覆过程中，需要挖掘大量土地、铺设光纤和建造发射塔；而 AI 视频技术的进步则无需任何这类实体设施的建设。</p><p>尽管理论上可能发展很快，但并不代表颠覆一定会如此发生。在 Sora 出现之前，人们认为 AI 视频可能会遇到某种技术瓶颈，这也是可以想象的。并非所有的 AI 问题都必然有解。由于我们尚未真正理解人类智能的基础，所以也许我们永远无法实现通用人工智能（AGI）。或许我们永远无法拥有真正的“5 级”自动驾驶，因为我们不愿接受（不可避免地存在的）非零风险，即自动驾驶车辆有时会致人死亡。然而，Sora 的成功表明，视频这一问题至少是能够找到解决方案的。</p><p>视频并非通用智能，也不存在生命安全风险，因此其标准和牵涉的利益相对较低。毕竟，视频本质上是一种错觉，它不是现实，而是每秒 24 帧的静止图像，让我们误以为看到的是动态影像。对于任何虚构的影视作品，我们也明白所见并非真实。X2V 技术只需要足够好，使我们暂时忘却怀疑并沉浸于故事之中就可以了。Sora 展示出 X2V 很可能在不久的将来跨越这一门槛，原因有三：</p><p><strong>开源开发。</strong> AI 在某种程度上是独特的，因为它的发展很大程度上是在公共领域进行的，即使是由私营公司推动的进步也是如此。（例如，支撑 OpenAI 的核心创新，源于谷歌率先提出的 Transformer 架构。）这可能是因为许多 AI 研究的根源在学术界，人们相信开源有利于公益并加速发展，或者由于处于前沿所带来的公关优势。无论原因为何，大量研究成果公开发布的趋势显然正在加快创新的步伐。</p><p><strong>组合性。</strong> 基于上述观点，尽管 Sora 的技术论文并未完全揭示底层架构和模型的秘密所在，但其众多引用清楚表明它建立在许多先前进展的基础之上。这些进展包括但不限于 Transformer Diffusion 模型的概念、时空补丁技术、Diffusion 模型的改进，以及文本条件化（text conditioning）的进步。在软件领域，能够像乐高积木一样组合使用多种不同工具和模型的能力被称为“组合性（composability）”。许多 AI 模型设计成模块化形式，以便用户轻松地与其他工具结合或使用。这也同样加快了创新的速度。</p><img src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/image/Scale%20Improves%20Model%20Performance.jpg" alt="图12：规模提升模型性能（来源：《神经语言模型的规模定律》）" style="zoom:100%;"><p><strong>规模效应。</strong> 2020 年，OpenAI 的研究人员发表了一篇名为 <a href="https://arxiv.org/pdf/2001.08361.pdf">《神经语言模型的规模定律》（Scaling Laws for Neural Language Models）</a> 的论文，指出模型规模（scale）的重要性超过了模型架构本身。研究发现，LLM（大规模语言模型）的性能会随着训练数据集大小、参数数量（模型复杂度的衡量指标）以及计算能力的增加而平滑提升。如图 12 所示，每个变量的规模与其模型误差之间存在明显的无界逆幂律关系（unbounded inverse power law relationship）。换句话说，规模效益并无明显的上限。这一点在随附论文的视频中生动展现出来。图 13 展示了在不同计算级别下，一只戴着蓝色帽子在雪地里玩耍的狗的三个视频片段。</p><div align="center"><video width="80%" height="80%" src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/video/13-1.mp4" autoplay controls loop></video></div><div align="center"><video width="80%" height="80%" src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/video/13-2.mp4" autoplay controls loop></video></div><div align="center"><video width="80%" height="80%" src="https://lumenghe-pic-1254762651.cos.ap-beijing.myqcloud.com/video/13-3.mp4" autoplay controls loop></video></div><blockquote><p>图 13：计算力提升带来的模型改进，顶部视频为“基础”计算级别，中间视频为 4 倍计算级别，底部视频为 32 倍计算级别（来源：OpenAI）</p></blockquote><p>这三个因素——开源开发、组合性、不断增长的数据集与计算规模——表明了为什么 X2V 只会变得越来越好。</p><h2 id="“神圣的觉醒时刻”"><a href="#“神圣的觉醒时刻”" class="headerlink" title="“神圣的觉醒时刻”"></a>“神圣的觉醒时刻”</h2><p>从上周所有的媒体报道来看，显然 Sora 对许多人来说是一次重要的警醒。其中最生动的例子可能是 <a href="https://www.hollywoodreporter.com/business/business-news/tyler-perry-ai-alarm-1235833276/">Tyler Perry 决定停止其制作设施的扩建</a>。</p><p>一年前还停留在理论层面的东西，如今每周都在变得愈发具象化。这些工具可能只会不断进步，因此在未来几年中，“高质量”内容的数量可能会大幅增加。对于价值链中的每个人来说，面临的挑战是一致的：（1）接纳并利用这些工具；（2）确定它们如何帮助你更好地完成工作；（3）探究当质量趋于无限时，什么会变得稀缺，这是我 <a href="https://dougshapiro.substack.com/i/141171288/will-fragmentation-continue-and-whats-scarce-now">最近在这里所写的内容</a>。</p><div id="footnotes"><hr><div id="footnotelist"><ol style="list-style: none; padding-left: 0; margin-left: 40px"><li id="fn:1"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">1.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">Mr. Beast 经营着几个其他的 YouTube 频道，包括 Mr. Beast 2、Mr. Beast 3、Mr. Beast Gaming 和 Beast Reacts。<a href="#fnref:1" rev="footnote"> ↩</a></span></li><li id="fn:2"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">2.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">当使用斜体时，<em>Mr. Beast</em> 代表上传到 Mr. Beast 主频道的所有视频。<a href="#fnref:2" rev="footnote"> ↩</a></span></li><li id="fn:3"><span style="display: inline-block; vertical-align: top; padding-right: 10px; margin-left: -40px">3.</span><span style="display: inline-block; vertical-align: top; margin-left: 10px;">注意力机制的重要性体现在，Google Deepmind 首次提出 Transformer 架构的开创性论文标题为<a href="https://proceedings.neurips.cc/paper_files/paper/2017/file/3f5ee243547dee91fbd053c1c4a845aa-Paper.pdf">《注意力就是你所需要的》</a>。<a href="#fnref:3" rev="footnote"> ↩</a></span></li></ol></div></div>]]></content>
    
    
      
      
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  <entry>
    <title>自译 | 《沙丘2》摄影指导格雷格·弗莱瑟访谈</title>
    <link href="https://www.lumenghe.com/2024/03/09/greig-fraser-acs-asc-on-dune-part-two/"/>
    <id>https://www.lumenghe.com/2024/03/09/greig-fraser-acs-asc-on-dune-part-two/</id>
    <published>2024-03-09T13:30:04.000Z</published>
    <updated>2024-03-09T15:27:58.522Z</updated>
    
    <content type="html"><![CDATA[<link rel="stylesheet" type="text/css" href="https://cdn.jsdelivr.net/hint.css/2.4.1/hint.min.css"><meta name="referrer" content="no-referrer"><blockquote><p>原文链接：<a href="https://www.arrirental.com/en/about/overview/news/interview-on-dune-part-two-with-greig-fraser-acs-asc">https://www.arrirental.com/en/about/overview/news/interview-on-dune-part-two-with-greig-fraser-acs-asc</a><br>标题：Greig Fraser ACS, ASC on “Dune: Part Two”<br>时间：2024 年 2 月 29 日<br>翻译：Horace Lu</p></blockquote><p><img src="https://www.arrirental.com/resource/responsive-image/364124/newsstage/lg/2/dune-part-two-cinematography-bts-greig-fraser-arri-rental-alexa-65-camera.jpg" alt="摄影指导格雷格·弗莱瑟（Greig Fraser, ACS, ASC）为导演丹尼斯·维伦纽瓦（Denis Villeneuve）史诗科幻改编电影的第二部分选择了 ALEXA 65、ALEXA Mini LF 摄影机，以及包括 ARRI 租赁公司（ARRI Rental）独家光学镜头在内的多款镜头"></p><p>在《沙丘 1》（2021）获得评论与商业的巨大成功及多项奖项肯定后，制片公司传奇影业（Legendary Pictures）迅速批准了导演丹尼斯·维伦纽瓦对弗兰克·赫伯特（Frank Herbert）经典科幻小说后半部分的改编计划。《沙丘 2》将继续讲述保罗·厄崔迪（由提莫西·查拉梅饰演）的故事，他为家族被星际阴谋者摧毁而复仇，并通过与当地弗雷曼人的结盟，力求重新掌控厄拉科斯星球。</p><p>维伦纽瓦再度携手摄影指导格雷格·弗莱瑟，共同打造这一新篇章，在约旦瓦迪拉姆、匈牙利布达佩斯等地进行续集拍摄。ARRI 租赁公司为本片提供了 IMAX 认证摄影机，以及一系列镜头和摄影器材。第一部创意团队的许多原班人马也回归参与制作。维伦纽瓦强调所有部门都要注重电影质感，并坚持《沙丘 2》在上映 45 天内将仅在 IMAX 影院与一般院线放映，之后才会在其他平台发布，这也意味着本片从一开始就致力于打造一种独属于影院的体验（a theatrical experience）。</p><p><img src="https://www.arrirental.com/resource/responsive-image/364138/text-media-fullsize/lg/3/dune-part-two-cinematography-greig-fraser-arri-rental-alexa-65-camera-moviecam-lenses-timothee-chalamet-zendaya.jpg" alt="在《沙丘 2》中，保罗·厄崔迪（提莫西·查拉梅饰演）与弗雷曼战士契妮（赞达亚饰）之间建立了更为紧密的联系"></p><h3 id="两种格式的故事"><a href="#两种格式的故事" class="headerlink" title="两种格式的故事"></a>两种格式的故事</h3><p>是否需要对第一部的视觉风格进行调整以适应续集，以及如何做出这种调整，是维伦纽瓦和弗莱瑟在项目早期做出的关键决策之一。《沙丘 1》采用 ALEXA LF 和 Mini LF 等大画幅摄影机拍摄。考虑到 IMAX 版本能够在影片不同部分实现画面宽高比的变化，弗莱瑟用变形镜头（anamorphic lenses）拍摄了故事的部分场景，并用球面镜头（spherical lenses）拍摄了其他部分，这样可以在 1.43: 1 比例下填充整个 IMAX 屏幕。第二部电影也将成为“专为 IMAX 拍摄（Filmed for IMAX）”的认证作品，但这并不意味着他们必须做出完全相同的设备选择。</p><p>弗莱瑟回忆道：“我们首先提出了一些哲学性的问题，比如第二部是否需要看起来与第一部相同？我们是否继续采用同样的格式？我们是否坚持数字拍摄，还是转投胶片？我们是否要使用 16 毫米胶片？在第二部中，我们要构建的是一个更大的世界，涉及更多的星球、更丰富的场景、更多的动作场面。最终我们决定继续采用大画幅传感器的 ALEXA 摄影机作为主要设备，但将 ALEXA 65 与 ALEXA Mini LF 结合使用，并全程采用球面镜头拍摄。这一选择使我们在制作 IMAX 版本时保留了多种可能性，我们认为 65mm 配合 Mini LF 是一个很好的组合。”</p><p><img src="https://www.arrirental.com/resource/responsive-image/364140/text-media-fullsize/lg/4/dune-part-two-cinematography-greig-fraser-arri-rental-alexa-65-camera-moviecam-lenses-stilgar-javier-bardem.jpg" alt="在《沙丘 2》中，由哈维尔·巴登饰演的弗雷曼领袖斯蒂尔格一角，意味着更广阔世界的构建。摄影指导格雷格·弗莱瑟表示：“我们在续集中创造的是一个更为宏大的世界。”"></p><h3 id="多样的镜头选择"><a href="#多样的镜头选择" class="headerlink" title="多样的镜头选择"></a>多样的镜头选择</h3><p>决定全程使用球面光学镜头后，弗莱瑟与 ARRI 租赁公司合作研究了多种镜头选项，最终选用了多样化的镜头组合。从 ARRI 租赁公司独家提供的器材中，他挑选了重新封装（re-housed）的 1980 年代 Moviecam 镜头，并将其与由 IronGlass 提供的重新封装的苏联时代镜片以及他自己的一些镜头相结合。他表示：“我与德国 ARRI 租赁公司的克里斯托夫·霍夫斯坦紧密合作，对光学系统进行调校和去调校工作（tone and detune optics）。Moviecam 镜头的表现令人满意，具有良好的景深和丰富的焦距选择，有助于营造出我想要的质感，而苏联时期的玻璃镜片尤其适合我们的拍摄需求；我们和谐地将所有这些镜头配合使用。”</p><p>弗莱瑟提到：“纹理化画面（texturizing the image）是我们追求的关键。”由于 ALEXA 大画幅传感器的卓越性能，他认为有必要让画面显得稍微粗糙一些以增加质感。为了实现这一目标，ARRI 租赁公司提供了 HEROES 系列中的附加镜头，这些镜头旨在提供极端视觉效果。弗莱瑟继续说：“我们有一枚带有 Petzval 镜片的 57 毫米 LOOK 镜头，可以通过第三个镜头环调整成像效果，还有一枚 50 毫米 T.ONE 镜头。它们的表现极其出色，尽管由于我们的主要焦距集中在较长范围，实际使用并不像预期那么多，但如果 ARRI 租赁能提供更多此类镜头的话，我期待能在未来的电影项目中更多地应用这些镜头。”</p><p><img src="https://www.arrirental.com/resource/responsive-image/364142/text-media-fullsize/lg/1/dune-part-two-cinematography-greig-fraser-arri-rental-alexa-65-camera-moviecam-lenses-denis-villenueve-timothee-chalamet.jpg" alt="导演丹尼斯·维伦纽瓦与主演提莫西·查拉梅在约旦拍摄现场一同审阅镜头"></p><h3 id="红外黑白摄影"><a href="#红外黑白摄影" class="headerlink" title="红外黑白摄影"></a>红外黑白摄影</h3><p>自十年前在电影《刺杀本·拉登》（2012）中尝试红外摄影技术以来，弗莱瑟对此一直饶有兴趣。当考虑如何拍摄发生在桀德主星的场景时，他想到了这一创意。他表示：“我们在第一部中的夜晚内景设置在这个星球上，但从未展示过其室外场景，所以我们讨论了它会是什么样子。我为丹尼斯做了一个测试，设想这个星球上的居民有着非常苍白的白色皮肤，基于这样的设定：在桀德主星上没有可见阳光，只有红外光。当角色从室内走到室外时，他们实际上是从正常光线走向了红外光线。”</p><p>红外图像在黑白效果下表现最佳，因此团队决定采用黑白美学来呈现桀德主星的外景。虽然 ARRI 租赁公司拥有少量能够捕捉红外光谱、原生黑白感光的 ALEXA Monochrome 相机，但数量不足以满足拍摄需求。于是，剧组将普通 ALEXA 摄影机的红外滤镜移除，并在镜头前加装了一块几乎能阻挡所有可见光进入传感器的滤镜，并在现场监看和后期制作中，将色彩去饱和处理为黑白单色。</p><p>弗莱瑟解释说：“在拍摄《侠盗一号》（2016）时，ARRI 租赁公司曾对一些 ALEXA 65 进行了改造，使其具备相同功能，并用作视觉特效摄影机，并将不会影响主画面的红外光用于部分场景的照明。这次我们更进一步，将它们作为主要摄影机来拍摄桀德主星的场景。这些摄影机实际上只记录了从皮肤或衣物上反射出的红外光，所以颜色会被表现为不同的灰度层次，人眼看起来是黑色的东西可能在摄影机中显示为白色。这意味着对于某些角色，我们必须准备同一套服装的内外景版本。”</p><p><img src="https://www.arrirental.com/resource/responsive-image/364144/text-media-fullsize/lg/2/dune-part-two-cinematography-greig-fraser-arri-rental-alexa-65-camera-moviecam-lenses-giedi-prime-austin-butler-monochrome-infrared.jpg" alt="菲德·罗萨（奥斯汀·巴特勒饰演）的服装正是为了适用于改良版 ALEXA 摄影机拍摄的黑白红外场景而特别调整过的"></p><h3 id="拓展调色板"><a href="#拓展调色板" class="headerlink" title="拓展调色板"></a>拓展调色板</h3><p>《沙丘 2》展现了更广阔的世界和环境，为扩展第一部电影中相对控制得较为有限的调色板提供了机会。桀德主星黑白外景的呈现是对《沙丘 1》视觉风格的一次大胆突破，而在该场景出现前，本片片头就有一个动作戏桥段，让剧组有机会创造出视觉上极具冲击力的新篇章。</p><p>弗莱瑟回忆起这一动作戏桥段背后的创作过程时说：“丹尼斯和我一起集思广益，探讨如何让这个场景变得有趣。我们讨论了将场景设定在夜间的可能性，以及在夜晚照亮沙漠的实际操作问题，但最终决定不采用这种方式。接着，我们考虑了日拍夜的手法，但同样不合适。而且从故事的角度来说，这个场景应该发生在第一部结尾时角色启程后几分钟内，他们实际上不可能在短时间内穿越黑夜。后来我们想到了日全食的设定。我发现了一种滤镜，它可以过滤掉大部分环境中的蓝光和绿光，但保留可见的红光。于是，我们最终得到了一种强烈的红色基调，与第一部电影形成了鲜明对比，并以日全食作为合理解释。”</p><p><img src="https://www.arrirental.com/resource/responsive-image/364146/text-media-fullsize/lg/2/dune-part-two-cinematography-bts-greig-fraser-arri-rental-alexa-65-camera-2.jpg" alt="摄影指导格雷格·弗莱瑟在片场手持 ALEXA 65 摄影机"></p><h3 id="65-mm-格式的创作自由度"><a href="#65-mm-格式的创作自由度" class="headerlink" title="65 mm 格式的创作自由度"></a>65 mm 格式的创作自由度</h3><p>当 ARRI 租赁公司在 2015 年推出 ALEXA 65 摄影机系统时，弗莱瑟是早期采用者之一，他立即看到了在数字时代复兴历史悠久的 65 mm 格式的巨大创意潜力。他解释道：“我之所以钟爱 65 mm 格式，是因为它为我消除了限制，开启了选择更多镜头的可能性。你可以使用原本为更小画幅格式设计的镜头，在这种情况下，你会在这些镜头的成像中看到之前从未打算被看见的部分。对我来说，发现并感受这些隐藏的部分是一种视觉和意义上的启示，它帮助我让画面变得更具质感，这是小画幅格式无法实现的效果。”</p><p>这种创作自由度的独特之处在于，即使对 6.5K 的 65 mm 画幅进行裁剪，依然能够保留足够的分辨率和影像质量，满足最具有电影感的项目需求。弗莱瑟表示：“ALEXA 65 就像一个巨大的画架，我不必总是用到整个画幅。我拥有灵活的选择权，可以选取帧的不同部分，比如从右上角或左下角取一个 5K 或 4.5K 的裁切区域，这样就仿佛偏移镜头中心轴进行观看，左侧的画面模糊消失，右侧则保持清晰。你几乎可以随心所欲地构图，因为我们不再需要经历公式化的化学洗印过程来制作发行拷贝。这为过去无法拥有的构图可能性打开了大门，因此我将永远支持 65mm 传感器的理念。始终如一。”</p><p><img src="https://www.arrirental.com/resource/responsive-image/364148/text-media-fullsize/lg/2/dune-part-two-cinematography-greig-fraser-arri-rental-alexa-65-camera-moviecam-lenses-jessica-rebecca-ferguson.jpg" alt="保罗·厄崔迪的母亲，贝尼·杰瑟里特姐妹会的首领之一，杰西卡夫人（由丽贝卡·弗格森饰演）"></p>]]></content>
    
    
      
      
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