44 minutes into Hugo, Hugo and Isabelle are stopped by the Station Master (Sacha Baron Cohen). His dog barks at Hugo and this raises his suspicions. This leads to one of the 'special shots' in Hugo: a 17s18f shot where the Station Master leans towards Hugo and into the negative space (in other words out of the screen).
Sequence (left eye) |
Sequence (right eye) |
This confrontation is a big moment in the film. It's also a big 3D moment - the kind that makes it into the trailer. I discussed this shot with Demetri Portelli, the stereographer on Hugo. Portelli told me how he thought that Scorsese's "aesthetic was big, fun, 1950’s-style 3D". This shot is exactly that; 3D with its roots in vaudeville sideshows. It's a time to disregard the 'rules' of 3D and have some fun instead, as Portelli told me:
Finding big 3D moments, breaking with your depth budget and offering things to the director and saying, ‘hey wouldn’t it be cool if we did that?’
Portelli explained that the cameraman first tried to do an over-the-shoulder shot on these coverages, as is the convention for 2D photography. This setup was changed following conversation with Scorsese:
Marty said, ‘no faces will come out of the screen?’ And I would say, ‘No, just the shoulder. The closest thing to you will come out of the screen.’
As well as the framing having the hallmarks of being influenced by filming in 3D, this shot is also heavily signposted as being a special shot: because the Station Master leans so slowly (it takes nearly 18s) and because the effect is so pronounced. This signposting is 3D's equivalent of breaking the fourth wall - literally.
However, it does not necessarily distract the audience from the narrative. Portelli believes that the audience has grown accustomed to the visual language of 3D filmmaking in the same way as they expect different lenses to be used at different times:
The audience has tolerated lens changes. You are used to the format, the filmmaking language where the frame changes. So too are people becoming somewhat used to the 3D.
Moreover, Portelli argues that the audience has chosen to watch the 3D version of the movie precisely because of shots such as these. In other words, the distraction caused by these special shots serves to enhance the audience's enjoyment of the film:
Right now, you just remembered you’re in a 3D movie and it was fun. Good! That’s what you pay for!
Portelli understands too that these special shots must be used sparingly and to complement the story. This shot breaks a number of the 'visual sins' which Block and McNally identify in their book 3D Storytelling. The IO (inter-ocular distance) has been ramped up and the framing means that the Station Master's hat is cropped by the frame. Also the light from the lamp in the background means that the divergence may become too pronounced. Portelli explains that this shot was a balancing act:
There’s a light behind him and it’s dangerous, you can split and become too divergent. And also Sacha’s nose, we cut out before it becomes too uncomfortable. That shot is well-framed for that duration, because he leans forward. It actually works, even though his hat is breaking the top of frame.
As detailed in my previous blogs, I am using the Depth Map Automatic Generator (DMAG) by Ugo Capeto to create data from 3D film stills. With the stills from the sequence above, we get the following depth map sequence:
Depth map sequence |
As the sequence progresses, the appearance of the grey area on the right of the image (which should be background) shows how DMAG is unable to accurately create depth maps from these image pairs. This inaccuracy is evident in the waviness of the lines when I plot the maximum and minimum displacements:
The top line, in red, shows the use of negative space increases as the Station Master comes further out of the screen. Although the values are not perfect, it is interesting to see the clear progression.
Many thanks to Demetri Portelli for being so generous with his time. Animations were created using GIFMaker.me.