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Ireland 25 Frame Rate The Turning

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Correspondent Carsten Hansen
Resume: #1 Amazon Bestselling author, 29 books on chess, FIDE-Master/-Trainer, chess coach, book reviewer, coffee addict & occasionally a passionate runner
  1. Directed by - Floria Sigismondi
  2. Runtime - 1Hour 34 minutes
  3. tomatometers - 4,6 / 10
  4. Henry James, Carey W. Hayes
  5. Year - 2020
  6. actors - Brooklynn Prince
Yall remember baby Finnie singing where is my mind and raping our ears ? now our bby has grown and sounds good help I'm not feeling okayy.
The terminator. We all know the motion picture is a lie. That movement on screen? It's just a bunch of still images. Still images that seem more like believable, realistic, lifelike motion the faster they flicker along. Faster is better, and that 48 frame-per-second version of The Hobbit was just the beginning. What is frame rate anyway? If you understand how film projectors work, you'll know that the individual images that make up a film strip are run through a projector assembly and flash consecutively before an lighted aperture that projects the image up onto the screen, which gives the illusion of motion at high enough speeds. Movie magic! The rate at which these frames are shown is expressed in frames per second (FPS) for traditional celluloid film, and as a "refresh rate" measured in hertz (Hz) for digital films and display monitors. In both cases, that value reflects how fast the still images can flicker, and the faster they can flicker, the more lifelike and realistic the motion appears. FPS and refresh rate are related, but they're not exactly the same. It all ties back to an old projectionist trick. To help minimize the jitteriness of 24 FPS films (the standard speed you'll see at a movie), projectionists would flash the same frame two or three times before the next frame came up. The frame rate is the number of complete still images shown every second?so that would still be 24 FPS?but the refresh rate is the total number of times any image flashes over the corse of a second, in this case it'd be 72 Hz. So a 24 FPS film can still have a refresh rate of 72 Hz if each frame is being shown three times, or a refresh rate of 48 Hz if they're only being flashed twice. This is slightly different from the refresh rate listed for your TV or monitor though. Both measure the same basic thing? the number on your monitor is just from the perspective of the hardware instead of the media. That is to say, the 60, 120, or 240 Hz refresh rate on your TV measures the maximum speed at which that gadget can flash new images, independent from the media you're trying to watch on that screen. How it hits your eyes The human eye is capable of differentiating between 10 and 12 still images per second before it starts just seeing it as motion. That is, at an FPS of 12 or less, your brain can tell that its just a bunch of still images in rapid succession, not a seamless animation. Once the frame rate gets up to around 18 to 26 FPS, the motion effect actually takes effect and your brain is fooled into thinking that these individual images are actually a moving scene. An illustrated example of frame rate judder - image: Reddit So if a frame rate is too slow, motion looks jagged, but if it's too fast you can have problems too. Live-action movies filmed at 48 FPS tend to have that certain soap-opera effect people hated in The Hobbit. That's because one major component of making the motion seem real and lifelike is motion blur. In the natural world motion blur is simply the loss of detail you get when you're looking at something that's moving fast, or when your eyes are moving fast as they look at something. Your focal point is really only about as big as a silver dollar held at arm's length but when your eyes are fixed on a stationary object?or the object is traveling slowly enough for your eyes to track it?there's no loss of visual acuity. However when your eye move quickly?glancing from the left periphery of your field of vision to the right, say?your eyes don't have sufficient time to take in the same level of detail and visual information, which causes motion blur. In film, motion blur occurs because you're really looking at a series of static images displayed in tiny amounts of time. That is, for a film run at 25 FPS, each frame will be onscreen for just 40 milliseconds (one-twentyfifth of a second) and so when every one of those frames flashes, and there's a quick flash of blankness, and then a new frame, you'll get the effects of motion blur. You won't get that?at least not the same way?in real life, which is part of what makes movies look like movies. But it's also important, especially in modern CGI films, because without motion blur the progression between frames can appears to stutter (an effect called strobing). To get a more visceral handle on what we're talking about, go check out Frames Per Second and play around with the various frame rates. The current industry standard is 24 FPS?that number was decided on for economic rather than theatrical reasons, though more on that in a second?and that's what's determined what movies look like for use. But that is hardly the maximum we can see. Both current technology and the innate visual prowess of the human eye can handle far higher rates than what we see on TV. A frame rate for every media From its inception, cinematic frame rates have been getting undercut by the economic interests of the moving-making industry. The earliest silent movies were shot at around 16 to 20 FPS?since that was the bare minimum that actually generated the continuous motion effect?but were also limited by the arm strength of the cameraman, who had to manually crank a reel of film through the camera. Movie houses at the time would often play them back at a slightly faster rate than that at which they were filmed but this caused the on-screen motion to appear jerky. Thomas Edison was a very early proponent of higher frame rates. He argued for a 46 FPS base rate because "anything less will strain the eye" but even by the 1920s, the average frame rate had only climbed to between 22 and 26. When Talkies hit in 1926, projectionists could no longer vary the frame rate on the fly like they used to, because it would throw off the pitch of the sound playback, so the film industry had to pick a stable frame rate at which to project. The industry settled on 24 FPS, mostly because that was the slowest (and therefore least expensive to produce) frame rate that could still support audio when played from a 35 mm reel. Similarly, early home video cameras shot at equally poor frame rates: Standard 8 cameras shot at 16 FPS, Super 8 bumped that number up to 18. So just like the current 50 nit brightness standard was chosen because that's how bright the the cheapest usable bulbs movie houses could find were, our modern frame rate standard is based on the cheapest 20th century option the industry could find. Today, we have three primary frame rate standards?24p, 25p, and 30p?and a whole slew of competing alternatives that constitute various potential future standards American (NTSC) broadcasts are done so at 24p and provide a very "cinema-like" motion blur effect, European PAL/SEACAM-derived broadcasts go out at a perceptively identical but mathematically different 25p since their TVs work on the a base-50Hz scale rather than North America's 60Hz, and 30p is the de facto standard for home movies and personal camcorders as it accurately mimics 35 mm's feel without as many visual artifacts. The alternative frame rates include: 48p, which is what Peter Jackson used to film The Hobbit. Going higher, you've got 90p and 100p, which are options on the GoPro Hero, and 120p, which is the new standard in UHD televisions (and part of rec. 2020). The highest current commercially available frame rate is 300 FPS, which the BBC has been playing around with for some of its sports broadcasts (no, not for cricket) and is could prove quite helpful in the future as it can easily be stepped down to both 50 Hz and 60 Hz without a lot of effort. So which frame rate is best? That depends on who you ask. Peter Jackson thought he saw the light when filming the Hobbit, posting the following to Facebook in November, 2011: Film purists will criticize the lack of blur and strobing artifacts, but all of our crew?many of whom are film purists?are now converts. You get used to this new look very quickly and it becomes a much more lifelike and comfortable viewing experience. It's similar to the moment when vinyl records were supplanted by digital CDs. There's no doubt in my mind that we're heading towards movies being shot and projected at higher frame rates. Unfortunately, very few people agreed. It will be interesting to see how James Cameron's Avatar sequels, both of which are reportedly being shot at 48 FPS, will fare. Maybe Edison was just wrong, and maybe we're too used to the effects of 24 FPS motion blur which soften our movies, make them look more dreamlike, and make the props and other semi-realistic stuff a little fuzzier and easier to believe. According to Simon Cooke of Microsoft's Advanced Technology Group, faster is indeed better because of how the human eye works on a mechanical level. Cooke's explanation immediately dives into a bunch of math and complex biological terminology (you can confound yourself with it here) but basically, his point is that your eye jiggles just a little bit?as a sack of jelly is wont to do?even when you're focused on a fixed point. These jiggles, known as ocular microtremors, occur at an average rate of around 84 Hz and, he proposes, this helps your brain better discern edges within your field of vision by providing the cones in your retina two very slightly different angled views of the same object. With twice the amount of information coming in to your visual cortex, your brain is able to stitch together a better visual image with more defined edges. But with the current 24 FPS standard, your eyes' jiggles aren't actually doing anything because the image isn't changing fast enough for the microtremors' sampling effect to actually work. At those rates, "Your eye will sample the same image twice, and won't be able to pull out any extra spatial information from the oscillation, " writes Cooke. "Everything will appear a little dreamier, and lower resolution. " Cooke recommends running content above 41 Hz (that's at least 43 FPS) or about half of the oscillation rate of the human eye. For movies specifically, Co
I was watching this with my parents and my older brother and my parents looked at me and my brother and they're like they're not even biological siblings but they act closer than you guys do ?. The turning miles kisses kate. The turning pointe. The turning press. One of the lousiest movies I e ever seen, and yes, I understood the ending. Still a lousy movie.
The turning cz. The turning 2019. The turning v kinech. Will they make a cameo. This is a nothing movie So it's basically 95% of what horror has evolved to: Nothing Movies, Reboots, Retreads, Remakes, and hypocritical, self-aware meta-humour poking fun while slavishly devoting itself to the very tropes it mocks. Horror is a reanimated corpse shambling along that should be put out of its misery. The turning machine. The turning 123movies. ( Gordon Ramsay's Hotel Hell, Season 4, Leaked Footage. The turning explained. The turning online cz. The turning book. Only watching because of Finn ?. We are waiting for the nun 2. The turning actors. The turning movie plot. Guys he's not faking his death. This is just he's after life.

And people, that's how I got my phone cracked. I'm over 12 minutes in and thinking 2019 is a terrible year for movies... That CIA is like a person who's just born yesterday. jeez... The turning end credits. The turning showtimes.

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I couldve been stabbed and it would have been more fulfilling and meaningful than what this damn movie left me with. Im sorry for anyone who wasted their time with this film. When legacy frame rates still exist, just what is the best format to shoot your next production in? Ever since tape-based recording disappeared, the question of what frame rate to shoot has been a vexed one. Particularly in the UK and other PAL regions, deciding whether to shoot at 24 or 25fps can be quite difficult. In NTSC regions like the US, you have the additional options of 23. 976, 29. 97 and 30fps. High frame rate (HFR) films like The Hobbit trilogy (48fps) or Billy Lynn¡Çs Long Halftime Walk (120fps) further confuse the matter. However, most of us still want our films to have the classic cinematic look, a look created by the 24fps rate which has been standard since the introduction of sound almost a century ago. So the question becomes: should you actually shoot at 24fps, or for technical reasons is it better to choose a different but aesthetically indistinguishable rate, i. e. 23. 976 or 25? Let¡Çs look at the advantages of each in turn. 23. 976fps Used in NTSC regions, this frame rate is a derivative of the broadcast 29. 98fps standard, created when colour TV was invented to prevent the chroma signal from interfering with the audio. In the US, most post production facilities are set up for 23. 976 or 29. 98fps, so 23. 976 is the best cinematic rate to shoot at for a smooth workflow. (29. 98 has a slightly more realistic, ¡ÈTV news¡É look, which most filmmakers don¡Çt like. ) At the end of post, your film can be conformed to 24fps. 23. 976fps is supported by Blu-rays but not by DVDs. 24fps This is the frame rate of movie projectors, both traditional and digital, throughout the world. Some will accommodate other frame rates, but some will not, so a production aiming for a theatrical release or festival screenings in cinemas, should be delivered as a 24fps DCP (digital cinema package) or print for maximum compatibility. In PAL regions, features and theatrically-inclined shorts are typically shot at 24fps with a shutter angle of 172. 8 degrees (1/50th-second shutter interval). This shutter setting eliminates on-camera flicker from non-incandescent light sources and monitors running off the 50Hz mains supply. You should check in advance that your director¡Çs monitor is capable of displaying 24fps video. 24fps is supported by the Blu-ray specification. It is also the frame rate that labs will be most familiar and comfortable with if you¡Çre shooting on celluloid. If you shoot at 24fps and need to convert to 25fps for any reason, your film will become 4% shorter, adding that extra bit of swiftness and allowing you to squeeze into a shorter slot at a film festival. 25fps In many ways, this is the easiest frame rate to shoot at in the UK and other PAL countries. Everyone¡Çs used to it, and it syncs perfectly with the 50Hz power supply, eliminating flicker with a 180-degree shutter. PAL television broadcasts and DVDs are 25fps, so if either of these is likely to be involved in your film¡Çs future, this may be the best rate to shoot at. Blu-rays do not technically support 25P, but they support 50i, which can contain progressive 25fps content. However, discs authored to the 50i spec may not play on US machines. If you¡Çve made a 25fps feature film that isn¡Çt quite long enough for distributors to classify it as a feature, the extra running time you squeeze from exhibiting it at 24fps might make the difference. It isn¡Çt hard these days to rate-convert a film in post production and computers and mobile devices can display any rate, but it still makes sense to think through your workflow and pick the most appropriate frame rate for your intended distribution before you roll the camera. Changing frame rates mid-way through production is guaranteed to cause headaches for everyone! Title image courtesy of Shutterstock.
This is the industry's most in depth guide to frame rates in video surveillance. As a precursor, you need to know the speed of objects, most typically people. Speed of People The faster a person moves, the more likely you are to miss an action. You know the 'speed' of frame rate - 1 frame per second, 10 frames per second, 30, etc., but how many frames do you need for reliable capture? Here's how fast people move. For a person walking, a leisurely, ordinary pace is ~4 feet per second, covering this 20 foot wide FoV in ~5 seconds: For a person running, our subject goes through the 20' FOV in ~1. 25 seconds, meaning he covers ~16' in one second: For example, if you only have 1 frame per second, a person can easily move 4 to 16 feet in that time frame. We need to keep this in mind when evaluating frame rate selection. In this guide, we cover: What speed do people move at and how does that compare to frame rates. Walking: What risks do you have capturing a person walking at 1, 10 and 30fps. Running: What do you have capturing a person running at 1, 10 and 30fps. Head Turning: How many more clear head shots do you get of a person at 1, 10 and 30fps. Playing Cards: What do you miss capturing card dealing at 1, 10 and 30fps. Shutter speed vs Frame Rate: How are these two related? Bandwidth vs Frame Rate: How much does bandwidth rise with increases in frame rate? Average Frame Rates used: What is the industry average? Walking Examples As our subject walks through the FOV, we view how far he moves from one frame to the next. In 30 and 10 fps streams, he does not complete a full stride. However, in the 1fps example, he has progressed ~4' between frames, which falls in line with our measured walking speed of ~4' a second. Running Examples With our subject sprinting through the FOV, the 30 fps stream still catches him mid stride, while in the 10 fps stream, he has traveled ~1' between frames. In the 1 fps example, only one frame of the subject is captured, with him clearing the rest of the FOV between frames, with only his back foot visible in the second frame. Capturing Faces Trying to get a clear face shot can be difficult when people move because they naturally shift their head frequently. In this demonstration, we had the subject shake their head back and forth walking down a hallway to show the difference frame rate plays. Take a look: Notice, at 1fps, only a single clear head shot is captured, but at 10fps, you get many more. Finally, at 30fps, you may get one or two more, but it is not much of an improvement. Playing Cards In this test, our subject dealt a series of playing cards from ace to five with the camera set to default shutter speed (1/30). In the 30 and 10 fps examples, we can see each card as it is removed from the top of the deck and placed on the table. However, in the 1 fps example, we see only the cards appearing on the table, not the motions of the dealer, as frame rate is too low. Shutter Speed vs Frame Rate Frame rate does not cause blurring. This is a misconception. The camera's automatic shutter speed control does. Dealing cards ace through 5 again, we raised the camera's minimum shutter speed to 1/4000 of a second. The image below compares the motion blur in the dealers hand and card, with the 2 card much more easily legible in the fast shutter speed example. 1/4000s shutter speed completely eliminated all traces of motion blur. 1/1000 and 1/2000 of a second shutter speeds significantly reduces blur, but it was still noticeable around the dealers fingers and edges of the cards when looking at the recordings frame-by-frame. If you have blurring, you have shutter speed configuration problem, not a frame rate one. Slow Shutter and Frame Rate On the other side, sometimes users want or camera manufacturers default their maximum shutter to a rate slower than the frame rate (e. g., a 1/4s shutter for a 1/30s camera). Not only does this cause blurring of moving objects, you lose frames. Key lesson: The frame rate per second can never be higher than the number of exposures per second. If you have a 1/4s shutter, the shutter / exposure only opens and closes 4 times per second (i. e., 1/4s + 1/4s + 1/4s + 1/4s = 1s). Since this only happens 4 times, you can only have 4 frames in that second. Some manufacturers fake frames with slow shutter, simply copying the same frame over and over again. For example, if you have 1/15s shutter, you can only have 15 exposures and, therefore, 15 frames. To make it seem like you have 30 frames, each frame can be sent twice in a row. Be careful with slow shutter. Beyond blur, you can either lose frames or waste storage. Bandwidth vs Frame Rate Frame rate impacts bandwidth, but for modern codecs, like H. 264, it is less than linear. So if you increase frame rate by 10x, the increase in bandwidth is likely to be far less, often only 3 to 5 times more bandwidth. This is something we see mistaken regularly in the industry. The reason for this is inter-frame compression, that reduces bandwidth needs for parts of scenes that remain the same across frames (for more on inter and intra frame compression, see our CODEC tutorial). Illustrating this point further, we took 30, 10 and 1 fps measurements to demonstrate the change in bit rate in a controlled setting in our conference room. The average bitrates were as follows: 1 fps was 0. 179 Mb/s 10 fps, with 10x more frames, consumed 4x more bandwidth than 1 fps (0. 693 Mb/s) 30 fps, with 3x more frames, consumed double the bandwidth of 10fps and, with 30x the frames, 7x the bandwidth of 1fps (1. 299 Mb/s) These measurements were done with 1 I frame per second, the most common setting in professional video surveillance (for more on this, see: Test: H. 264 I vs P Frame Impact). For more on this, see our reports testing bandwidth vs frame rate and 30 vs 60 fps. Average Frame Rates Used Average industry frame rate is ~15 fps, reflecting that this level provides enough frames to capture most actions granularly while minimizing storage costs. As shown in the previous section, going from 10fps or 15 fps to 30fps can double storage costs but only marginally improve details captured. This average has increased from 10 - 15 fps over the past years with many citing improvements in compression and more affordable storage. For more commentary on why integrators choose the frame rates they do, see the Average Frame Rate Used Statistics report. Only IPVM Members may comment. Login or Join. Is Derek so fast he caused the video to rip apart? The rip is from Axis directly. Every run attempt that was done, there was a rip in one of the streams when triple multi-streaming (one stream at 30fps, one at 10fps, one at 1fps) was used. We did not do a test using a single stream vs. multiple streams, but that could potentially be a new report on its own. The processor has more of a load on it multi-streaming than a single stream, ergo the possibility of dropped frames and rips. Verifiable Conjecture: IMHO, Derek's repeated rips are caused by an H. 264 encoding error. The reason for the H. 264 error is that the encoder gets confused between Derek and his shadow at the moment when the white space between the two vanishes. This scene could be a serendiptious discovery of a difficult encoding challenge. Several things combine Rapid Motion Dark Clothes Dark Shadow Camera angle/Light Angle In short, Derek's blazing speed and the small distance between him and and light-colored wall created a similarly sized, shaped and colored shadow which trips up the object tracker when they overlap without gap. Suggestion for Camera: Change CODEC to High Suggestion for Attire: Wear Red Anybody Agree? My theory is that the CPU was maxed out from the spike in scene complexity, causing the error. When you say 'change CODEC to high' you mean high profile? Yes, change profile. The processor has more of a load on it multi-streaming than a single stream, ergo the possibility of dropped frames and rips. Were any frames actually missing? What's the exact theory with the maxed out CPU, since maxed out CPUs don't error necessarily. Something like: the spike in complexity caused the cpu to fall behind in encoding frames, which at some point caused it to skip or send out incomplete frames to order catch-up? Interesting that although it is a triple stream and therefore normally pushing the CPU, its doesn't need to be much more cpu intensive than 1 30fps stream. Since all settings are the same besides fps, and the streams dovetail into the 30fps one evenly, they can therefore share the i frame, the encoder need only encode 30fps not 41fps. But there is no guarantee of course that it actually is using such an optimization. Good obvservation. The only time three seperate streams should result in 41 frames is when each of the resolutions are different (which is usually the case when multiple streams are used on a camera). It would be interesting to get some vendor feedback on how they work on 3 different frame rates over 3 streams on the same resolution. The camera could of course take the highest resolution and scale the next lower resolutions down from that stream, but this would also intensify CPU usage and the results are unclear. I know this is a year old post, but you could you enable SSH on the Axis camera, then SSH into the Linux command line of the camera and run the TOP command. This will give you the CPU usage of the camera. Next run the test again above in the guide and see what happens to the CPU usage. You may be able to prove whether it is a CPU load issue or something else. Eric, thanks! I just tried that out on a couple of cameras. Axis was a little tricky because you have to use Plain Config to turn SSH on now, it seems. Hikvision is also off by default. For those interested, this is the output of TOP on Axis: And Hikvision: The top numbers are averages, with current detail listed for each process below. No, I think this would be an algorithmic error and you would see it when object
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