Slow motion
Slow motion (commonly abbreviated as slo-mo or slow-mo) is an effect in film-making whereby
Typically this style is achieved when each
Slow motion is ubiquitous in modern filmmaking. It is used by a diverse range of directors to achieve diverse effects. Some classic subjects of slow-motion include:
- Athletic activities of all kinds, to demonstrate skill and style.
- To recapture a key moment in an athletic game, typically shown as a replay.
- Natural phenomena, such as a drop of water hitting a glass.
Slow motion can also be used for artistic effect, to create a romantic or suspenseful aura or to stress a moment in time.
The opposite of slow motion is
The concept of slow motion may have existed before the invention of the motion picture: the Japanese theatrical form Noh employs very slow movements.
How slow motion works
There are two ways in which slow motion can be achieved in modern cinematography. Both involve a camera and a projector. A projector refers to a classical film projector in a movie theater, but the same basic rules apply to a television screen and any other device that displays consecutive images at a constant frame rate.[1]
Overcranking
For purposes of making the above illustration readable, a projection speed of 10 frames per second (
Time stretching
The second type of slow motion is achieved during post production. This is known as time-stretching or digital slow motion. This type of slow motion is achieved by inserting new frames in between frames that have actually been photographed. The effect is similar to overcranking as the actual motion occurs over a longer time.
Since the necessary frames were never photographed, new frames must be fabricated. Sometimes the new frames are simply repeats of the preceding frames but more often they are created by interpolating between frames. (Often this
In action films
Slow motion is used widely in action films for dramatic effect, as well as the famous bullet-dodging effect, popularized by The Matrix. Formally, this effect is referred to as speed ramping and is a process whereby the capture frame rate of the camera changes over time. For example, if in the course of 10 seconds of capture, the capture frame rate is adjusted from 60 frames per second to 24 frames per second, when played back at the standard film rate of 24 frames per second, a unique time-manipulation effect is achieved. For example, someone pushing a door open and walking out into the street would appear to start off in slow motion, but in a few seconds later within the same shot the person would appear to walk in "realtime" (everyday speed). The opposite speed-ramping is done in The Matrix when Neo re-enters the Matrix for the first time to see the Oracle. As he comes out of the warehouse "load-point", the camera zooms into Neo at normal speed but as it gets closer to Neo's face, time seems to slow down, perhaps visually accentuating Neo pausing and reflecting a moment, and perhaps alluding to future manipulation of time itself within the Matrix later on in the movie.
In broadcasting
Slow-motion is widely used in sport broadcasting and its origins in this domain extend back to the earliest days of television, one example being the European Heavyweight Title in 1939 where Max Schmeling knocked out Adolf Heuser in 71 seconds.[3]
In
Scientific use
In scientific and technical applications it is often necessary to slow motion by a very large factor, for example to examine the details of a nuclear explosion. Examples are sometimes published showing, for example, a bullet bursting a balloon.
Video file recording methods
Usually,
Real-time method
The real time method treats the video as a normal video while encoding it. The output video file contains the same framerate as the
This method is used by all
Every
- Advantages
- Video editing software (e.g. Sony Vegas, Kdenlive and included software in mobile phones) and video playback software (e.g. VLC media player) allow treating such videos as both usual videos and slow-motion videos.
- During video editing and video playback, the indicated playback speed matches real life.
- Metadata viewing software (e.g. MediaInfo) shows a framerate and a time that matches the real-life conditions during the video recording progression.
- Video framerate and duration matches real life.
- Includes audio track, like normal framerate videos.
These advantages make the real-time method the more useful method for
Menial method
The menial method saves recorded video files in a stretched way, and also without audio track. The framerate in the output file does not match the original sensor output framerate, but the former is lower. The real-life timespan of the recording (while holding the camera) does not match the length of the video in the output file, but the latter is longer. The opposite is the case for
This means that the action visible inside the video runs at slower speeds than in real life, despite the indicated playback speed of ×1.
This encoding method is used by the camera software of the following devices (incomplete list):
- Panasonic Lumix DMC-FZ1000 (2014; 1080p@120fps; 1/4×)
- 1/4×)
- Sony FDR-AX100 (2014; 720p@120fps; 1/4×[8])
- Sony RX100 IV, V, VI and VII: High Frame Rate (HFR) mode records at 240 fps up to 1,000 fps for 3–7 seconds. This is saved at 24 - 60 fps, i.e. from 1/4x down to 1/40x speed.
- All Samsung Galaxy flagship devices starting from late 2012 to late 2014:
- 2012: Galaxy Note 2: 720×480@120fps
- 2013 H1: Galaxy S4(800×450@120fps)
- 2013 H1: S4 Zoom(720×480@120fps)
- 2013 H2: Galaxy Note 3(1280×720@120fps)
- 2014 H1: Note 4(1280×720@120fps)
- 2012:
- Earlier[ devices (1280×720@120fps).
- Advantages
- The output video file is directly playable as slow motion in video players that do not support adjusting the playback speed (e.g. on a Galaxy S3 Mini).
- The output video file is directly playable in video players and/or on devices that can only handle limited framerates (e.g. on a Galaxy S3 Mini).
Comparison
- Example
A 120
In this example, the real-time-method recording device can be an
This table also includes references from other video recording types (normal, low-framerate,
🎬 Encoding mode |
Complies with real-time? | 📹 Exemplary framerate |
Effectively saved framerate Relative to real-life time |
🎞️📝 Output video file framerate | 🕒🎥 Exemplary real-life recording duration | 🕒📽️ Output video duration | Total number of recorded frames | 🎤 Audio recorded? |
---|---|---|---|---|---|---|---|---|
🎞️ Slow-motion ½ (menial ×1/2) | ✗ | 120fps | 60fps (because half truncated) | 30fps (60fps if no frames truncated) | 00:00:10 | 00:00:20 | 600 (1200 if no frames truncated) | No 🔇 |
🎞️ Slow-motion ¼ (menial ×1/4) | ✗ | 120fps | 120fps | 30fps | 00:00:10 | 00:00:40 | 1200 | No 🔇 |
🎞️ Slow-motion ⅛ (menial ×1/8) | ✗ | 120fps | 120fps | 15fps | 00:00:10 | 00:01:20 (80 seconds) | 1200 | No 🔇 |
🎞️ Real-time slow-motion[a] (HFR) | ✓ | 120fps | 120fps | 120fps | 00:00:10 | 00:00:10 | 1200 | Yes 🔊 |
🎞️ Normal video (as reference) |
✓ | 30fps[b] | 30fps | 30fps | 00:00:10 | 00:00:10 | 300 | Yes 🔊 |
🎞️ Low-framerate (as reference)[c][d][e] | ✓ | 10fps | 10fps | 10fps | 00:00:10 | 00:00:10 | 100 | Yes 🔊 [f] |
🎞️ Time-Lapse (×4) (opposite example reference) |
✗ (menial)[g] | 30fps (for digital viewfinder preview) | 7.5 fps | 30fps | 00:00:10 | 00:00:02.500ms | 75 | No 🔇 |
🎞️ Time-Lapse (×8) (opposite example reference) | ✗ (menial) | 30fps (for digital viewfinder preview) | 3.75 fps | 30fps | 00:00:10 | 00:00:01.250ms | 37.5 | No 🔇 |
Notes
- computer monitorsthat support displaying higher framerates (i.e. gaming monitors).
- ^ Some cameras might use/offer variable frame rates, although it is less common than constant framerates.
- surveillance cameras. It might also be 5 fps, but 10 fps is most suitable for this example.
- time-lapse.
- ^ Some cameras might record at lower framerates due to technical limitations, e.g. the Panasonic Lumix DMC-CM1 records 2160p@15fps instead of the usual 30fps, likely due to insufficient processing performance. On the Lumix CM1, 30fps can only be achieved at lower video resolutions such as 1080p.
- CCTV's record audio, but they do usually.
- ^ In this example, the time lapse video gets saved in a sped-up (condensed) way, in the same way it is elongated in the menial slow motion method. One second of playback at an indicated playback speed of ×1 shows 4 seconds of real-life action.
See also
- Motion picture terminology
- High-speed camera
- Time-lapse photography
- Bullet time
- Video server
- Multicam (LSM)
- Temporal posterization
References
- ISBN 978-90-481-2641-5.
- fps
- ^ Kloft, Michael (Director) (1999). Das Fernsehen unter dem Hakenkreuz (Documentary). Germany: Spiegel TV.
- ^ Asus PadFone 2 on GSMarena
- ^ Specifications of the Samsung Galaxy Note 3 at GSMArena.
- ^ Samsung GT-i8000 Omnia II review: "A surprising experience" – Page 1: Introduction.
- ^ PhoneArena review: Samsung Omnia 2 GT-i8000 – Page 3: "Camera, multimedia and software".
- ^ Sony FDR-AX100 user manual (help guide) page 93: "This product records approximately 3-second-long fast actions or motions as an approximately 12-second-long slow-motion movie."
- ^ GSMArena: "OnePlus One review: When opportunity strikes" – Page 8: "Camera and video": "And finally here's a 720p video at 120 fps – slow motion. The phone captures the footage at 120 fps but then renders it in-house to 30 fps […]."