A history of three-dimensional cinema /
A History of Three-Dimensional Cinema chronicles 3-D cinema from its origins in 19th-century stereoscopic photography through anaglyphic/digital stereoscopic cinema in the 20th century to the promise of Virtual Reality in the 21st century.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
London, UK ; New York, NY, USA :
Anthem Press,
2021.
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Colección: | Anthem series on exploitation and industry in world cinema
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover
- Front Matter
- Half-title
- Title page
- Copyright information
- Dedication
- Contents
- List of figures
- Acknowledgments
- Prefatory Note/ Introduction
- Chapter 1-9
- Chapter 1 "A NEW WAY TO SIMULATE PRESENCE": THE FOUNDATIONS OF STEREOSCOPIC ENTERTAINMENT, 1427-1888
- Stereoscopic prehistory
- Three-dimensional entertainment: The optical intervention
- Stereoscopic image projection
- Chapter 2 "A VERY VIVID IMPRESSION OF MOVEMENT": EARLY 3D CINEMA, 1895-1952
- Motion pictures
- Early experiments with three-dimensional cinema
- The novelty period of anaglyphic 3D films
- The advent of polarized 3D films
- Chapter 3 "SEE IT IN 3 DIMENSION!": THE FIRST HOLLYWOOD 3D BOOM, 1952-55
- Hollywood at the brink
- Cinerama
- Natural vision
- CinemaScope
- Parallax, convergence, and focal length
- CinemaScope vs. 3D during the year of conversion
- The 3D boom, 1953-55
- The end [...]
- Chapter 4 STEREOSCOPIC REVIVAL, 1970-85
- Renewal attempts
- Sex and gore in 3D
- Generic horror and science fiction in 3D
- Other exploitation genres
- A chorus line
- Chapter 5 THE AGE OF IMAX, OR THE "IMMERSIVE CINEMA," 1986-2009
- The Creation of IMAX
- IMAX 3D
- RealD 3D
- 2009
- Chapter 6 THE BLOCKBUSTER YEARS: DIGITAL 3D, 2010-20
- The blockbuster syndrome
- 3D television
- Postproduction 3D conversion
- "Native" digital 3D
- Movies from comic books and beyond
- 3D features produced 2010-20, not mentioned as theatrical releases above
- Horror
- Science fiction
- Kaiju eiga
- Science fiction subgenres and franchises
- Action adventure/combat
- Action comedy
- Fantasy
- Young adult fantasy/science fiction
- Historicals/mythologicals/biblicals
- Crime/mystery
- Concert and dance films
- European art films
- Animation (mainly 3D computer)
- Market crash
- Chapter 7 "A DIFFERENT KIND OF MENTAL IMAGE": SOME AESTHETIC CONSIDERATIONS ABOUT 3D
- Aesthetics and some technical matters
- Projection
- Digital 3D distribution standards and formats
- 2D to 3D conversion
- Chapter 8 "EXPERIENCE ON DEMAND": VIRTUAL REALITY
- Chapter 9 CONCLUSION
- The future of 3D in three films
- End Matter
- 3D Discography: Discs Viewed or Sampled in Preparation for This Book (and most still available at reasonable prices from online sources)
- Chapter 1
- Chapter 2
- Chapter 3
- Chapter 4
- Chapter 5
- Chapter 6
- Post-2009 Digital 3D, mainly live-action
- Post-2009 Disney and/or Pixar Computer Animation
- Disney live-action/ photorealistic CGI remakes of Disney animated classics
- Selected Bibliography
- Index