Posts Tagged ‘video’

8-bit Luminosity

Wednesday, August 31st, 2011

About a year and a half ago I lit a dance piece that explored the relationship between humanity and technology. It had a large video component including live interactive video. In considering the light I wanted to create a world bridging the space between the human and the technological. The lighting rig was small and consisted of a mixture of incandescent lights and fluorescents. All the lights were in a color range of 4500-5600K. Daylight.

The use of fluorescents was obvious once I made it but my reasoning behind their use in that piece was a little different than “I want cold and mechanical.” If you look at the color spectrum of an incandescent light it is a gentle wave with peaks in the amber range and valleys in the cyan, but soft and gentle slopes define the nature of the light emitted from those sources. Fluorescent light is something else entirely. Like other discharge sources the wave form of the light spectrum is comprised of sharp 90 degree peaks and valleys as well as violent spikes in certain sections of the visible spectrum.

It was this digital quality that I was interested in. And while the fluorescent is an explicit example of digital light, behind the scenes it is all digital. With the exception of the most primitive lighting systems every light used in live performance is controlled by a computer. We see intensity values in the human friendly 0-100% range but this is just for ease of readout displays. The computer sends 0-255 hex values across a digital network to dimmers which convert those values into percentages of a 10v sine wave that gets chopped at various points depending upon the value received. map(0, 255, 0, 10); map(0, 10, 0, 100);

But light, especially incandescent light, is intensely analog. Anyone who has tried to do a zero count blackout and been frustrated when a zero count really takes about 0.5 seconds to reach complete darkness knows this. The problem is made worse dealing with larger lamps like a 5K where a blackout can take upwards of ten seconds.

Working in this digital medium for a while now I have seen points of interest come and go. I will find myself obsessed with color for months or years on end and then spend long periods of time only working with monochromatic palettes. I will explore texture or angle or the very quality of light itself in similar fad like ways. Yet two currents of aesthetic inquiry remain constant in my work. One is an interest in natural and organic forms and movements. The other, and deeply related to the first, is an inquiry into random chance and chaotic events.

Light provides ample opportunity to explore both of these ideas. Most digital lighting control is sufficiently sophisticated to get decent random effects tried out and there is as much or more technology available to explore ideas of organic forms.

At the same time there are distinct limitations. The scale of many of the ideas I want to try are cost prohibitive in the lighting realm, certainly on my own meager budget. While I can try out a handful of ideas on various shows, most shows I design do not lend themselves to the kinds of explorations that I am truly interested in. Thus it becomes a game of waiting for that one show to test that one idea.

Enter the world of computer graphics. It only takes a couple minutes to copy the code for John Conway’s Game of Life. From there, myriad parameters can be explored and manipulated for interesting results. Even the largest lighting rig does not contain the complexity to look at emergent forms and patterns in chaos at any scale of interest. Yet just a few lines of code can do all that and more.

The world we live in is technologic and interconnected. For art to truly capture the spirit of the world it must engage directly with that reality. Embracing and exploring our increasingly digital lives is both obvious and obscure. It is easy to put a cell phone on stage, or build a sculpture out of used computer parts, or paint with pixels. But doing that in such a way that furthers our understanding of our own humanity is the difficult task.

With the addition of a single color and a slight blur effect the Game of Life evolves from blinky computer simulation, to lifelike organic drama. It is turning a microscope on bits and capturing their millisecond of life. The line between the analog nature of life and the digital nature of computers is thin if not outright illusory. The shifting pixels on the screen become a life and death battle for supremacy. Survival of the fittest. Light and dark become life and death.

Having been in the business of creating fantasy worlds my entire adult life, I never would have thought that moving on to such a small stage would open up so many possibilities.

TimeLapse

Tuesday, August 23rd, 2011

I’ve been in the process of learning a couple of computer graphics programs and the programming language Procesing. I have long been interested in video and computer graphics and have been interested in Processing for over a year since I first heard about it. Not having a background in CS I was intimidated by the rather opaque nature of staring at lines of code.

Fortunately the creators of Processing are also equally interested in teaching. And since they created the language for the development of computer art they are interested in teaching artists. As such they have written one of the best textbooks I have come across called Processing: A Programming Handbook for Visual Designers and Artists. It takes a total novice through the iterative process of writing computer programs.

I am a little over halfway through the book. I made the following out of a series of modified programs from the book. The image was taken by my with a film camera and then scanned. It is then convolved through a randomly generated kernel to create the flicker effect. The colored squares come from the RGB data of randomly selected pixels in the image extracted and used to fill translucent squares in random locations across the screen.

I would not go so far as to call this art. But it sure is fun.

Here’s a 30 second movie of the program’s output:


TimeLapse from lucaskrech.


and a link to the original program if you want to see more than a static 30 second snippet.

Lighting Dance in the Digital Age

Monday, November 1st, 2010

Most everyone I know would agree that the ideal way to light a work for live performance is to see at least one run through prior to hitting the stage. Even under very short schedules and tense conditions this one rule of thumb is typically met. Every so often you encounter a situation where, despite everyone’s best intentions, it is not possible for the lighting designer to see a live run prior to tech.

I am now in the midst of just such a situation.

Next week, I am lighting a dance festival. Due to a combination of scheduling issues I will be unable to see the pieces live before tech. Ten, even five, years ago this would have been a bit of a problem. I’ve done it, so I know it’s not impossible, but it sure is not easy. Fortunately, there have been a handful of technology advances which make this current situation, while less than optimal, not even approaching a disaster.

Let’s look at the old model first to see how this would have been done just a few years ago.

The pieces average around 10 or 15 minutes each with 45 minutes of tech per dance. This gives time to run each piece twice with notes in between runs. Prior to the run, I would have written a handful of placeholder cues ahead of the rehearsal. Then, when time came for the tech of a particular piece, we would have run it while I modify the placeholder cues as the dance happens. During the notes we would discuss my lighting approach and I would make any desired changes, give cue placements to the stage manager and run the piece a second time, further refining the cues.

Cueing of this model is unfortunately common in the dance world. While it is far from perfect, it works.

These days we have all manner of technology at our disposal to bring us closer to an ideal situation. In this case, each of the six companies will video a rehearsal of their piece, upload those videos to Youtube, and send me the URL. I will see the pieces, though small and digital, before we hit the stage.

While I will not be able to see the pieces live before the show, there are some discrete advantages to this model. By having the piece on video I can pause, rewind, and restart the piece. Thus instead of trusting my notes from a single pass, I can get more detailed information about the choreography.

This in no way should be a default substitute for seeing a piece live. While a good addition, and a fantastic solution to my current conundrum, there is nothing like seeing a live body move through space. Video, certainly rehearsal video, is incapable of capturing the nuance of relationship between dancers or the connection of a performer to their audience. What video is very good at is capturing the shape of a choreography.

It would be a shame if video became the default means of lighting dance or other live performances. Video, however, is an invaluable tool when schedules collide and disallow a lighting designer from seeing the work he is soon to light.

I once heard the line “Anybody can light a dance they’ve seen. The real trick is to light one you’ve never seen.” attributed to lighting designer Sara Linnie Slocum. It is with all thanks due to modern technology that I will not be putting that line to the test next week.

Lighting with Video

Monday, August 16th, 2010

The last show I lit had a lot of video. The set, with the exception of a table and two chairs, was comprised entirely of moving video screens. Four in total. The show, having a lot of comedy, wanted to be fairly brightly lit. Solving the technical issues with the lighting was enough work for one show. Then I had to make it look good and follow the emotional currents of the piece. Quite a challenge, but par for the course when it comes to heavy video pieces.

I have worked with video in quite a number of pieces over the years and have learned a lot from it. Successfully navigating heavy video pieces requires a clear and precise craft approach to the design. If video is a major component of the piece, the director, choreographer, producer, and video designer probably want to actually see it. And see it well. As such our first job is keeping light off the video screens.

Avoiding direct light on the video screens is easy. You have the majority of the lights pointed along the axis of the video screens and take upstage cuts off the screens. Typically, and as was the case in my recent video adventure and my working assumption for the rest of this essay, that means a lot of sidelight. However, that is often not enough for a full show, in my case a three hour opera in four acts.

I began with my sidelight systems. Three color Hi-Sides and three color booms (Head-Hi, Hi-Shin, and Lo-Shin). The Hi-Sides, while the ideal angle for the piece, present an interesting problem at a craft level. Because the light hits the floor at such a steep angle it bounces off the floor at a similar angle. The result is a noticeable increase in bounce light on the screens. I needed the Hi-Sides for the piece. Due to the difficulty of avoiding bounce light, I chose to put then at a fairly acute angle as pipe-end fixtures fanning out rather than at a consistent angle across stage. The booms proved very useful as only the Head-His hit the floor. Their angle was such that the bounce light impact on the screens was minimal.

While this solved midstage and upstage, the downstage was quite a curious problem indeed. We had two screens at the proscenium line, one stage left and the other stage right. These were backlit screens, each made of RP and about 15′ across, that singers would perform in front of. There was nowhere to put low booms DS as the only slot available was also an entrance. The ideal Hi-Side position was not available as there was the proscenium overhead. I ended up lighting the DS area with Box Booms cut off the screens US of them and a single Head-Hi raised up to avoid performer collisions. I was able to carry the colors to these front of house positions and the Box Boom angle ended up being midway between the booms and the Hi-Sides. Less than optimal, but a decent compromise.

Backlight with video tends to be deadly. I had a single backlight system in the plot but almost never turned it on due to the severe bounce light effect on the screens. A few backlight specials were needed throughout the piece but other than that I was unable to rely on these.

Frontlight was necessary, but like backlight, poses serious bounce issues. In this case the basic visibility needs outweighed the effect of slightly washing out the screens. I had to take a very steep angle for the Frontlight and, of course, make all US cuts off the screens. To add a little extra fun to the whole process, the table, midstage center, was covered in clear plexi and up lit. This meant the uplight focus had to be such that it did not catch the US screen and the frontlight focus had to keep the hard bounce off the US screen.

Since bounce light is one of the major concerns it might be obvious, but bears mention, that the lights want to be as sharp as possible. Frost is a wonderful and beautiful thing in many situations. With video it can be horrific. All the sidelights were focused sharp to the shutter (I love that crisp blue edge) and cuts made within less than an inch of the screens. The Frontlights had to be frosted as that lovely blue edge looks a bit out of place crossing a singer’s face. There were several sidelight specials built in to the plot to fill in between openings in the screens where performers crossed from the US systems of light to the DS systems of light.

Not only should the units be focused sharp, but their placement must be very precise. In this case the performers went right up to the screens so the sidelights needed to be as close to the screens as possible. Depending upon the newness of the fixtures it may well be worth your time to clean the lenses of any sidelights as the effect of dust buildup can be as bad as frost.

Color with video is a curious thing. Because the base color of the video is cool I find cooler colors to be more useful. The Hi-Sides were L161, R3202, and CLR. Booms were L161, L201, and CLR. Box Booms were L201 and CLR. Frontlight was L203. The backlight specials were CLR. Big video shows are where the slight difference between CLR and L203 really stands out. The clear incandescent light is very noticeable on the video screens (even during warm cues) while the cooler L203 and beyond, are much less noticeable. This was a bit unfortunate as the tone of the piece called for warmer colors but even CLR proved to be too warm most of the time.

Ultimately working with video is like working with any scenic element. Certain colors and angles look good and certain colors and angles look bad. Obviously the first interest is seeing the performers and the video clearly. As artists we want to move beyond the pure craft aspect and create beautiful works of art. Working with the video and what makes it look good will ultimately serve the needs of the piece as a whole better than ignoring or fighting the video. Not every piece can have that warm amber or soft focused sidelight. But every piece can, within the scenic limitations, be lit beautifully.


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