Hexagonal (Pitch) and Orthogonal (Sight Line)

The hexagonal (or circular — the hexagon is just a circle with fewer sidelines) pitch of the three-sided sporting contest makes it quite impossible for the normal wide angle sideline camera and its orthogonal view to be the primary (dominant) camera (mode of representation) for televising such an event. In a rectangular sportscape the sideline wide angle camera view is essentially the same from both sides of the field (simply reversed), and thus only one camera is necessary to fulfill this function. Not so with the hexagonal pitch. In 3-sided sports, the vectors of force at work are multiplied and thus the orthogonal approach is no longer appropriate — the sideline wide angle camera approach must multiply as well to at least three.

MJ - Bullet Time - Courtesy MJ to the MaxWhat is perhaps more likely, however, is the introduction of a haptic solution to the problem of spectacle production in three-sided sport. Like the technique used to create bullet time imagery in The Matrix or with Michael Jordan's recreated foul line dunk, expect multiple cameras to create a three-dimensional, manipulable picture of the action in real time. The technique already exists to accomplish this visual effect, but requires optimization to improve its price point as well an appropriate "killer" application to drive market penetration.

In this aspect of covering the entire space of play, it is somewhat like the CableCam, but with two key differences: the CableCam works generally on the grid principle of movement along x- and y-axes (though the camera may also move up and down slightly in the z-axis), while the bullet time system dispenses altogether with camera movement in favour of simulation to create an illusion of movement. In doing so, it removes control of the camera from an operator (singular) and grants it to the viewing public (plural).

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