This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
underwater_videography_with_gopro [2025/05/01 19:42] – Add white balance setting qlyoung | underwater_videography_with_gopro [2025/05/07 22:44] (current) – include percent sign qlyoung | ||
---|---|---|---|
Line 2: | Line 2: | ||
# underwater videography with gopro | # underwater videography with gopro | ||
- | This will describe what I do to get decent results out of a GoPro when shooting underwater. | + | What I do to get decent results out of a GoPro when shooting underwater. |
# Light | # Light | ||
Line 10: | Line 10: | ||
Cameras are light gathering devices and perform better the more light is available, all else being equal. How much light is available in the water? | Cameras are light gathering devices and perform better the more light is available, all else being equal. How much light is available in the water? | ||
- | Water absorbs light fairly rapidly compared to air. Attenuation of light in a medium is described by the [Beer-Lambert law](https:// | + | Attenuation of light in a medium is described by the [Beer-Lambert law](https:// |
- | I(z) = I₀ e−ᵏᶻ | + | I(z) = I₀ e⁻ᵏᶻ |
- | Where *I₀* is the initial light intensity (at the surface), *I(z)* is the intensity at depth *z*, and *k* is the absorption coefficient that varies depending on the water' | + | where *I₀* is the initial light intensity (at the surface), *I(z)* is the intensity at depth, *z*, and *k* is the absorption coefficient that varies depending on the medium |
- | For air *k* is around 0.0001. For seawater *k* is more like 0.1. That gives us roughly the following: | + | For air *k* is around 0.0001. For seawater *k* is more like 0.05. That gives us roughly the following: |
- | | Depth (m) | Light Intensity (%) | | + | | Depth (m) | Depth (ft) | Light Intensity (%) | |
- | |-----------|---------------------| | + | |------------|------------|---------------------| |
- | | 0 | + | | 0 | 0 |
- | | 5 | + | | 5 | 15 | 78% |
- | | 10 | 36.79% | | + | | 10 |
- | | 15 | 22.31% | | + | | 15 |
- | | 20 | 13.53% | | + | | 20 |
- | | 30 | 4.98% | + | | 25 | 80 | 29% | |
- | | 40 | 1.83% | + | | 30 | 100 |
+ | | 35 | 115 | 17% | | ||
+ | | 40 | 130 | ||
+ | | 45 | 150 | 11% | | ||
+ | | 50 | 165 | 8% | | ||
+ | |||
+ | |||
+ | |||
+ | It's much more complicated than this - absorption is wavelength dependent, seawater is not uniform, there are scattering effects, etc - but this is a decent approximation for this discussion. | ||
The upshot is that the diving environment is low light as far as cameras are concerned. This is why underwater photographers have kit that looks like this: | The upshot is that the diving environment is low light as far as cameras are concerned. This is why underwater photographers have kit that looks like this: | ||
Line 36: | Line 44: | ||
## Sensor size | ## Sensor size | ||
- | A full frame camera sensor is ~43mm on the diagonal. The Hero 11 has a 1/1.9" | + | Generally speaking the larger the sensor, the more light it can collect and the better its dynamic range. Smaller sensors struggle more in low light. |
+ | |||
+ | To put in perspective how challenging it can be to use an action cam underwater: | ||
+ | |||
+ | A full frame camera sensor is roughly 36x24mm for an area of 864mm^2. The Hero 11 sensor is 6.74x5.05mm for a sensor | ||
- | Wasn't sure where else to put this information. | + | If you are wondering why 6.74x5.05mm does not correspond |
## Color | ## Color | ||
- | Water is blue because it preferentially absorbs wavelengths of light other than blue. The deeper you get the more light is absorbed and the bluer the scene. | + | Water is blue because it preferentially absorbs wavelengths of light other than blue. The deeper you are the further light has to travel through water, |
{{: | {{: | ||
Line 81: | Line 93: | ||
- Spectrum is constantly varying with depth and other things, on the balance I've found I get the best result allowing the camera to handle it | - Spectrum is constantly varying with depth and other things, on the balance I've found I get the best result allowing the camera to handle it | ||
- Wide lens | - Wide lens | ||
- | - " | + | - " |
- | - This also helps Gyroflow; while it is capable of stabilizing | + | - Notably, if you are using Gyroflow and want 16:9 you should |
{{:: | {{:: | ||
Line 91: | Line 103: | ||
- If I want to shoot 60fps for some reason then I drop the resolution to 4k in order to keep the 8:7 aspect ratio. If you want the absolute highest resolution, you can drop to 16:9 which unlocks 5.3k60. Personally I prefer working in a consistent aspect ratio and think 4k subsampling looks good enough especially at high framerates. | - If I want to shoot 60fps for some reason then I drop the resolution to 4k in order to keep the 8:7 aspect ratio. If you want the absolute highest resolution, you can drop to 16:9 which unlocks 5.3k60. Personally I prefer working in a consistent aspect ratio and think 4k subsampling looks good enough especially at high framerates. | ||
- Hypersmooth off | - Hypersmooth off | ||
- | - I prefer to stabilize in post with [Gyroflow](https:// | + | - Water or not, I prefer to stabilize in post with [Gyroflow](https:// |
+ | - Hypersmooth is calibrated for the refractive index of air and is only 70% effective in water; Gyroflow accounts for water if configured correctly | ||
+ | - See the section on stabilization for more detail | ||
- Bitrate high | - Bitrate high | ||
- | - Of course | + | - Higher bitrate generally equals better quality video |
- 10-bit on | - 10-bit on | ||
- | - I paid good money for those bits | + | - More {{wp> |
+ | - Greater bit depth also reduces {{wp> | ||
- Shutter auto | - Shutter auto | ||
- The camera knows best | - The camera knows best | ||
Line 125: | Line 140: | ||
I have a Hero 11 and haven' | I have a Hero 11 and haven' | ||
- | # Diving | + | # Praxis |
## Case | ## Case | ||
Line 133: | Line 148: | ||
I find it works best with a 3/4" or 1" bolt snap attached like this: | I find it works best with a 3/4" or 1" bolt snap attached like this: | ||
- | {{:: | + | {{:rot.jpg?400|}} |
During shooting I just hold the camera itself. I have tried handles, including the official GoPro dive handle. I don't notice any improvement in footage and it is bulky. | During shooting I just hold the camera itself. I have tried handles, including the official GoPro dive handle. I don't notice any improvement in footage and it is bulky. | ||
Line 164: | Line 179: | ||
## Stabilization | ## Stabilization | ||
- | |||
- | ### Overview | ||
Image stabilization is used to turn shaky handheld camera footage into nice smooth footage. Optical image stabilization, | Image stabilization is used to turn shaky handheld camera footage into nice smooth footage. Optical image stabilization, |