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Ultrawide formats

Ultrawide formats is a computer science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Ultrawide formats rather than just read about it. In short: Ultrawide formats refers to photos, videos, and displays with aspect ratios greater than 2. There were multiple moves in history towards wider formats, including one by Disney, with some of them being more successful than others.

Ultrawide formats — main illustration
Ultrawide formats — illustration

Key takeaways

  • Ultrawide formats belongs to computer science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Ultrawide formats to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Ultrawide formats from memory before moving on to harder problems.

Reference excerpt

Ultrawide formats refers to photos, videos, and displays with aspect ratios greater than 2. There were multiple moves in history towards wider formats, including one by Disney, with some of them being more successful than others. Cameras usually capture ultra-wide photos and videos using an anamorphic format lens, which shrinks the extended horizontal field-of-view (FOV) while saving on film or disk.

Historic Ultrawide Cinema

Historically ultrawide movie formats have varied between ~2.35 (1678:715), ~2.39 (1024:429) and 2.4. To complicate matters further, films were also produced in ratios of 2.55, 2.76 and even 4.00. Developed by Rowe E. Carney Jr. and Tom F. Smith, the Smith-Carney System used a 3-camera system add 4.6945 (1737:370) ratio to project movies in 180°. Disney even created a 6.85 ratio, using 5 projectors to display 200°; the only movie ever filmed in this ratio is Impressions de France.

Wide aspect ratios Suggested by Kerns H. Powers of SMPTE in USA, the 16:9 aspect ratio was developed to unify all other aspect ratios. Subsequently it became the universal standard for widescreen and high-definition television. Around 2007, cameras and non-television screens began to switch from 15:9 (5:3) and 16:10 (8:5) to 16:9 resolutions.

Extra-wide aspect ratios Univisium is an aspect ratio of 2:1, created by Vittorio Storaro of the American Society of Cinematographers (ASC) originally intended to unify all other aspect ratios used in movies. It is popular on smartphones and cheap VR displays. VR displays halve the screen into two, one for each eye. So a 2:1 VR screen would be halved into two 1:1 screens. Smartphones began moving to this aspect ratio since the late 2010s with the release of the Samsung Galaxy S8, advertised as 18:9.

Ultra-wide aspect ratios 21:9 is a consumer electronics (CE) marketing term to describe the ultra-widescreen aspect ratio of 64:27 (211⁄3 : 9) = 1024:432 for multiples of 1080 lines. It is used for multiple anamorphic formats and DCI 1024:429 (21.482517:9), but also for ultrawide computer monitors, including 43:18 (211⁄2:9) for resolutions based on 720 lines and 12:5 (213⁄5:9) for ultrawide variants of resolutions based either on 960 pixels width or 900 lines height. The 64:27 aspect ratio is the logical extension of the existing video aspect ratios 4:3 and 16:9. It is the third power of 4:3, whereas 16:9 of widescreen HDTV is 4:3 squared. This allows electronic scalers and optical anamorphic lenses to use an easily implementable 4:3 (1.33) scaling factor.

4 3 ⋅ 4 3 ⋅ 4 3 = 64 27 {\displaystyle {\tfrac {4}{3}}\cdot {\tfrac {4}{3}}\cdot {\tfrac {4}{3}}={\tfrac {64}{27}}}

21:9 movies usually refers to 1024:429 ≈ 2.387, the aspect ratio of digital ultrawide cinema formats, which is often rounded up to 2.39:1 or 2.4:1 Ultrawide resolution can also be described by its height, such as "UW 1080" and "1080p ultrawide" both stands for the same 2560×1080 resolution.

Super ultra-wide aspect ratios In 2016, IMAX announced the release of films in Ultra-WideScreen 3.6 format, with an aspect ratio of 18:5 (36:10). A year later, Samsung and Phillips announced 'super ultra-wide displays', with aspect ratio of 32:9, for "iMax-style cinematic viewing". Panacast developed a 32:9 webcam with three integrated cameras giving 180° view, and resolution matching upcoming 5K 32:9 monitors, 5120x1440. In 2018 Q4, Dell released the U4919DW, a 5K 32:9 monitor with a resolution of 5120x1440, and Phillips announced the 499P9H with the same resolution. 32:9 Ultrawide monitors are often sold as an alternative to dual 16:9 monitor setups and for more inmersive experiences while playing videogames, and many are capable of displaying 2 16:9 inputs at the same time. 32:9 aspect ratio is derived from 16:9 being twice as large. Some manufacturers therefore refer to the resulting total display resolution with a D prefix for dual or double. Super wide resolutions refers to that with aspect ratio greater than 3.

Ultra-WideScreen 3.6 video never spread, as cinemas in an even wider ScreenX 270° format were released.

4:1 (36:9) Abel Gance experimented with ultrawide formats including making a film in 4:1 (36:9). He made a rare use of Polyvision, three 35 mm 1.3 images projected side by side in the 1927 film Napoléon. AT NAB 2019, Sony introduced a 19.2-metre-wide by 5.4-metre-tall commercial 16K display. It is made up of 576 modules (48 by 12) each 360 pixels across, resulting in a 4:1, 17280x4320p screen.

Multi-Screen Theaters Developed by CJ CGV in 2012, ScreenX uses three (or more) projectors to display 270° content, with an unknown aspect ratio above 4. Walls on both sides of a ScreenX theatre are used as projector screens. Developed by Barco N.V. in 2015, Barco Escape used three projectors of 2.39 ratio to display 270° content, with an aspect ratio of 7.17. The two side screens were angled at 45 degree in order to cover peripheral vision. Barco Escape shut down in February 2018.

Comparison

See also 14:9 aspect ratio Display resolution standards Angle of view Field of view in video games Dot pitch Pixel density

References

Illustrations

Ultrawide formats: Comparison of common display resolutions
Comparison of common display resolutions

Worked examples

Example 1 — a first encounter with Ultrawide formats

Start with the simplest possible case. Write down what Ultrawide formats claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In computer science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Ultrawide formats before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Ultrawide formats ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Ultrawide formats

In research
Ultrawide formats appears in computer science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Ultrawide formats in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Ultrawide formats is common in secondary-school and first-year university syllabi. It links to neighbouring topics Computer display standards, Media formats, Ratios, so understanding it makes those chapters shorter.
In everyday life
Look for Ultrawide formats outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Ultrawide formats in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Ultrawide formats means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Ultrawide formats out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Ultrawide formats in simple terms?

Ultrawide formats refers to photos, videos, and displays with aspect ratios greater than 2. There were multiple moves in history towards wider formats, including one by Disney, with some of them being more successful than others.

Why does Ultrawide formats matter?

Because it connects several computer science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Ultrawide formats?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Ultrawide formats.

Tags

  • Computer display standards
  • Media formats
  • Ratios
  • Television technology
  • Video game hardware

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