Tools / Cinema
Motion
FPS conversion, duration mapping, timecode calculation and motion-graphics reference for film, broadcast, social and spatial media.
FPS Preview
24 fps — 41.667 ms/frame
Parameters
Results
Total frames240
Timecode00:00:10:00
Frame duration41.667 ms
End frame240
Standard Frame Rates
| Rate | Exact Value | Frame Duration | Standard | Use |
|---|---|---|---|---|
| 23.976 fps | 24000/1001 | 41.708 ms | NTSC Film | Film-to-TV pulldown, streaming, Blu-ray |
| 24 fps | 24/1 | 41.667 ms | Cinema | Theatrical projection, digital cinema (DCI) |
| 25 fps | 25/1 | 40.000 ms | PAL / SECAM | European TV, BBC, DVB broadcast |
| 29.97 fps | 30000/1001 | 33.367 ms | NTSC | North American TV, drop-frame timecode |
| 30 fps | 30/1 | 33.333 ms | Non-drop | Web video, corporate, non-drop timecode |
| 48 fps | 48/1 | 20.833 ms | HFR Cinema | The Hobbit HFR, immersive cinema |
| 60 fps | 60/1 | 16.667 ms | High frame rate | Gaming, sports, smooth motion, slo-mo base |
| 120 fps | 120/1 | 8.333 ms | Ultra HFR | VR headsets, Gemini Man HFR, Apple ProRes |
Aspect Ratios — Film, Social & Web
| Ratio | Decimal | Category | Use | Example Resolution |
|---|---|---|---|---|
| 2.39:1 | 2.39 | Film | Anamorphic cinema scope | 4096×1716 |
| 2.35:1 | 2.35 | Film | Classic Panavision scope | 2048×871 |
| 2:1 | 2.00 | Film | Univisium, Netflix originals | 4096×2048 |
| 1.85:1 | 1.85 | Film | Academy flat, theatrical | 1998×1080 |
| 16:9 | 1.78 | Broadcast | HD/4K TV, YouTube landscape | 1920×1080 |
| 16:10 | 1.60 | Web | MacBook, ultrabook displays | 2560×1600 |
| 3:2 | 1.50 | Photo | 35mm photo, Surface tablets | 6000×4000 |
| 4:3 | 1.33 | Broadcast | Classic TV, iPad, IMAX 70mm | 2048×1536 |
| 1:1 | 1.00 | Social | Instagram feed square, album art | 1080×1080 |
| 4:5 | 0.80 | Social | Instagram portrait post | 1080×1350 |
| 9:16 | 0.56 | Social | Reels, Shorts, TikTok, Stories | 1080×1920 |
| 21:9 | 2.33 | Web | Ultrawide monitors, gaming | 3440×1440 |
Color Spaces
| Color Space | Gamut Coverage | White Point | Transfer / Gamma | Use |
|---|---|---|---|---|
| sRGB | ~35% CIE 1931 | D65 | ~2.2 (piecewise) | Web, UI, general-purpose displays |
| Rec. 709 | ~35% CIE 1931 | D65 | BT.1886 (2.4) | HD television, Blu-ray, broadcast |
| Rec. 2020 | ~76% CIE 1931 | D65 | BT.2100 PQ / HLG | 4K/8K UHD, HDR broadcast |
| DCI-P3 | ~46% CIE 1931 | DCI (~6300K) | 2.6 | Digital cinema projection (DCI) |
| Display P3 | ~46% CIE 1931 | D65 | sRGB TRC | Apple displays, modern phones, wide-gamut web |
| ACES (AP0) | ~100% CIE 1931 | ACES white | Linear | VFX interchange, scene-referred pipeline |
| ACEScg (AP1) | ~75% CIE 1931 | ACES white | Linear | CG rendering, compositing working space |
| Adobe RGB | ~52% CIE 1931 | D65 | 2.2 | Print proofing, photography |
VFX & Compositing Terminology
| Term | Abbreviation | Definition |
|---|---|---|
| Compositing | COMP | Combining multiple image layers into a final shot using alpha, matte, and blending operations |
| Rotoscoping | ROTO | Frame-by-frame masking to isolate foreground elements from background |
| Chroma Key | KEY | Removing a uniform color (green/blue screen) to create transparency |
| Motion Tracking | TRACK | Analyzing pixel movement across frames to reconstruct camera or object motion |
| Match Move | MM | Recreating real camera motion in 3D space for CG element integration |
| Clean Plate | CP | A reference frame with unwanted elements painted out for background replacement |
| Deep Compositing | DEEP | Per-pixel depth data enabling volumetric merging without holdout mattes |
| AOV | AOV | Arbitrary Output Variable: isolated render passes (diffuse, specular, shadow, etc.) |
| LUT | LUT | Look-Up Table: maps input color values to output for grading and display transforms |
| OCIO | OCIO | OpenColorIO: open-source color management framework used in VFX pipelines |
| EXR | .exr | OpenEXR: HDR multi-channel image format standard for VFX and compositing |
| Pre-multiply | PRE | RGB channels multiplied by alpha; standard for compositing to avoid edge artifacts |
| Drop-frame TC | DF | Timecode that skips frame numbers to stay in sync with 29.97 fps real time |
| Non-drop TC | NDF | Timecode counting every frame sequentially; drifts from real time at 29.97 fps |
Apple Vision Pro & Spatial Media
| Specification | Value | Notes |
|---|---|---|
| Display refresh rate | 90 Hz / 96 Hz / 100 Hz | Dynamic refresh; 96 Hz for 24 fps film cadence (4:1) |
| Display resolution | 23 MP per eye | Micro-OLED, ~3660×3200 per panel |
| Spatial Video capture | 1920×1080 per eye | MV-HEVC stereo, 30 fps |
| Spatial Video playback | Up to 4K per eye | Supports MV-HEVC and MPEG-I |
| Immersive Video (180°) | 8K+ stereoscopic | Apple Immersive format, 90 fps, spatial audio |
| Codec | MV-HEVC / H.265 | Multi-view HEVC for stereo depth |
| Audio | Spatial Audio | Head-tracked, object-based, Ambisonics |
| Tracking | 6DOF inside-out | LiDAR + camera array, hand/eye tracking |
| Passthrough | 12 ms latency | Low-latency AR video passthrough |
Web 3D Formats & APIs
| Technology | Type | Status | Description |
|---|---|---|---|
| WebGL 2.0 | Render API | Stable | OpenGL ES 3.0 in the browser; universal support, shaders via GLSL ES 3.00 |
| WebGPU | Render API | Shipping | Next-gen GPU API (successor to WebGL); compute shaders, WGSL, bindless design |
| WebXR | Device API | Stable | Immersive VR/AR sessions in the browser; headset + controller input |
| glTF 2.0 | 3D Format | Standard | Khronos transmission format; PBR materials, animations, binary (.glb) |
| USDZ | 3D Format | Standard | Apple AR Quick Look format; single-file USD archive with textures |
| Three.js | Library | Active | High-level WebGL/WebGPU 3D library; scene graph, loaders, post-processing |
| Babylon.js | Library | Active | Full 3D engine with physics, XR, GUI, node material editor |
| React Three Fiber | Framework | Active | React renderer for Three.js; declarative 3D scene composition |
| Model Viewer | Web Component | Active | Google’s <model-viewer> element; drag-rotate, AR, auto-exposure |
| PlayCanvas | Engine | Active | WebGL engine with cloud editor; real-time 3D apps and games |
| Spline | Design Tool | Active | Browser-based 3D design tool with code export and embed support |