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Eyeline
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Eyeline

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Imaginary line through main subject defining spatial relationship between shots for screen direction continuity.

Technical Details

Correct eyeline requires precise angle calculations: for a standard dialogue, cameras are typically positioned at a 30°-45° angle to the direction of gaze. Eye level is standardly set at 150-180 cm depending on the performer, with deviations of ±20 cm creating dramatic effects. Three main variants exist: direct eyeline to the camera (Direct Address), lateral to the off-screen partner, and motivated towards a visible object in the frame. Modern continuity software calculates gaze angles using vectors and 3D coordinates to avoid matching errors.

History & Development

In 1924, Lev Kuleshov established the systematic use of the eyeline as a narrative tool with his montage experiments. D.W. Griffith, as early as 1915 in "The Birth of a Nation," used deliberate gaze direction for emotional impact. In 1935, the Hollywood Studio System codified the 180° rule as a technical standard. Digital Intermediate workflows since the 2000s enable post-production correction of gaze directions through eye-tracking and CGI retouching.

Practical Application in Film

Stanley Kubrick deliberately used broken eyelines in "2001: A Space Odyssey" (1968) to disorient the audience. Conversational scenes follow the shot-reverse-shot technique: Camera A films performer 1 looking to the right, Camera B films performer 2 looking to the left. In phone call scenes, both performers look in the same direction to emphasize spatial separation. Incorrect eyelines destroy spatial logic and confront viewers with "unrealistic" situations.

Comparison & Alternatives

The eyeline differs from the action line, which defines directions of movement. Screen Direction describes the resulting gaze direction in the final image, while Eyeline Match denotes the correct cut between the looking subject and the object being looked at. Point-of-View shots replace the eyeline with subjective camera. Virtual Production with LED walls requires real-time calculation of eyelines to generate correct reflections in the eyes.

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