screen-wall
Phone mockups tunnel: four phones around a headline with a camera pull-back. Four phones down a tunnel around a sentence, and the shot backing out of them. The camera starts inside the wall — one device is all you can see — and eases out until the four of them frame the line in the middle; the line shrinks with it, and then it is gone and the real one builds a word at a time, each word shoving the ones before it left hard enough to smear. The rig is a frustum and not a picture frame, which is the whole shot: each device projects to a trapezoid, the aperture's own side at the far end and the same side of a 2.35× mouth at the near one, with the seams between neighbours running from the aperture's corners straight out through the frame's — so no two walls can overlap and none of them can leave a gap. It is handed to the browser as a measured square-to-quad matrix3d rather than a perspective and a pair of rotations, because the quad is what the recording gives you and solving for a camera that would produce it is solving for numbers that are not there. The camera itself is one scale: the aperture divided by a 336 × 275 rectangle runs 2.21 → 1.00 and lands the recording's own walls within two pixels on every frame it can be read on. The pivot is not shared and that is the thing you cannot guess — the rig's centre pans 224 → 351 while the headline's holds on 353.5, so the line borrows the ease and none of the travel. The build is a shove and not a fade: each word lands at the right already in place, the line it lands on is thrown 24px in a single frame, and it blurs horizontally and only horizontally.
screen-wall
Phone mockups tunnel: four phones around a headline with a camera pull-back. Four phones down a tunnel around a sentence, and the shot backing out of them. The camera starts inside the wall — one device is all you can see — and eases out until the four of them frame the line in the middle; the line shrinks with it, and then it is gone and the real one builds a word at a time, each word shoving the ones before it left hard enough to smear. The rig is a frustum and not a picture frame, which is the whole shot: each device projects to a trapezoid, the aperture's own side at the far end and the same side of a 2.35× mouth at the near one, with the seams between neighbours running from the aperture's corners straight out through the frame's — so no two walls can overlap and none of them can leave a gap. It is handed to the browser as a measured square-to-quad matrix3d rather than a perspective and a pair of rotations, because the quad is what the recording gives you and solving for a camera that would produce it is solving for numbers that are not there. The camera itself is one scale: the aperture divided by a 336 × 275 rectangle runs 2.21 → 1.00 and lands the recording's own walls within two pixels on every frame it can be read on. The pivot is not shared and that is the thing you cannot guess — the rig's centre pans 224 → 351 while the headline's holds on 353.5, so the line borrows the ease and none of the travel. The build is a shove and not a fade: each word lands at the right already in place, the line it lands on is thrown 24px in a single frame, and it blurs horizontally and only horizontally.