Sculpting Time with Computers

Modelling Cinematic Continuity with Vision-Language Models
Alt text for the image

[FIGURE 1: Featured image -- Sequence of frames from The Godfather (1972) showing the baptism scene with numbered arrows highlighting key cinematic shots and transitions.]

Caption: Part of automated analysis workflow on a scene from The Godfather (1972).

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Introduction

How do films create the illusion of continuous action from separate shots? This is a question that lies at the heart of cinema as a medium, and one that film scholars and practitioners have grappled with for over a century. In the Sculpting Time with Computers project, we've been exploring how computational approaches ---specifically large vision and language models (VLMs)--- can help us understand and model the invisible "joints" that make moving images appear to flow seamlessly in time.

This proof of concept was a collaboration between King's Digital Lab and the Department of Digital Humanities, and is part of a broader research programme on computational modelling of audiovisual media. Our aim is to gain new insights into how narrative mechanisms like continuity editing relate to larger historical patterns in cinema and post-cinema ---the emergence of new genres, changing audience expectations, and evolving aesthetic forms enabled by large-scale computational technologies.

The Challenge: Making Visible the Connections Between Shots

When we watch a film, something remarkable happens, and it is remarkable because it remains largely unnoticed. Intuitively, we might expect viewers to feel disoriented when confronted with rapid cuts between different fragments of a scene: bits and pieces at different space and time scales, from the close-up of a hand to the vastness of a landscape and back again in a few seconds. For early film theorists such as Rudolph Arnheim, this type of fragmentation would naturally lead to a kind of "seasickness" in audiences, and yet, he observes, something rather unexpected happens: with seemingly little effort, viewers synthesise these fragments into a coherent imagined timeline. Years later, cognitive film theorists would describe this phenomenon more precisely, as viewers becoming "willing subjects" of the film's time-space manipulations.

Over time, a common set of techniques designed to achieve this effect of continuity developed, and these are now well-known and taught in film schools: the match-on-action, 180-degree rule, eyeline match, among others. For the most part, professional editors learn to apply these rules and conventions instinctively through careful observation and practice. But although expert practitioners in crafting continuity can usually tell very accurately whether a sequence is well or poorly edited, most often they cannot explain why the effect is possible in the first place. Perhaps the best example of a film editor going into detail about how thy develop their craft by abstracting rules out of embodied knowledge is Walter Murch, one of the most respected film editors (and sound designers) in contemporary cinema.

https://youtu.be/s49Al2CMfTI?si=qb2AwOA3I_SOIUKH

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Video titled: Walter Murch - The six criteria of film editing (293/320)

As with other forms of embodied knowledge developed by practice and convention over long periods of time, the emergence of cultural patterns of meaning is a fascinating challenge for computational humanities. The relations between shots are, for the most part, invisible---they exist in the cognitive space between what's shown on screen and what audiences infer. Film scholars have theorised these relations through careful analysis of individual films, but such deductive approaches rely on few points of extrapolation. What if we could surface these invisible relations as data and at scale?

A Theoretical Foundation: Burch's "Découpage"

Our computational approach takes as starting point the work of film theorist Noël Burch, who proposed a systematic way of classifying shot-to-shot transitions. Drawing an analogy to music composition, Burch observed that filmmakers work with a relatively limited palette of possibilities when assembling sequences---much like how composers arrange individual notes to create continuous melodies.

Burch identified fifteen fundamental types of shot transitions based on space and time relationships, ranging from full continuity to radical discontinuity. Michael Frierson, another film theorist, formalised this framework as a 5×3 matrix:

[FIGURE 2: Table showing Burch's 5×3 matrix of shot transitions -- Space (Continuous, Contiguous, Discontinuous) vs Time (Continuous, Ellipsis definite/indefinite, Time reversal definite/indefinite). Include the classification codes: CC, CE, CEi, CR, CRi, CtC, CtE, CtEi, CtR, CtRi, DC, DE, DEi, DR, DRi]

From a data modelling perspective, this formalisation allows us to encode any shot-to-shot transition as a position in this matrix. The computational intuition is that, given enough samples, patterns drawn from this encoding could help identify editing styles, directorial signatures, genre conventions, or historical periods---a kind of "stylometry" for film editing.

It's important to note, however, that as with other aesthetic categories, Burch describes latent relations---what an idealised viewer would infer between shots, rather than directly measurable properties of the film itself. This has two key implications: 1) that to model editing styles we need not only the films but a proxy for its viewers; and 2) that this proxy is by necessity an abstraction. This is something that Olga Goriunova calls "the abstract people of AI", in this case using a Vision and Language model (VLM) as a synthetic audience that draws on shared notions of memory, causality, and reasoning. There are very good reasons to be critical about this process of subjective abstraction and why we should be rightly sceptical of it. At the same time, it bears saying that this is not just a feature of computational approaches, classic close-reading film scholarship also mobilises abstract subjectivities and idealised models of audiences, even if they are not expressed in formal languages or computer programmes. For our purposes here, we are interested in the possibilities enabled by computational synthetic audiences, but do urge readers to look at Olga's book to get a sense of the limitations too.

Case Study: The Baptism Scene from The Godfather

To illustrate our approach, we focused on one of cinema's most analysed sequences: the "baptism of fire" scene from Francis Ford Coppola's The Godfather (1972). In this sequence, shots of Michael Corleone attending his nephew's baptism are intercalated with shots of multiple murders being carried out at his behest.

https://youtu.be/bkoEALTHQwc?si=UQ_1AcZuZDCnWTDN

U,{6c05d4c9-6251-4dda-828d-e6ca5a551edd}{221},12.63425925925926,7.3125
Video titled: Baptism Scene | THE GODFATHER (1972) Movie CLIP HD

Using the PySceneDetect library, we first segmented the entire film into individual shots (1,429 in total). The baptism sequence (shots 1296--1364) demonstrates the now classic parallel editing technique: the film maintains continuity in time (events happening simultaneously) while showing radical discontinuity in space (the church vs. multiple murder locations). The technique is widely used in popular narrative cinema, and the sequence itself has transcended its influence to the point of parody.

[FIGURE 3: Table showing shot analysis from The Godfather baptism sequence -- including shot numbers, frame thumbnails, space/time classifications, and Burch codes.]

By encoding these transitions as numerical values (from --2 for discontinuity to +2 for continuity), we can visualise the editing pattern as a signal---making visible the rhythmic structure that underpins this iconic sequence.

[FIGURE 4: Line graphs showing time and space continuity signals across the baptism sequence -- visualising the oscillating pattern of parallel editing]

Two Computational Experiments

Creating these annotations manually is time-consuming and, crucially, represents only one viewer's interpretation rather than an inter-subjective consensus. Our proof of concept explored whether VLMs could help generate this kind of data at scale. We designed two complementary experiments:

Experiment 1: Model-Guided "Lazy" Shot Clustering

In our first experiment, we used GPT-4 to group shots based on the model's self-guided sense of similarity, without pre-defining categories. We provided frame images and prompted the model to identify "shot groups"---shots that are "the same in some respects intuitive to the viewer."

The model successfully identified meaningful groupings based on shot scale, subject, action, and location. For example, in a conversation sequence from The Godfather, GPT-4 correctly grouped establishing shots separately from close-ups of each character, reflecting the "analytical editing" pattern described by Bordwell and Thompson. Arguably, the model seems to regroup shots independently from the prompt and mainly by camera viewpoint and shot size as if attempting to reconstruct the takes at production phase from the shots edited in post-production, a sort of "uncutting" or "unediting" process,

[FIGURES 5&6: Network visualisation showing lazy shot clustering results -- nodes represent shots, positioned by model-defined groups, with edges showing sequence order. Include examples from both The Godfather and Vertigo (1958)]

This approach is highly flexible and produces intuitively coherent results. However, the groupings are heavily influenced by the prompting strategy, and the relations between shots aren't constrained to Burch's theoretical framework. The experiment effectively tests the value of operationalising visual data into measurable small units, but to make the leap towards useful systematic film analysis, we first needed to define objectives alongside constraints to design the prompt and evaluate results in a more robust set of tests. Further iteration was out of scope for this initial exploratory work; however, the lazy shot clustering experiments proved very valuable as an example of quick results without explanation, which very often makes working with VLMs difficult from a scientific standpoint.

Experiment 2: Critic-Guided Shot Sequence Classification

Our second experiment took a more constrained and shot sequence-aware approach. Using the open-source Qwen2.5-VL-32B-Instruct-AWQ model (one of the most capable open-weight video understanding models at the time), we fed the whole shots sequence to the model and asked to classify transitions according to Burch's established categories, with detailed definitions provided in the prompt.

The results validated against expert's manual annotation[^1] revealed both capabilities and limitations. Qwen performed reasonably well at recognising changes in setting and identifying "narrative connections" between shots. However, it made significant errors in temporal reasoning ---most notably conflating the baptism ceremony with a funeral, and misidentifying relationships between the parallel murder scenes.

[FIGURE 7: Table comparing manual annotations with Qwen model output for the same transitions -- showing where the model succeeded and failed]

Several factors likely contributed to these errors. The model received only frame images without audio (missing the organ music and crying that cue temporal continuity) or broader narrative context (the apotheotic resolution of the film's narrative arc for Michael). At close reading level, we noticed that the baptism scene involves both parallel editing (comparing baptism and execution) and cross-cutting (multiple simultaneous executions), which is a particularly challenging combination for a model with limited context. One of the most common film-editing techniques proved to be challenging to one of the most capable vision models.

[FIGURE 7: Experimental designs (conducted in green and black): Computational Burch (1 and 2) are the experiments discussed in this blogpost.]

Key Insights and Lessons Learned

The Persistent Relevance of Context

A crucial insight from these experiments concerns the amount of contextual information available to different "viewers"---human or computational. When a human expert classifies shot transitions, they draw on their memory of the entire film, knowledge of narrative conventions, and rich audiovisual information. Our models, by contrast, received only a handful of frames presented in isolation.

This raises important methodological questions: What is the minimum amount of input information needed to accurately identify relationships between shots? What is the right balance between reduction of features and meaningful results aligned to our research questions (Ciula et al. 2023)? How could VLMs be redesigned, harnessed, or post-trained in order to detect parallel editing? What kind of data would they need access to? And is this data only available through human annotation?

The answers might depend on how we imagine our ideal subjects and how they aggregate and interact to form a synthetic audience, whether we imagine a classifier that has "already watched" the whole film, one seeing frames with a sliding window of context, or something in between---a viewer experiencing the film in real-time, knowing only what came before, but who has seen other films in the past and may have a chat with other future viewers in the future. How can we model this as a dynamic system? Perhaps a multi-model system (e.g. ensemble voting or agentic deliberation) is the minimum required to claim any sort of approximation of consensus between independent viewers.

The Value of Theoretical Grounding

The experiments also highlighted ambiguities in Burch's foundational taxonomy that had not been fully articulated. What exactly distinguishes "contiguous" from "continuous" space? Why does the temporal dimension lack this nuance? The process of translating theory into computable instructions forced us to confront these gaps, not apparent at the encoding matrix level. In other words, theory is very valuable to bootstrap epistemic assumptions while computational modelling can play a key role in the critique and refinement of these assumptions. These are two complementary knowledge operations that inform each other.

This is, we would argue, one of the core epistemic values of computational approaches in the humanities: not always or primarily to validate results about what we already know, but to make us question the explicability of our reasoning parameters. Building models ―whether computational or conceptual--- and running simulations based on these models, can tell us something new, not only about the phenomenon under study but about our thinking of the phenomenon and its conceptual definition.

Human Annotation as Uncertain Ground Truth

Perhaps most provocatively, our experiments suggest that human annotations might not be the definitive "ground truth" for this task. Looking at the explanations Qwen provided for its classifications, we observed a degree of ambiguity and indeterminacy in the theoretical categories themselves --- particularly when temporal relationships cannot be easily inferred from visual form alone.

This doesn't invalidate Burch's theoretical framework, but it does suggest that the emergence of continuity involves not only visual perception but types of temporal inference and extrapolation that may be fundamentally difficult to pin down ---for humans and machines alike. We believe that human annotation alone will not solve this issue and for this task at least might not be the most reliable data source, as we can't fully explain temporal reasoning in humans either.

Broader Implications for Digital Humanities

This proof of concept connects to larger questions about computational approaches to cultural analysis and specifically to screen culture. Our work draws on intermedia studies and theories of modelling that emphasise how different "modalities"---the material, virtual, and cognitive dimensions of media---interact to create meaning.

[LINK: For theoretical background, see Elleström's work on media modalities: https://doi.org/10.1057/9780230275201_2]

What we're attempting to model is essentially the relationship between a film's material properties (shots, frames, cuts) and its "virtual" manifestation (how space and time are experienced by viewers) via cognitive and perceptual processes. The construction of these models, meaning the elements we choose to encode and what features we prioritise, inevitably shapes how we interpret the results.

Importantly, this work is not about developing new computer vision techniques per se, but about asking if and how VLMs can inform our understanding of visual culture while they are simultaneously being used to reshape such culture. The value lies in the explicit articulation of an epistemic practice ---what we have called "sculpting time with computers"

Technical Approach

Shot Boundary Detection: We used PySceneDetect for automated segmentation, which provides reliable results for hard cuts though some transition types (dissolves, wipes) remain challenging. No automated SBD system is perfect, and validation against manual annotation is still important for critical applications. We found, for example, significant variance between colour and black and white footage using the different methods available in PySceneDetect.

Model Selection: For the second experiment, we deliberately chose an open-weight model (Qwen2.5-VL) that could run locally. At the time, this was one of the most capable models for video understanding that would fit on the infrastructure available for the project.

Experimental design and productive byproducts: while in this blogpost we reported only about two experiments, other experiments were designed but not conducted (due to time and resources constraints) or conducted as tests to explore complementary models and architectures affordances but not included here for brevity (see the public code repository at https://github.com/kingsdigitallab/sculpting-poc/). Importantly, some of this work, complemented by KDL research time, resulted in stand-alone reusable software applications for the pre-processing and analysis of visual assets, namely BVQA and FrameSense. ---which is now actively being used for systematic pre-processing and model testing in the Intelligent Systems for Screen Archives Project (ISSA).

Future Directions

This proof of concept opens several avenues for further research:

Richer Context: Providing models with film synopses, character descriptions, or audio features significantly improved classification in preliminary tests. Systematic exploration of what contextual information is most useful for a model to enhance temporal reasoning is a promising avenue and overlaps to an extent with video understanding efforts in AI research.

Controlled Experiments: Future work could select sequences with single, clear types of discontinuity to systematically uncover model capabilities, building toward a benchmark for this new task. The lack of reliable benchmarks across disciplines makes progress in this area fragmented and slow.

Multimodal Analysis: The current experiments used only visual information. Incorporating audio would likely improve temporal reasoning, since sound design often provides crucial continuity cues. At the same time, incorporating sound data brings its own set of computational modelling challenges. Again, there is an overlap here with multimodal AI research.

Scale: With refined approaches, we aim to analyse larger corpora to identify patterns across directors, genres, and historical periods ---moving from proof of concept toward the stylometric analysis of editing that Burch's framework makes theoretically possible. Scale in this instance is not only a matter of larger datasets and samples, although that too is an issue, but of density and diversity, meaning not just more data, but other types of thick and blended data.

Conclusion

Our experiments demonstrate that approximating inter-subjective aesthetic consensus---the "synthetic audiences" and their shared cognitive strategies--- is a viable and productive area for VLM-assisted research, even as current models have significant limitations in temporal reasoning.

Perhaps most importantly, we found that the value of this approach lies not in VLMs as straightforward "data extractors," but as tools for generating explanations and exposing ambiguities that stress-test existing theoretical assumptions in humanities frameworks. The progressive "thickening" of data through the aggregation of multiple generated signals, offers a surface of interaction between human critics and computational models that can introduce inductive potency to deductive theoretical frameworks.

Rather than expecting computational models to produce consistent outputs like traditional statistical tools, moving image researchers may find greater success in designing contexts where the elasticity of VLM output plays out as an advantage. From this point of view, we are not applying computational methods to film but designing the abstract spaces for synthetic audiences to be simulated; this is where most of the sculpting happens!

This research was conducted in collaboration between King's Digital Lab and the Department of Digital Humanities, supported by the Digital Futures Institute, the Faculty of Arts & Humanities and the AI Institute at King's College London. This research was conducted with infrastructure for research data storage provided by King's College London e-Research. This proof-of-concept collaboration also connects to the Intelligent Systems for Screen Archives (ISSA) project.

[^1]: We would like to thank Barbara Plotz (https://www.kcl.ac.uk/people/barbara-plotz) for her contribution as expert annotator for this task.