Now showing items 4-14 of 14

    • Designing Computer Based Archaeological 3D-Reconstructions: How Camera Zoom Influences Attention 

      Glaser, Manuela; Lengyel, Dominik; Toulouse, Catherine; Schwan, Stephan (The Eurographics Association, 2015)
      Previous empirical literature [Sal94; WB00] indicates that there is an attention guiding effect of zooms. In order to substantiate this conclusion, an eye-tracking study was conducted to examine the influence of camera ...
    • Efficient Salient Foreground Detection for Images and Video using Fiedler Vectors 

      Perazzi, Federico; Sorkine-Hornung, Olga; Sorkine-Hornung, Alexander (The Eurographics Association, 2015)
      Automatic detection of salient image regions is a useful tool with applications in intelligent camera control, virtual cinematography, video summarization and editing, evaluation of viewer preferences, and many others. ...
    • Film Ties: An Architecture for Collaborative Data-driven Cinematography 

      Bares, William; Schwartz, Donald; Segundo, Cristovam; Nitya, Santoshi; Aiken, Sydney; Medbery, Clinton (The Eurographics Association, 2015)
      The ability to store, share, and re-use digital assets is of primary importance in the film production pipeline. Digital assets typically include texture images, three-dimensional models, and scripts for creating special ...
    • Frontmatter Eurographics Workshop on Intelligent Cinematography and Editing 

      Ronfard, Rémi; Christie, Marc; Bares, William (The Eurographics Association, 2015)
    • Implementing Game Cinematography: Technical Challenges and Solutions for Automatic Camera Control in Games 

      Burelli, Paolo (The Eurographics Association, 2015)
      Cinematographic games are a rising genre in the computer games industry and an increasing number of titles published include some aspects of cinematography in the gameplay or the storytelling. At present state, camera ...
    • The Influence of a Moving Camera on the Perception of Distances between Moving Objects 

      Garsoffky, Bärbel; Meilinger, Tobias; Horeis, Chantal; Schwan, Stephan (The Eurographics Association, 2015)
      Movies and especially animations, where cameras can move nearly without any restriction, often use moving cameras, thereby intensifying continuity [Bor02] and influencing the impression of cinematic space [Jon07]. Further ...
    • Insight: An Annotation Tool and Format for Film Analysis 

      Merabti, Billal; Wu, Hui-Yin; Sanokho, Cunka Bassirou; Galvane, Quentin; Lino, Christophe; Christie, Marc (The Eurographics Association, 2015)
      A multitude of annotation tools and annotation formats for the analysis of audiovisual documents are available and address a wide range of tasks (see Elan [SW08] and Anvil [Kip10]). Existing approaches however remain ...
    • Key-frame Based Spatiotemporal Scribble Propagation 

      Dogan, Pelin; Aydın, Tunç Ozan; Stefanoski, Nikolce; Smolic, Aljoscha (The Eurographics Association, 2015)
      We present a practical, key-frame based scribble propagation framework. Our method builds upon recent advances in spatiotemporal filtering by adding key-components required for achieving seamless temporal propagation. To ...
    • Stylistic Patterns for Generating Cinematographic Sequences 

      Wu, Hui-Yin; Christie, Marc (The Eurographics Association, 2015)
      For film editors, the decision of how to compose and sequence camera framings is a question pertaining to a number of elements involving the semantics of shots, framings, story context, consistency of style, and artistic ...
    • Toward More Effective Viewpoint Computation Tools 

      Lino, Christophe (The Eurographics Association, 2015)
      The proper setting of cameras is an essential component in many 3D computer graphics applications. Commonly, viewpoint computation tools rely on the specification of visual criteria on a number of targets, each expressed ...
    • Visibility-Aware Framing for 3D Modelers 

      Ranon, Roberto; Christie, Marc (The Eurographics Association, 2015)
      Modelling and editing entire 3D scenes is a fairly complex task. The process generally comprises many individual operations such as selecting a target object, and iterating over changes in the view and changes of the ...