Efficient Storyboarding in 3D Game Engines

Date
2016Author
Gouvatsos, Alexandros
Xiao, Zhidong
Pang, Keith
Marsden, Neil
Ark, Danny Van der
Hibbert, Jerry
Metadata
Show full item recordAbstract
Getting an accurate match between initial storyboards and the 3D layout is difficult, given today's reality of multi-site productions. While big studios have the luxury of re-iterating over the 3D layout of a shot, smaller studios with smaller budgets have limited attempts to get it right. Going back to make corrections is the difference between delivering on time or going over budget. Studios can avoid mistakes and deliver on time by storyboarding directly in 3D, with the help of game engines. Thousands of minutes of animation have been created in this way, for productions such as "Bob the Builder" and "Tree Fu Tom".
BibTeX
@inproceedings {10.2312:sca.20161241,
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters},
editor = {Jan Bender},
title = {{Efficient Storyboarding in 3D Game Engines}},
author = {Gouvatsos, Alexandros and Xiao, Zhidong and Pang, Keith and Marsden, Neil and Ark, Danny Van der and Hibbert, Jerry and Zhang, Jian J.},
year = {2016},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-020-8},
DOI = {10.2312/sca.20161241}
}
booktitle = {Eurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters},
editor = {Jan Bender},
title = {{Efficient Storyboarding in 3D Game Engines}},
author = {Gouvatsos, Alexandros and Xiao, Zhidong and Pang, Keith and Marsden, Neil and Ark, Danny Van der and Hibbert, Jerry and Zhang, Jian J.},
year = {2016},
publisher = {The Eurographics Association},
ISBN = {978-3-03868-020-8},
DOI = {10.2312/sca.20161241}
}