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    Efficient Storyboarding in 3D Game Engines

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    Date
    2016
    Author
    Gouvatsos, Alexandros
    Xiao, Zhidong
    Pang, Keith
    Marsden, Neil
    Ark, Danny Van der
    Hibbert, Jerry
    Zhang, Jian J. ORCID
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    Abstract
    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}
    }
    URI
    http://dx.doi.org/10.2312/sca.20161241
    https://diglib.eg.org:443/handle/10.2312/sca20161241
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    Eurographics Association copyright © 2013 - 2023 
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