Efficient Storyboarding in 3D Game Engines

dc.contributor.authorGouvatsos, Alexandrosen_US
dc.contributor.authorXiao, Zhidongen_US
dc.contributor.authorPang, Keithen_US
dc.contributor.authorMarsden, Neilen_US
dc.contributor.authorArk, Danny Van deren_US
dc.contributor.authorHibbert, Jerryen_US
dc.contributor.authorZhang, Jian J.en_US
dc.contributor.editorJan Benderen_US
dc.date.accessioned2016-07-10T12:55:32Z
dc.date.available2016-07-10T12:55:32Z
dc.date.issued2016
dc.description.abstractGetting 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".en_US
dc.description.sectionheadersPosters
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters
dc.identifier.doi10.2312/sca.20161241
dc.identifier.isbn978-3-03868-020-8
dc.identifier.pagesAlexandros Gouvatsos, Zhidong Xiao, Keith Pang, Neil Marsden, Danny Van der Ark, Jerry Hibbert, and Jian J. Zhang-Categories and Subject Descriptors (according to ACM CCS): I.3.4 [Computer Graphics]: Graphics Utilities-Paint systems
dc.identifier.urihttps://doi.org/10.2312/sca.20161241
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/sca20161241
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.4 [Computer Graphics]
dc.subjectGraphics Utilities
dc.subjectPaint systems
dc.titleEfficient Storyboarding in 3D Game Enginesen_US
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