A Real-time Cinematography System for Interactive 3D Environments

dc.contributor.authorLino, Christopheen_US
dc.contributor.authorChristie, Marcen_US
dc.contributor.authorLamarche, Fabriceen_US
dc.contributor.authorSchofield, Guyen_US
dc.contributor.authorOlivier, Patricken_US
dc.contributor.editorMZoran Popovic and Miguel Otaduyen_US
dc.date.accessioned2014-01-29T07:51:27Z
dc.date.available2014-01-29T07:51:27Z
dc.date.issued2010en_US
dc.description.abstractDevelopers of interactive 3D applications, such as computer games, are expending increasing levels of effort on the challenge of creating more narrative experiences in virtual worlds. As a result, there is a pressing requirement to automate an essential component of a narrative - the cinematography - and develop camera control techniques that can be utilized within the context of interactive environments in which actions are not known in advance. Such camera control algorithms should be capable of enforcing both low-level geometric constraints, such as the visibility of key subjects, and more elaborate properties related to cinematic conventions such as characteristic viewpoints and continuity editing. In this paper, we present a fully automated real-time cinematography system that constructs a movie from a sequence of low-level narrative elements (events, key subjects actions and key subject motions). Our system computes appropriate viewpoints on these narrative elements, plans paths between viewpoints and performs cuts following cinematic conventions. Additionally, it offers an expressive framework which delivers notable variations in directorial style. Our process relies on a viewpoint space partitioning technique in 2D that identifies characteristic viewpoints of relevant actions for which we compute the partial and full visibility. These partitions, to which we refer as Director Volumes, provide a full characterization over the space of viewpoints. We build upon this spatial characterization to select the most appropriate director volumes, reason over the volumes to perform appropriate camera cuts and rely on traditional path-planning techniques to perform transitions. Our system represents a novel and expressive approach to cinematic camera control which stands in contrast to existing techniques that are mostly procedural, only concentrate on isolated aspects (visibility, transitions, editing, framing) or do not encounter for variations in directorial style.en_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US
dc.identifier.isbn978-3-905674-27-9en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttps://doi.org/10.2312/SCA/SCA10/139-148en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.6]: Methodology and Techniques-Interaction Techniquesen_US
dc.titleA Real-time Cinematography System for Interactive 3D Environmentsen_US
Files
Original bundle
Now showing 1 - 5 of 5
Loading...
Thumbnail Image
Name:
139-148.pdf
Size:
904.54 KB
Format:
Adobe Portable Document Format
No Thumbnail Available
Name:
01_technical-demonstration.wmv
Size:
29.2 MB
Format:
Unknown data format
No Thumbnail Available
Name:
02_1984-example 1-dynamicity.wmv
Size:
15.55 MB
Format:
Unknown data format
No Thumbnail Available
Name:
03_1984-example 2-style dimension.wmv
Size:
12.4 MB
Format:
Unknown data format
No Thumbnail Available
Name:
examplescenariofile.zip
Size:
4.41 KB
Format:
Unknown data format