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    Exploring Frame Gestures for Fluid Freehand Sketching
    (The Eurographics Association, 2010) Nijboer, Menno; Gerl, Moritz; Isenberg, Tobias; Marc Alexa and Ellen Yi-Luen Do
    In this paper, we explore a minimalistic, gesture-based interface for fluid freehand concept sketching with vector graphics. Our approach leverages the advantages of both the GUI and gestural interface paradigms. We describe how to use frame gestures to control rotation, translation, and scale of the drawing canvas and of stroke selections. Based on an implementation of this concept we evaluate our tool with both novices and experts, and report on both its benefits and drawbacks.
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    A Real-time Cinematography System for Interactive 3D Environments
    (The Eurographics Association, 2010) Lino, Christophe; Christie, Marc; Lamarche, Fabrice; Schofield, Guy; Olivier, Patrick; MZoran Popovic and Miguel Otaduy
    Developers 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.