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A Real-time Cinematography System for Interactive 3D Environments

机译:交互式3D环境的实时电影系统

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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.
机译:交互式3D应用程序的开发人员,如电脑游戏,在创造虚拟世界中创造更多叙述体验的挑战的挑战增加了越来越多的努力。结果,存在迫切要求的是自动化叙述的基本组件 - 电影摄影 - 并开发可以在交互环境的上下文中使用的摄影控制技术,在其中不提前知道的动作。这种相机控制算法应该能够强制执行低电平几何约束,例如关键对象的可见性,以及与电影惯例相关的更精细的属性,例如特征视点和连续性编辑。在本文中,我们提出了一个完全自动化的实时电影系统,该系统从一系列低级叙述元素(事件,关键主题动作和关键主题动作)构建电影。我们的系统在这些叙述元素上计算了适当的视点,计划在视点之间的计划路径,并在电影约定后执行削减。此外,它提供了一种表现力的框架,可提供导演风格的显着变化。我们的进程依赖于2D中的视点空间分区技术,它标识了我们计算部分和完全可见性的相关动作的特征观点。我们将其作为Director卷引用的这些分区提供了对视点空间的完整表征。我们建立在此空间特征上,选择最合适的导演卷,原因在卷上执行适当的相机剪裁并依靠传统的路径规划技术来执行转换。我们的系统代表了一种新颖的和表现力的电影摄像机控制方法,其与主要是程序性的现有技术相反,只集中于隔离方面(可见性,转换,编辑,框架)或者在导演风格的变化中不遇到。

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