Generalized best-first search strategies and the optimality of A*
Journal of the ACM (JACM)
The virtual cinematographer: a paradigm for automatic real-time camera control and directing
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Realtime constraint-based cinematography for complex interactive 3D worlds
AAAI '98/IAAI '98 Proceedings of the fifteenth national/tenth conference on Artificial intelligence/Innovative applications of artificial intelligence
Curves and surfaces for CAGD: a practical guide
Curves and surfaces for CAGD: a practical guide
Dynamically Simulated Characters in Virtual Environments
IEEE Computer Graphics and Applications
Interactive navigation in complex environments using path planning
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Adaptive medial-axis approximation for sphere-tree construction
ACM Transactions on Graphics (TOG)
Physically Based Rendering: From Theory to Implementation
Physically Based Rendering: From Theory to Implementation
Generic Path Planning for Real-Time Applications
CGI '04 Proceedings of the Computer Graphics International
A general algorithm for output-sensitive visibility preprocessing
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Planning Algorithms
Surveillance Strategies for a Pursuer with Finite Sensor Range
International Journal of Robotics Research
A principle for learning egocentric-allocentric transformation
Neural Computation
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
A real-time cinematography system for interactive 3D environments
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Following a large unpredictable group of targets among obstacles
MIG'10 Proceedings of the Third international conference on Motion in games
Proceedings of the 16th International Conference on 3D Web Technology
OSCAM - optimized stereoscopic camera control for interactive 3D
Proceedings of the 2011 SIGGRAPH Asia Conference
Artificial Intelligence for Engineering Design, Analysis and Manufacturing - Representing and Reasoning About Three-Dimensional Space
Intelligent camera control using behavior trees
MIG'11 Proceedings of the 4th international conference on Motion in Games
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We present a real-time camera control system that uses a global planning algorithm to compute large, occlusion free camera paths through complex environments. The algorithm incorporates the visibility of a focus point into the search strategy, so that a path is chosen along which the focus target will be in view. The efficiency of our algorithm comes from a visibility-aware roadmap data structure that permits the precomputation of a coarse representation of all collision-free paths through an environment, together with an estimate of the pair-wise visibility between all portions of the scene. Our runtime system executes a path planning algorithm using the precomputed roadmap values to find a coarse path, and then refines the path using a sequence of occlusion maps computed on-the-fly. An iterative smoothing algorithm, together with a physically-based camera model, ensures that the path followed by the camera is smooth in both space and time. Our global planning strategy on the visibility-aware roadmap enables large-scale camera transitions as well as a local third-person camera module that follows a player and avoids obstructed viewpoints. The data structure itself adapts at run-time to dynamic occluders that move in an environment. We demonstrate these capabilities in several realistic game environments.