CamDroid: a system for implementing intelligent camera control
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
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
Expressive autonomous cinematography for interactive virtual environments
AGENTS '00 Proceedings of the fourth international conference on Autonomous agents
Representation and recognition of action in interactive spaces
Representation and recognition of action in interactive spaces
Real-Time Cinematography for Games (Game Development Series)
Real-Time Cinematography for Games (Game Development Series)
Machinima: Making Animated Movies in 3D Virtual Environments
Machinima: Making Animated Movies in 3D Virtual Environments
Real-time cinematic camera control for interactive narratives
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Declarative camera control for automatic cinematography
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
The director's lens: an intelligent assistant for virtual cinematography
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Hi-index | 0.00 |
Cinematography techniques in games aim to provide high-level abstractions for operating a virtual camera on the basis of concepts borrowed from the movie industry, such as scene, shot, and line of action, among others. One typical approach is the development of agents to execute tasks that are similar to their counterparts in a real movie set: director, editor, and cinematographer. However, a game is an interactive application and resembles a live TV show or a live sport transmission, where the actions taken by all the actors are not known previously. In such a scenario, the role of the editor is of great importance, since he or she is the one who ultimately decides what point of view should appear on the screen. In the context of game cinematography, most previous work has proposed ways of mapping scene concepts and automatically controlling the virtual camera, but without paying much attention to the role of an editor agent. Our article demonstrates an intelligent editor agent that uses neuronal network classifiers to decide shot transition and has an intuitive user interface to the learning mechanism.