Camera Planning in Virtual Environments Using the Corridor Map Method

  • Authors:
  • Roland Geraerts

  • Affiliations:
  • Institute of Information and Computing Sciences, Utrecht University, Utrecht, the Netherlands 3508

  • Venue:
  • MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
  • Year:
  • 2009

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Abstract

Planning high-quality camera motions is a challenging problem for applications dealing with interactive virtual environments. This challenge is caused by conflicting requirements. On the one hand we need good motions , formed by trajectories that are collision-free and keep the character that is being followed in clear view. On the other hand, we need frame coherence , i.e. the view must change smoothly such that the viewer does not get disoriented. Since camera motions dynamically evolve, good motions may require the camera to jump, leading to a broken frame coherence. Hence, a careful trade-off must be made. In addition to this challenge, interactive applications require real-time computations, preventing an exhaustive search for `the best' solution. We propose a new method for planning camera motions which tackles this trade-off in real-time. The method can be used for planning camera motions of npc 's and first-person characters. Experiments show that high-quality camera motions are obtained for both scenarios in real-time.