Real-Time Cinematography for Games (Game Development Series)
Real-Time Cinematography for Games (Game Development Series)
A tutorial on particle filters for online nonlinear/non-GaussianBayesian tracking
IEEE Transactions on Signal Processing
Virtual Viewpoint Replay for a Soccer Match by View Interpolation From Multiple Cameras
IEEE Transactions on Multimedia
Flying head: head-synchronized unmanned aerial vehicle control for flying telepresence
SIGGRAPH Asia 2012 Emerging Technologies
Virtual prototyping of a spatial audio interface for obstacle avoidance using image processing
Proceedings of the 4th Augmented Human International Conference
EverCopter: continuous and adaptive over-the-air sensing with detachable wired flying objects
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Eyeglass-based hands-free videophone
Proceedings of the 2013 International Symposium on Wearable Computers
PeTRE: workshop on pervasive technologies in retail environments
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
A new photography style using a shooting assistant robot
SIGGRAPH Asia 2013 Posters
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Highly effective 3D-camerawork techniques that do not have physical limitations have been developed for creating three-dimensional (3D) computer games. Recent techniques used for real-world visual content creation, such as those used for sports broadcasting and motion pictures, also incorporate cameras moving in 3D physical space to provide viewers with a more engaging experience. For such purpose, wired cameras or mechanically controlled cameras are used, but they require huge and expensive infrastructure, and their freedom of motion is limited. To realize more flexible free-space camerawork at reasonable cost, we propose a system called "Flying Eyes" based on autonomous aerial vehicles. Flying Eyes tracks target humans based on vision processing, and computes camera paths by controlling the camera position and orientation.