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
Declarative camera control for automatic cinematography
AAAI'96 Proceedings of the thirteenth national conference on Artificial intelligence - Volume 1
Neuronal editor agent for scene cutting in game cinematography
Computers in Entertainment (CIE) - SPECIAL ISSUE: Games
Comparing Effects of Different Cinematic Visualization Strategies on Viewer Comprehension
ICIDS '09 Proceedings of the 2nd Joint International Conference on Interactive Digital Storytelling: Interactive Storytelling
The practice of combining cinematic narrative with 3D gameplay
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: applications and services
Towards affective camera control in games
User Modeling and User-Adapted Interaction
Towards adaptive virtual camera control in computer games
SG'11 Proceedings of the 11th international conference on Smart graphics
The director's lens: an intelligent assistant for virtual cinematography
MM '11 Proceedings of the 19th ACM international conference on Multimedia
Modelling virtual camera behaviour through player gaze
Proceedings of the 6th International Conference on Foundations of Digital Games
Automatic identification and generation of highlight cinematics for 3D games
Proceedings of the 6th International Conference on Foundations of Digital Games
Intelligent camera control using behavior trees
MIG'11 Proceedings of the 4th international conference on Motion in Games
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Current 3D game engines offer the potential for new types of interactive storytelling. In this paper, we discuss automated cinematography as it relates to interactive narratives in virtual worlds. Due to the interactive nature of these environments, automated camera controllers cannot fully utilize all of the idioms in the domain of cinematography. It is important to note that substantial investigations into interactive cinematography have already been made [1, 2, 3]. In contrast to these individual systems, we propose a hybrid system that uses abstractly defined cinematographic idioms as constraints to choose the best camera placement for any shot at any moment within any geometry.