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SOFTWARE TOOLKIT FOR CINEMATOGRAPHY
Many 3D environments, e.g. 3D computer games, employ very simple
camera control systems. Often the virtual camera, which is the view
through which the user sees, is fixed to the virtual character’s
view or an over the shoulder view is used. Sometimes the user is
required to control the positioning of the virtual camera in addition
to manipulating their 3D character. A camera with more intelligent
positioning and motion could yield a more exciting experience for
the player and remove the burden of controlling the virtual camera.
Using cinematography
techniques, a 3D environment could take advantage of clever camera
control that has been developed in the film industry over many years
and so create a more dramatic experience in which the camera is
a storytelling element in the game.
Implementing this level of camera control is an imposing task,
however. While in film all action is scripted and so the director/camera
operator knows where all participants of the scene will be at every
instance, in a dynamic 3D environment such as a 3D game, there is
no way of knowing the exact future state of the scene on a continual
basis. The camera control system must therefore use techniques to
try and predict the scene’s state, react to action in the
scene or a combination of both. In this way virtual cinematography
through camera control would be achieved in two stages: firstly
making the camera intelligent and secondly applying cinematography
idioms to it.
The camera needs to be intelligent so that it will find the best
possible position to shoot from, will move smoothly when changing
positions and will not allow its subject to become occluded. Cinematography
will be applied in terms of different techniques employed traditionally
in film such as cutting, panning and zooming. In addition to 3D
computer games in real-time, these techniques could be applied to
machinima (making 3D animated features using computer game engines)
and demos for computer games, i.e., the non-interactive opening
sequence of a game.
Relevant Publications
Kneafsey, J. and McCabe,H., CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators
DIGRA 2005 Conference: Changing Views - Worlds in Play, June 2005, Vancouver, Canada
Kneafsey, J. and McCabe,H., Camera Control through Cinematography for Virtual Environments: A State of the Art Report,
in Proceedings of Eurographics Ireland Chapter Workshop 2004, University College Cork, September 2004.
Kneafsey, J. and McCabe,H., Camera Control through Cinematography in 3D Computer Games,
ITB Research Conference 2004, 22/23 April 2004.
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