Title: Cinematic Camera Control in 3D Computer Games
Authors: Ling-Chieh, Lin
Zen-Chung, Shih
Tsai, Yu-Ting
Citation: WSCG '2004: Short Communications: the 12-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2004, 2.-6. February 2004 Plzeň, p. 289-296.
Issue Date: 2004
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
conferenceObject
URI: http://wscg.zcu.cz/WSCG2004/Papers_2004_Short/G31.pdf
http://hdl.handle.net/11025/6569
ISBN: 80-903100-5-2
Keywords: 3D počítačové hry;filmové ovládání kamery
Keywords in different language: 3D computer games;cinematic camera control
Abstract: Good camera control and planning techniques in 3D comput er games can give players deeper feelings about atmosphere of games. However, most modern computer games use fixed point-of-view techniques to control the scene camera. We believe applications of some basic cinematic camera planning methods in computer games will enrich player’s gaming experience. In this paper, we discuss the principles of camera control in real-time 3D computer games and concepts of cinematography, encapsulating both of them into camera modules. We also present a system for event-driven camera modules selecti on which is connected to the interactive environment in 3D computer games. Furthermore, some methods to solve the conflict between camera placement and frame coherence are also described. Finally, a practical method to avoid obstruction is used in this system to consider the visibility of important objects.
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG '2004: Short Communications

Files in This Item:
File Description SizeFormat 
G31.pdfPlný text212,01 kBAdobe PDFView/Open
G31-1.mpgVideo 15,77 MBMPEGView/Open
G31-2.mpgVideo 24,9 MBMPEGView/Open


Please use this identifier to cite or link to this item: http://hdl.handle.net/11025/6569

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.