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 | Size | Format | |
---|---|---|---|---|
G31.pdf | Plný text | 212,01 kB | Adobe PDF | View/Open |
G31-1.mpg | Video 1 | 5,77 MB | MPEG | View/Open |
G31-2.mpg | Video 2 | 4,9 MB | MPEG | View/Open |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/6569
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